diff --git a/Circle_of_Orboros_Gargantuans_(2013).cat b/Circle_of_Orboros_Gargantuans_(2013).cat
index 207607a..f2e74e4 100644
--- a/Circle_of_Orboros_Gargantuans_(2013).cat
+++ b/Circle_of_Orboros_Gargantuans_(2013).cat
@@ -1,5 +1,4 @@
-
-
+
@@ -11,11 +10,11 @@
- 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.
+ 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.
- This model's front arc extends to 360°.
+ This model's front arc extends to 360°.
@@ -80,7 +79,7 @@
- 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.
+ 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.
@@ -151,15 +150,15 @@
- 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.)
+ 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.)
-
- 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.
+
+ 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.
- 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.
+ 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.
@@ -228,9 +227,9 @@
- • 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.
+ • 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.
-• 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.
+• 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.
• Stone Spray (*Attack) - Stone Spray is a RNG SP 8, POW 12 magic attack. On a critical hit, the model hit is knocked down.
@@ -301,11 +300,11 @@
- 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.
+ 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.
- This model ignores the firing into melee penalty when making magic atacks against models in Wurmwood's command range.
+ This model ignores the firing into melee penalty when making magic atacks against models in Wurmwood's command range.
@@ -313,7 +312,7 @@
- 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.
+ 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.
@@ -321,11 +320,11 @@
- 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.
+ 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.
- 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.
+ 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.
@@ -337,7 +336,7 @@
- Place this model after normal deployment, up to 6" beyond the established deployment zone.
+ Place this model after normal deployment, up to 6" beyond the established deployment zone.
@@ -406,11 +405,11 @@
- This model's front arc extends to 360°.
+ This model's front arc extends to 360°.
- 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.
+ 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.
@@ -427,7 +426,7 @@
- This weapon's AOE is a cloud effect that remains in play for one round.
+ This weapon's AOE is a cloud effect that remains in play for one round.
@@ -437,16 +436,16 @@
- 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.
+ 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.
-
+
-
+
-
+
On a Critical hit, the model hit becomes stationary for one round unless it has immunity: Cold.
@@ -487,7 +486,7 @@
-
+
@@ -539,7 +538,7 @@
• 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.
-• 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.
+• 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.
• 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.
@@ -606,11 +605,11 @@
• 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.
-• 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.
+• 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.
- 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.
+ 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.
@@ -697,7 +696,7 @@
- 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.
+ 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.
@@ -755,13 +754,13 @@
- • Counter Magic (*Action) - This model cannot be target 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.
+ • Counter Magic (*Action) - This model cannot be target 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.
- • 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.
+ • 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.
• 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.
- • 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.
+ • 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.
@@ -773,13 +772,13 @@
- • Counter Magic (*Action) - This model cannot be target 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.
+ • Counter Magic (*Action) - This model cannot be target 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.
- • 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.
+ • 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.
• 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.
- • 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.
+ • 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.
@@ -834,7 +833,7 @@
- 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.
+ 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.
• Protective Plate - This model gains +2 ARM.
@@ -905,11 +904,11 @@
- While this model is not engaged and is in a friendly Faction warlock's control area, the warlock can channel spells through it.
+ While this model is not engaged and is in a friendly Faction warlock's control area, the warlock can channel spells through it.
- While in this model's command range, enemy models lose Tough and cannot heal or be healed.
+ While in this model's command range, enemy models lose Tough and cannot heal or be healed.
@@ -921,7 +920,7 @@
- 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.
+ 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.
@@ -952,7 +951,7 @@
- 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.
+ 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.
• 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.
@@ -966,7 +965,7 @@
- This model can be included in Kromac's theme forces. It can also be bonded to Kromac.
+ This model can be included in Kromac's theme forces. It can also be bonded to Kromac.
@@ -1034,7 +1033,7 @@
- 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.
+ 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.
@@ -1042,11 +1041,11 @@
- This model can make slam power attacks without spending focus or being forced. Models slammed by this model are moved an additional 2".
+ This model can make slam power attacks without spending focus or being forced. Models slammed by this model are moved an additional 2".
- This model can add this weapon's POW to its head-butt and slam power attack damage rolls.
+ This model can add this weapon's POW to its head-butt and slam power attack damage rolls.
@@ -1171,7 +1170,7 @@
- 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.
+ 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.
