<comment>Bonejack, Helljack, Myrmidon and Vector are names given by different factions but are all warjacks. Monstrosity and Horror are specific types of models counted as warjacks.</comment>
<comment>Bonejack, Helljack, Myrmidon and Vector are names given by different factions but are all warjacks. Monstrosity and Horror are specific types of models counted as warjacks.</comment>
<description>This model can begin the game controlling warjacks (not part of any warcaster’s battlegroup); can control up to one Faction warjack at a time. Mercenary ’jack marshals can control and reactivate only Mercenary warjacks; its warjack becomes autonomous but doesn't become inert if it's destroyed or removed from the table; can reactivate inert friendly Faction warjacks (comes under its control unless it already controls a warjack then the reactivated warjack
becomes autonomous); can take control of an autonomous friendly Faction warjack if it's not already controlling another warjack;
<description> This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.</description>
</rule>
Once per activation, its warjack in command range can gain one of the following benefits (unless its cortex is crippled or its controller is knocked down/stationary):
- Crush! it can make one additional melee attack and gains +2 on all melee damage rolls.
<description>This model is a terrifying entity. Models and units-friendly and enemy-within 3" of this model must pass a command check or flee</description>
- Hurry! it can run/charge/make a power attack and gains +2 on charge/slam attack rolls.
</rule>
- Shake! it can stan dup when knowked down and stationary or any shakable effects expire.
If this model falls under opponent’s control, the warjack under its control remains under control and becomes autonomous; it resumes control of the warjack when its control is regained, unless another model has already taken control of it.
<description>This model is a channeler (p. 79).</description>
It this model's warjack falls under opponent's control, it resumes control of the warjack when the warjack's control is regained unless it's already taken control of another warjack, then the regained warjack becomes autonomous.</description>
Cloud effects and forest terrain do not block line of sight to a battle engine.
<description>This warjack is a channeler equipped with an arc node and can act as a conduit for spells cast by its warcaster.</description>
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.
</rule>
Predeployment. Must be placed before normal deployment.
Massive. A battle engine cannot be slammed, pushed, thrown, knocked down, or made stationary.
<description>- Huge Base
Pathfinder.
- Massive: can't be pushed/knocked down/made stationary/moved by slam/throw.</description>
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.</description>
<description>This weapon has an integral buckler that gives the model a cumulative +1 ARM bonus unless it's crippled or when resolving damage that originates in its back arc.</description>
<description>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.</description>
<description>- Great beast: can't be affected by Paralysis; can't gain Advance Deployment/Incorporeal/Stealth; can't be forced to/forfeit its normal movement or combat action except to aim.
<description>- Huge base
- Huge Base.
Occupies the space from its base to a height of 5"
- Massive: can't be pushed/knocked down/made stationary/moved by slam/throw.
- Facing and Line of sight
- Movement: can advance only during its Normal Movement (can't be placed).
Front arc is divided into two 90 degree fields of fire. L and R can only fire into respective field.
- Ranged attack: can make ranged attacks while in melee.</description>
- Targeting a colossal
</rule>
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.
<description>This model can participate in combined melee attacks with other models in its unit against
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.
the same target (must be able to declare a melee attack, within its melee range and be in formation). Each model in a combined melee attack (combined in any way) gives +1 to the attack and damage rolls. Participants lose their attack this turn, modifiers are based on the primary attacker, charge bonus counts only if all participants charged.</description>
- Predeployment
</rule>
colossal must be placed before normal deployment. If both players have models to predeploy, they predeploy their models in standard deployment order.
<description>This model can participate in combined ranged attacks with other models in its unit against
A colossal cannot be slammed, pushed, thrown, knocked down, or made stationary.
the same target (must be able to declare a ranged attack, within its range and be in formation, musn't auto miss the target). Each model in a combined ranged attack (combined in any way) gives +1 to the attack and damage rolls. Participants lose their attack this turn, modifiers are based on the primary attacker.</description>
- colossal movement
</rule>
A colossal can only advance during its normal movement and cannot be placed.
<description>A model hit by this atack suffers the Fire continuous effect.</description>
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 weapons and gargantuan melee attacks have a 2" melee range unless otherwise noted. This includes all power attacks made by a colossal.
<description>On a critical hit, the model hit by this attack suffers the Corrosion continuous effect.</description>
- Colossal power attacks
</rule>
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.
<description>On a critical hit on a warjack, the warjack suffers Disruption. A warjack suffering Disruption loses its focus points and cannot channel spells or gain focus by any means, including by being allocated focus, for one round.</description>
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.