@@ -1179,7 +1178,7 @@
- When this model hits an enemy model with an inital melee attack or mele special attack that is not a power attack, it can advance up to 2" after the attack is resolved.
+ When this model hits an enemy model with an inital melee attack or mele special attack that is not a power attack, it can advance up to 2" after the attack is resolved.
@@ -1246,7 +1245,7 @@
- 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.
+ 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.
@@ -1256,7 +1255,7 @@
- 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.
+ 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.
@@ -1271,18 +1270,18 @@
- 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.
+ 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.
- 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.
+ 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.
- 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.
+ 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.
@@ -1365,11 +1364,11 @@
- 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.
+ 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.
- Living warbeasts in this model's battlegroup in it's control area gain +2 on melee attack rolls.
+ Living warbeasts in this model's battlegroup in it's control area gain +2 on melee attack rolls.
@@ -1434,14 +1433,14 @@
- 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.
+ 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.
- 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.
+ 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.
@@ -1463,7 +1462,7 @@
- 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.
+ 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.
@@ -1553,7 +1552,7 @@
- Friendly Ciricle models/units in this model's command range never flee and immediately rally.
+ Friendly Ciricle models/units in this model's command range never flee and immediately rally.
@@ -1563,11 +1562,11 @@
- 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.
+ 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.
- 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.
+ 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.
@@ -1643,7 +1642,7 @@
- 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.
+ 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.
@@ -1653,7 +1652,7 @@
- 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.
+ 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.
@@ -1663,7 +1662,7 @@
- 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.
+ 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.
@@ -1735,7 +1734,7 @@
- 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.
+ 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.
@@ -1817,7 +1816,7 @@
- If this model is in Baldur's control area at the start of Baldur's activation, Baldur automatically heals d3 damage points.
+ If this model is in Baldur's control area at the start of Baldur's activation, Baldur automatically heals d3 damage points.
@@ -1825,7 +1824,7 @@
- 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.
+ 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.
@@ -1898,11 +1897,11 @@
- 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.
+ 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.
- This model's front arc extends to 360°.
+ This model's front arc extends to 360°.
@@ -1919,7 +1918,7 @@
- Thsi model rolls an additional die on this weapon's damage rolls against non-living models.
+ Thsi model rolls an additional die on this weapon's damage rolls against non-living models.
@@ -1994,11 +1993,11 @@
- 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.
+ 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.
- 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.
+ 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.
@@ -2074,7 +2073,7 @@
- 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.
+ 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.
@@ -2088,7 +2087,7 @@
- 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.
+ 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.
@@ -2161,22 +2160,22 @@
- While this model is in play, after all models in its unit have completed their actions, each can advance up to 3".
+ While this model is in play, after all models in its unit have completed their actions, each can advance up to 3".
- 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.
+ 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.
- 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.)
+ 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.)
- Add this model's STR to the POW of this ranged attack.
+ Add this model's STR to the POW of this ranged attack.
@@ -2238,7 +2237,7 @@
- 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.
+ 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.
• 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.
@@ -2248,7 +2247,7 @@
- Whiles in this model's command range, friendly Warpwolf models can use Ghostly as if it were a Controlled Warping effect on their cards.
+ Whiles in this model's command range, friendly Warpwolf models can use Ghostly as if it were a Controlled Warping effect on their cards.
@@ -2334,7 +2333,7 @@
- This model can add this weapon's POW to its trample power attack damage rolls.
+ This model can add this weapon's POW to its trample power attack damage rolls.
@@ -2412,19 +2411,19 @@
- While in this model's command range, friendly Reeves of Orboros models gain Camuflage.
+ While in this model's command range, friendly Reeves of Orboros models gain Camuflage.
- 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.
+ 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.
- 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.
+ 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.
- When this model destroys an enemy model with a normal ranged attack, immediately after te attack is resolved it can advance up to 2".
+ When this model destroys an enemy model with a normal ranged attack, immediately after te attack is resolved it can advance up to 2".
@@ -2508,7 +2507,7 @@
- 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".)
+ 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".)
@@ -2516,7 +2515,7 @@
- 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.
+ 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.
@@ -2601,7 +2600,7 @@
- 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.
+ 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.
@@ -2657,7 +2656,7 @@
- This model can add thsi weapon's POW to its head-butt and slam power attack damage rolls.
+ This model can add thsi weapon's POW to its head-butt and slam power attack damage rolls.
@@ -2732,7 +2731,7 @@
- When checking to see if this model is in its contorller's control area, double the area.
+ When checking to see if this model is in its contorller's control area, double the area.
@@ -2809,7 +2808,7 @@
- Place this model after normal deployment, up to 6" beyond the established deployment zone.
+ Place this model after normal deployment, up to 6" beyond the established deployment zone.
@@ -2821,11 +2820,11 @@
- Ranged and magic attacks declared against this model when the point of orgin of the attack is greater than 5" away automatically miss.
+ Ranged and magic attacks declared against this model when the point of orgin of the attack is greater than 5" away automatically miss.
- 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.
+ 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.
@@ -2833,15 +2832,15 @@
- 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.
+ 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.
- 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.
+ 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.
- Place this model after normal deployment, up to 6" beyond the established deployment zone.
+ Place this model after normal deployment, up to 6" beyond the established deployment zone.
@@ -2853,11 +2852,11 @@
- 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.
+ 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.
- While in formation, this model can spend fury on its unit command during its unit's activation to boost attack or damage rolls.
+ While in formation, this model can spend fury on its unit command during its unit's activation to boost attack or damage rolls.
@@ -2922,7 +2921,7 @@
- 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.
+ 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.
@@ -2930,11 +2929,11 @@
- A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
+ A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
- This model can add this weapon's POW to its head-butt and slam power attack damage rolls.
+ This model can add this weapon's POW to its head-butt and slam power attack damage rolls.
@@ -3006,17 +3005,17 @@
- 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.
+ 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.
- Choose one of th following effects at the start of this unit's activation:
+ Choose one of th following effects at the start of this unit's activation:
-• 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.
+• 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.
-• Shifting - Place each model in this unit that i in formation anywhere within 8" of its current location.
+• Shifting - Place each model in this unit that i in formation anywhere within 8" of its current location.
-• 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.
+• 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.
@@ -3160,7 +3159,7 @@
-
+
@@ -3202,7 +3201,7 @@
- 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.
+ 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.
@@ -3210,7 +3209,7 @@
- Add this model's STR to the POW of this ranged attack.
+ Add this model's STR to the POW of this ranged attack.
@@ -3274,7 +3273,7 @@
When this model makes an attack with this wepaon during its activation, choose of the following abilities:
-• 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.
+• 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.
• BLood Spiller - Gain an additional damage die against a living model.
@@ -3397,7 +3396,7 @@
- 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.
+ 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.
@@ -3407,7 +3406,7 @@
- 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.
+ 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.
@@ -3479,11 +3478,11 @@
- 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".
+ 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".
- 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.
+ 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.
@@ -3615,7 +3614,7 @@
- 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.
+ 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.
@@ -3623,7 +3622,7 @@
- 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.
+ 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.
@@ -3635,7 +3634,7 @@
- Add this model's STR to the POW of this ranged attack.
+ Add this model's STR to the POW of this ranged attack.
@@ -3706,8 +3705,8 @@
This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
-
- 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.
+
+ 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.
@@ -3761,7 +3760,7 @@
- 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.
+ 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.
@@ -3893,7 +3892,7 @@
- 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.
+ 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.
• 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.
@@ -3966,7 +3965,7 @@
- This model's front arc extends to 360
+ This model's front arc extends to 360
@@ -4063,7 +4062,7 @@
- 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.
+ 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.
@@ -4126,11 +4125,11 @@
- 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.
+ 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.
- 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.
+ 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.
@@ -4196,7 +4195,7 @@
- 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, kncoked down, or stationary.
+ Once per round, when a friendly model is directly hit by a ranged attack during your opponent's turn while within 2" of this model, 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, kncoked down, or stationary.
@@ -4207,7 +4206,7 @@
- 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.
+ 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.
@@ -4217,7 +4216,7 @@
- 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.
+ 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.
@@ -4298,14 +4297,14 @@
- 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.
+ 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.
- 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.
+ 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.
@@ -4373,7 +4372,7 @@
- After an enemy model casts spell within 10" of this model, this model can immediately make a normal ranged attack targeting that model.
+ After an enemy model casts spell within 10" of this model, this model can immediately make a normal ranged attack targeting that model.
@@ -4589,7 +4588,7 @@
- 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.
+ 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.
@@ -4655,16 +4654,16 @@
-
+
In WARMACHINE, this denotes a non-warcaster model that can control warjacks.