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.</description>
<description>On a critical hit, the model hit by this attack suffers the Fire continuous effect.</description>
<description>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.</description>
<description>A model hit by this atack suffers the Fire continuous effect.</description>
<description>This model treats all non-impassable terrain as open terrain while advancing; can advance through obstructions and other models if it has enough movement to move completely past them; does not stop its movement when it contacts an obstacle/obstruction/another model when charging/slaming/trampling; ignores intervening models when declaring its charge target; loses Flight while knocked down/stationary.</description>
<description>On a critical hit, the model hit by this attack suffers the Corrosion continuous effect.</description>
<description>- Damage: has two damage grids (left/right); its damage grid to be marked is the one on the damage's origin field, is chosen by the attacker if the attack's origin is in its back arc or directly in front of it, or is randomly determined (4+ right; left otherwise) if it's not an attack; if all boxes in column 6 of a grid is filled, continue recording damages at the first comlumns of this grid, unless it's already full then continue on the other grid on a random column; weapons on a location are all crippled if all the corresponding boxes are marked in both grids.
</rule>
- Great machine: doesn't suffer Disruption; can't be affected by Paralysis; can't gain Advance Deployment/Incorporeal/Stealth; can't be forced to/forfeit its normal movement or combat action except to aim.
<description>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.)</description>
- Massive: can't be pushed/knocked down/made stationary/moved by slam/throw.
</rule>
- Movement: can advance only during its Normal Movement (can't be placed).
target models engaging it; can make free strikes with ranged weapons; gains a melee range of 0.5" if it does not have a melee weapon; can make its initial attacks with its ranged weapons if it makes a charge, but these attacks can target only models it charged and within its melee range; its first attack after charging is a charge attack only if made with
</rule>
a melee weapon and it can't aim in melee; can't make melee and ranged attacks during the same activation.</description>
<description>This model does not suffer electrical damage; is ignored when determining which model the lightning arcs to; lightning can't arc from it.</description>
<description>This model treats all non-impassable terrain as open terrain while advancing; can move through obstructions/other models if it has enough movement to move completely past them; does not stop its movement when it contacts an
obstacle/obstruction/another model while charging/slaming/trampling; doesn't count as intervening model; is immune
<description>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.</description>
to continuous effects and non-magical damage; can't be moved by a push/slam/throw; loses Incorporeal until the start of its next activation when it makes a melee/ranged attack, before the attack roll is made; can't make free strikes while Incorporeal.
</rule>
Other models can move (inc. slammed/pushed/thrown) through this model without effect if they have enough movement to move completely past it.
A gargantuan never gains a DEF bonus from concealment, cover, or elevation.
<description>This model is an Officer; is its unit's commander even if a leader is part of its unit.</description>
Cloud effects and forest terrain do not block line of sight to a gargantuan.
</rule>
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.
<description>This weapon is an Open Fist; it can be used by warjack/warbeast to make power attacks (Throw, PowerStrike) unless it's crippled.</description>
Gargantuans must be placed before normal deployment. If both players have models to predeploy, they predeploy their models in standard deployment order.
A gargantuan cannot be slammed, pushed, thrown, knocked down, or made stationary.
<description>This model treats rough terrain as open terrain while advancing ; doesn't stop its movement when it contacts an obstacle while charging/slaming/trampling.</description>
- Gargantuan movement
</rule>
A gargantuan can only advance during its normal movement and cannot be placed.
<description>This weapon has an integral buckler that gives the model a cumulative +2 ARM bonus unless it's crippled or when resolving damage that originates in its back arc.</description>
Gargantuans must be assigned to a battlegroup, and your opponent can never take control of your gargantuan by any means.
<description>Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.</description>
- Great Beast
</rule>
A gargantuan can never gain Advance Deployment, Incorporeal, or Stealth.
<description>When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down, this model loses Tough.</description>
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 weapons and gargantuan melee attacks have a 2" melee range unless otherwise noted. This includes all power attacks made by a gargantuan.
<description>This model is an undead model and not a living model.</description>
- Gargantuan power attacks
</rule>
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.
<description>When attacking with this weapon, add an additional die to its damage rolls.</description>
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.</description>
<description>This model treats shallow water as open terrain while advancing. While completely in shallow water, this model gains concealment and does not block line of sight.</description>
<description>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.</description>
<description>This model can make one ranged attack on the target it charges, after it ends its movement and before it begins its Combat Action, even if the charge fails because of the target is not within its melee range; can't make an Assault ranged attack if it begins a charge in melee.</description>
<description>This model does not suffer cold damage.</description>
- Impact attacks: can't use Mount for initial melee attack of a charge; charge less than 3" must be stoped without making any impact attacks; can stop a charge of at least 3" if contacts another model to make simultaneous impact attacks with its Mount against all models in Mount's range (even out of formation), but attack and damage rolls can't be boosted, and then resumes its charge movement unless it's been pushed/slammed/thrown/placed and can't make further impact attacks during this charge.</description>
<description>This model does not suffer electrical damage.</description>
<description>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.</description>
<description>This model cannot be targeted by free strikes.</description>
<description>Attacks with this weapon ignore the Buckler and Shield weapon qualities and Shield Wall.</description>
<description>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</description>
<description>A warjack hit by this attack loses its focus points and cannot channel spells or gain focus by any means, including by being allocated focus, for one round.</description>
<description>This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.</description>
<description>Ranged and magic attacks declared against this model when the point of orgin of the attack is greater than 5" away automatically miss.</description>
<description>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.</description>
<description> 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.</description>