- This model is a terrifying entity. Models and units-friendly and enemy-within 3" of this model must pass a command check or flee
+ This model is a terrifying entity. Models and units-friendly and enemy-within 3" of this model must pass a command check or flee
- Place this model after normal deployment, up to 6" beyond the established deployment zone.
+ Place this model after normal deployment, up to 6" beyond the established deployment zone.
@@ -4688,7 +4687,7 @@
- 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.
+ 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.
@@ -4740,7 +4739,7 @@
- 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.
+ 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.
@@ -4785,7 +4784,7 @@ Attacks made with magical weapons are not magic attacks.
- 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
+ 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
@@ -4797,7 +4796,7 @@ Attacks made with magical weapons are not magic attacks.
- This weapon has a 2" melee range.
+ This weapon has a 2" melee range.
@@ -4810,13 +4809,13 @@ Attacks made with magical weapons are not magic attacks.
- 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.
+ 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.
- 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.
+ 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.
@@ -4828,7 +4827,7 @@ The model can also be bonded to the warlock specified on its card. This only giv
- Ranged and magic attacks declared against this model when the point of orgin of the attack is greater than 5" away automatically miss.
+ Ranged and magic attacks declared against this model when the point of orgin of the attack is greater than 5" away automatically miss.
@@ -5007,7 +5006,7 @@ The model can also be bonded to the warlock specified on its card. This only giv
-
+
@@ -5029,7 +5028,7 @@ The model can also be bonded to the warlock specified on its card. This only giv
-
+
@@ -5635,4 +5634,4 @@ The model can also be bonded to the warlock specified on its card. This only giv
-
\ No newline at end of file
+
diff --git a/Cryx.cat b/Cryx.cat
index b4eea00..27cc938 100644
--- a/Cryx.cat
+++ b/Cryx.cat
@@ -1,5 +1,4 @@
-
-
+
@@ -48,7 +47,7 @@
- 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.
+ 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.
@@ -104,15 +103,15 @@
- 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.
+ 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.
- While in this enemy model's melee range, enemy models suffer -2 ARM.
+ While in this enemy model's melee range, enemy models suffer -2 ARM.
- 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.
+ 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.
@@ -126,7 +125,7 @@
- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
+ This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
@@ -188,7 +187,7 @@
- While in this enemy model's melee range, enemy models suffer -2 ARM.
+ While in this enemy model's melee range, enemy models suffer -2 ARM.
@@ -245,7 +244,7 @@
- While in this enemy model's melee range, enemy models suffer -2 ARM.
+ While in this enemy model's melee range, enemy models suffer -2 ARM.
@@ -323,7 +322,7 @@
- While in this enemy model's melee range, enemy models suffer -2 ARM.
+ While in this enemy model's melee range, enemy models suffer -2 ARM.
@@ -407,7 +406,7 @@
- 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.
+ 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.
@@ -528,7 +527,7 @@
-
+
@@ -545,7 +544,7 @@
- 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.)
+ 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.)
@@ -689,7 +688,7 @@
- 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.
+ 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.
@@ -700,7 +699,7 @@
- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
+ When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
@@ -792,7 +791,7 @@
- When it charges a living model, this model gains +2" movement.
+ When it charges a living model, this model gains +2" movement.
@@ -843,7 +842,7 @@
- When Cankerworm ends its activation in Asphyxious' control area, it can make a full advance.
+ When Cankerworm ends its activation in Asphyxious' control area, it can make a full advance.
@@ -855,7 +854,7 @@
- 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.
+ 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.
@@ -912,15 +911,15 @@
- 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.
+ 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.
- Durings 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.
+ Durings 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.
- 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.
+ 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.
@@ -994,7 +993,7 @@
- When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
+ When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
@@ -1002,11 +1001,11 @@
- 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.
+ 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.
- 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.
+ 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.
@@ -1178,11 +1177,11 @@
- 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.
+ 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.
- When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
+ When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
@@ -1190,7 +1189,7 @@
- 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.
+ 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.
@@ -1242,16 +1241,16 @@
- 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.
+ 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.
- 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.
+ 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.
- 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.
+ 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.
@@ -1391,15 +1390,15 @@
- Friendly Soulhunter models activating while in this model's command range gain incorporeal that activation.
+ Friendly Soulhunter models activating while in this model's command range gain incorporeal that activation.
- While in this model's command range, living enemy models suffer -2 to damage rolls. Beyond Death lasts for one round.
+ While in this model's command range, living enemy models suffer -2 to damage rolls. Beyond Death lasts for one round.
- Friendly undead Faction models currently in this model's command range can immediately advance up to 1".
+ Friendly undead Faction models currently in this model's command range can immediately advance up to 1".
@@ -1428,11 +1427,11 @@
- 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.
+ 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.
- 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.
+ 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.
@@ -1505,7 +1504,7 @@
- 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.
+ 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.
@@ -1598,7 +1597,7 @@
- When this model begins its activation within 3" of one or more friendly Bane models, it is allocated 1 focus point.
+ When this model begins its activation within 3" of one or more friendly Bane models, it is allocated 1 focus point.
@@ -1613,7 +1612,7 @@
- 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.
+ 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.
@@ -1665,15 +1664,15 @@
- When this model destroys a living enemy model while in Scaverous' control area, Scaverous gains the destroyed model's soul token.
+ When this model destroys a living enemy model while in Scaverous' control area, Scaverous gains the destroyed model's soul token.
- When this model destroys one or more enemy warrior models with a normal melee attack, after the attack is resolved this model can immediately advance up to 1".
+ When this model destroys one or more enemy warrior models with a normal melee attack, after the attack is resolved this model can immediately advance up to 1".
- 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.
+ 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.
@@ -1740,7 +1739,7 @@
- When it charges a living model, this model gains +2" movement.
+ When it charges a living model, this model gains +2" movement.
@@ -1748,11 +1747,11 @@
- 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.
+ 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.
- 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".)
+ 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".)
@@ -1802,19 +1801,19 @@
- Living enemy models suffer -2 STR and DEF while within 5" of this model.
+ Living enemy models suffer -2 STR and DEF while within 5" of this model.
- 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.
+ 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.
- If Goreshade the Bastard is disabled while within 3" of this model, this model is destroyed and Goreshade heals 1 damage print.
+ If Goreshade the Bastard is disabled while within 3" of this model, this model is destroyed and Goreshade heals 1 damage print.
- If this model ends its activation outside Goreshae's comman range, it is destroyed.
+ If this model ends its activation outside Goreshae's comman range, it is destroyed.
@@ -1871,15 +1870,15 @@
- While in this model's control area, living enemy models cannot cast spells or use feats. Mage Blight last for one round.
+ While in this model's control area, living enemy models cannot cast spells or use feats. Mage Blight last for one round.
- 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.)
+ 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.)
- 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.
+ 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.
@@ -1980,7 +1979,7 @@
- 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.
+ 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.
@@ -1990,11 +1989,11 @@
- 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.
+ 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.
- 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.
+ 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.
@@ -2020,11 +2019,11 @@
- Target model in this model's battlegroup ignores LOS when making charges, slams, and attacks. That model ignores concealment and cover when resolving attacks.
+ Target model in this model's battlegroup ignores LOS when making charges, slams, and attacks. That model ignores concealment and cover when resolving attacks.
- 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.
+ 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.
@@ -2125,7 +2124,7 @@
- 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 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.
@@ -2140,7 +2139,7 @@
- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
+ This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
@@ -2188,7 +2187,7 @@
- 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.
+ 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.
@@ -2232,7 +2231,7 @@
- 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.
+ 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.
@@ -2252,7 +2251,7 @@
- Place this model anywhere completely within 8" of its current location, then its activation ends.
+ Place this model anywhere completely within 8" of its current location, then its activation ends.
@@ -2262,7 +2261,7 @@
- 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.
+ 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.
@@ -2272,7 +2271,7 @@
- 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.
+ 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.
@@ -2368,7 +2367,7 @@
-
+
@@ -2378,7 +2377,7 @@
- This model's front arc extends to 360°.
+ This model's front arc extends to 360°.
@@ -2390,11 +2389,11 @@
- 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.
+ 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.
- 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 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.
@@ -2516,7 +2515,7 @@
- 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.
+ 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.
@@ -2526,11 +2525,11 @@
- 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.
+ 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.
- 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.
+ 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.
@@ -2538,11 +2537,11 @@
- 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.
+ 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.
- This model cannot be targeted by charges. While within 5" of this model enemy models treat open ground as rough terrain.
+ This model cannot be targeted by charges. While within 5" of this model enemy models treat open ground as rough terrain.
@@ -2550,7 +2549,7 @@
- Place this model anywhere completely within 8" of its current location, then its activation ends.
+ Place this model anywhere completely within 8" of its current location, then its activation ends.
@@ -2654,8 +2653,8 @@
-
- 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.
+
+ 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.
@@ -2665,7 +2664,7 @@
- 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.
+ 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.
@@ -2673,11 +2672,11 @@
- 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.
+ 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.
- While in this model's command range, friendly undead Faction models gain Tough.
+ While in this model's command range, friendly undead Faction models gain Tough.
@@ -2693,7 +2692,7 @@
- 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.
+ 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.
@@ -2705,11 +2704,11 @@
- While within 2" of this model, enemy models suffer -2 DEF and ARM.
+ While within 2" of this model, enemy models suffer -2 DEF and ARM.
- 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.)
+ 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.)
@@ -2814,7 +2813,7 @@
- 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.
+ 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.
@@ -2824,11 +2823,11 @@
- 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.
+ 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.
- Corrosion continuous effects that affect enemy models in this model's control area cannot expire.
+ Corrosion continuous effects that affect enemy models in this model's control area cannot expire.
@@ -2854,11 +2853,11 @@
- Enemy models pay double the focus or fury point cost to cast or upkeep spells while in this model's control area.
+ Enemy models pay double the focus or fury point cost to cast or upkeep spells while in this model's control area.
- 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.
+ 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.
@@ -2952,7 +2951,7 @@
- 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.
+ 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.
@@ -2962,7 +2961,7 @@
- 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.
+ 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.
@@ -2972,7 +2971,7 @@
- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
+ This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
@@ -2980,7 +2979,7 @@
- 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.
+ 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.
@@ -2996,7 +2995,7 @@
- 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.
+ 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.
@@ -3109,13 +3108,13 @@
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.
-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.
+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.
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.
You can choose to have this model exit the warjack after resolving continuous effects during your Maintenace Phase.
-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.
+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.
This model is destroyed if the melded warjack is destroyed before it exits the warjack.
@@ -3163,7 +3162,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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 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.
@@ -3230,7 +3229,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
@@ -3238,15 +3237,15 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
- 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 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 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.
+ 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.
@@ -3283,7 +3282,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
@@ -3296,7 +3295,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
@@ -3304,7 +3303,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
+ This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
@@ -3322,19 +3321,19 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
- 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.
+ 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.
- 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.)
+ 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.)
- 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.
+ 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.
@@ -3469,7 +3468,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
@@ -3525,7 +3524,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
@@ -3571,15 +3570,15 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
- 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.
+ 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.
- 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.
+ 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.
@@ -3659,11 +3658,11 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
- This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
+ This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
@@ -3711,11 +3710,11 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
- 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.
+ 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.
@@ -3760,7 +3759,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- While Nightmare is in Deneghra's control area, it gains Stealth.
+ While Nightmare is in Deneghra's control area, it gains Stealth.
@@ -3768,7 +3767,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
@@ -3778,7 +3777,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
@@ -3840,7 +3839,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- When this model makes an attack with this weapon, before the attack roll it can spend 1 focus point to give the attack a 3" AOE.
+ When this model makes an attack with this weapon, before the attack roll it can spend 1 focus point to give the attack a 3" AOE.
@@ -3899,7 +3898,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
@@ -3929,7 +3928,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- While in this model's control area, friendly Faction models gain an additional die on their melee attack rolls this turn.
+ While in this model's control area, friendly Faction models gain an additional die on their melee attack rolls this turn.
@@ -4114,7 +4113,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
@@ -4311,7 +4310,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
@@ -4319,7 +4318,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- Durings 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.
+ Durings 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.
@@ -4386,11 +4385,11 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
- Durings 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.
+ Durings 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.
@@ -4450,7 +4449,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- This causes no damage. The model hit suffers -2 DEF and for one round cannot advance while within this model's melee range.
+ This causes no damage. The model hit suffers -2 DEF and for one round cannot advance while within this model's melee range.
@@ -4516,11 +4515,11 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
- While in this model's command range, enemy models lose Tough, cannot heal or be healed, and cannot transfer damage.
+ While in this model's command range, enemy models lose Tough, cannot heal or be healed, and cannot transfer damage.
@@ -4535,11 +4534,11 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
- 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.
+ 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.
@@ -4618,11 +4617,11 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
- 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.
+ 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.
@@ -4680,7 +4679,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- RNG CMD. Target Friendly Satyxis Raider unit. If the Satyxis Raider unit is in range, it gains +2" movement during its activation this turn.
+ RNG CMD. Target Friendly Satyxis Raider unit. If the Satyxis Raider unit is in range, it gains +2" movement during its activation this turn.
@@ -4688,7 +4687,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- At the end of this model's activiation, if it destroyed one or more enemy models with melee attacks this activation it can make a full advance.
+ At the end of this model's activiation, if it destroyed one or more enemy models with melee attacks this activation it can make a full advance.
@@ -4802,7 +4801,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
@@ -4954,7 +4953,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
@@ -5004,11 +5003,11 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
- 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.
+ 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.
@@ -5133,11 +5132,11 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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 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 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.
+ 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.
@@ -5190,11 +5189,11 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- Friendly Satyxis models/units in this model's command range never flee and immediately rally.
+ Friendly Satyxis models/units in this model's command range never flee and immediately rally.
- 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.
+ 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.
@@ -5205,11 +5204,11 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
- 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", the Admonition expires. The affected model cannot be targed by free strikes during this movement.
+ 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", the Admonition expires. The affected model cannot be targed by free strikes during this movement.
@@ -5229,7 +5228,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
@@ -5370,7 +5369,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
@@ -5539,11 +5538,11 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- When making attacks, ignore focus points overboosting the target's Power Field and spell effects adding to its ARM or DEF.
+ When making attacks, ignore focus points overboosting the target's Power Field and spell effects adding to its ARM or DEF.
- When checking to see if this model is in its controller's control area, double the area.
+ When checking to see if this model is in its controller's control area, double the area.
@@ -5610,11 +5609,11 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- This model's front arc extends to 360°.
+ This model's front arc extends to 360°.
- 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.
+ 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.
@@ -5648,15 +5647,15 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
- 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.
+ 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.
- 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.
+ 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.
@@ -5679,7 +5678,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- Target warjack in this model's battlegroup gains Terror and +2 MAT and SPD.
+ Target warjack in this model's battlegroup gains Terror and +2 MAT and SPD.
@@ -5687,7 +5686,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- Place a 4" AOE cloud effect anywhere completely in this model's control area. This AOE deos 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.
+ Place a 4" AOE cloud effect anywhere completely in this model's control area. This AOE deos 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.
@@ -5819,7 +5818,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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 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.
@@ -5862,11 +5861,11 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- Enemy upkeep spells on models/units within 5" of this model expire. Models suffer d3 damage points for each of those psells they controlled.
+ Enemy upkeep spells on models/units within 5" of this model expire. Models suffer d3 damage points for each of those psells they controlled.
- 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 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.
@@ -5905,7 +5904,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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 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.
@@ -5962,14 +5961,14 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
- 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.
+ 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.
@@ -6177,15 +6176,15 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- During your Control Phase, place this model anywhere completely within 2" of its current location.
+ During your Control Phase, place this model anywhere completely within 2" of its current location.
- While in this enemy model's melee range, enemy models suffer -2 ARM.
+ While in this enemy model's melee range, enemy models suffer -2 ARM.
- 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.
+ 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.
@@ -6193,7 +6192,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
@@ -6259,11 +6258,11 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.)
+ 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.)
- 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.
+ 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.
@@ -6285,7 +6284,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
@@ -6297,7 +6296,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- 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.
+ 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.
@@ -6305,7 +6304,7 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
- If target enemy model/unit advances during its activation, immediately after ending htis movement one model in this model's battlegroup that is in its control area can make a full advance.
+ If target enemy model/unit advances during its activation, immediately after ending htis movement one model in this model's battlegroup that is in its control area can make a full advance.
@@ -6415,4 +6414,4 @@ This model is destroyed if the melded warjack is destroyed before it exits the w
-
\ No newline at end of file
+
diff --git a/Legion_of_Everblight_Gargantuans_(2013).cat b/Legion_of_Everblight_Gargantuans_(2013).cat
index 9a3131b..91b1bcd 100644
--- a/Legion_of_Everblight_Gargantuans_(2013).cat
+++ b/Legion_of_Everblight_Gargantuans_(2013).cat
@@ -1,5 +1,4 @@
-
-
+
@@ -140,7 +139,7 @@
- Gain an additional die on this weapon's damage rolls against living models.
+ Gain an additional die on this weapon's damage rolls against living models.
@@ -283,7 +282,7 @@
- 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.
+ 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.
@@ -297,7 +296,7 @@
- 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.
+ 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.
@@ -614,7 +613,7 @@
- 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.
+ 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.
@@ -676,11 +675,11 @@
- • 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.
+ • 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.
• Frostbite (*Attack) - Frostbite is RNG SP 8 magic attack. models hit suffer a POW 12 cold damage roll.
-• Wind Ravager (*Action) - While in this model's command range, enemy models cannot make ranged attacks for one round.
+• Wind Ravager (*Action) - While in this model's command range, enemy models cannot make ranged attacks for one round.
@@ -1039,7 +1038,7 @@
- Gain an additional die o this weapon's damage rolls against living models.
+ Gain an additional die o this weapon's damage rolls against living models.
@@ -1109,7 +1108,7 @@
- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
+ When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
@@ -1117,7 +1116,7 @@
- Attacks made with this weapon cannot target anhy model witin 6" of it.
+ Attacks made with this weapon cannot target anhy model witin 6" of it.
@@ -1125,7 +1124,7 @@
- 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.
+ 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.
@@ -1244,7 +1243,7 @@
- While tis model is in play, after all models in its unit have completed their actions, each can advance up to 3".
+ While tis model is in play, after all models in its unit have completed their actions, each can advance up to 3".
@@ -1264,11 +1263,11 @@
- While this model is within 3" of it, the unit commander gain +3" to its command range.
+ While this model is within 3" of it, the unit commander gain +3" to its command range.
- 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.
+ 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.
@@ -1366,7 +1365,7 @@
- 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".)
+ 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".)
@@ -1376,14 +1375,14 @@
- 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.
+ 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.
- 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.
+ 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.
@@ -1511,14 +1510,14 @@
- add this model' STR to the POW of this ranged attack.
+ add this model' STR to the POW of this ranged attack.
- A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
+ A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
@@ -1590,7 +1589,7 @@
- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
+ While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
@@ -1824,7 +1823,7 @@
- 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.
+ 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.
@@ -1872,7 +1871,7 @@
- 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.
+ 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.
@@ -1882,7 +1881,7 @@
- When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continuous effect.
+ When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continuous effect.
@@ -1943,7 +1942,7 @@
- While in Lylyth's contorl area, friendly Faction models roll an additional die on attack rolls this turn.
+ While in Lylyth's contorl area, friendly Faction models roll an additional die on attack rolls this turn.
@@ -1954,11 +1953,11 @@
- Warbeasts in this model's battlegroup can charge enemy models hit by this weapon this turn without being forced.
+ Warbeasts in this model's battlegroup can charge enemy models hit by this weapon this turn without being forced.
- 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.
+ 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.
@@ -2024,7 +2023,7 @@
- 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).
+ 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).
@@ -2035,7 +2034,7 @@
- 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.
+ 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.
@@ -2095,11 +2094,11 @@
-
+
-
- On a critical hit, gain an additional die on this weapon's damage rolls against living models.
+
+ On a critical hit, gain an additional die on this weapon's damage rolls against living models.
@@ -2122,7 +2121,7 @@
-
+
@@ -2175,7 +2174,7 @@
- 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.
+ 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.
@@ -2235,7 +2234,7 @@
- A model in his model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
+ A model in his model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
@@ -2524,7 +2523,7 @@
- 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.
+ 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.
@@ -2604,7 +2603,7 @@
- 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.
+ 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.
@@ -2682,7 +2681,7 @@
- While within her control area, small-, medium-, and large-based models in Saeryn's battlegroup cannot be targeted by melee attacks for one round.
+ While within her control area, small-, medium-, and large-based models in Saeryn's battlegroup cannot be targeted by melee attacks for one round.
@@ -2693,7 +2692,7 @@
- Add this model's STR to the POW of this ranged attack.
+ Add this model's STR to the POW of this ranged attack.
@@ -2775,7 +2774,7 @@
- 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.
+ 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.
@@ -2844,11 +2843,11 @@
- 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.
+ 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.
- On a hit, gain an addional die on this weapon's damage rolls against living models.
+ On a hit, gain an addional die on this weapon's damage rolls against living models.
@@ -3104,11 +3103,11 @@
- Gain an additional die on this weapon's damage rolls against living models.
+ Gain an additional die on this weapon's damage rolls against living models.
- If this weapon damage a model, immediately after the attack is resovled, mark all the damage circles in this warbeast's body apect.
+ If this weapon damage a model, immediately after the attack is resovled, mark all the damage circles in this warbeast's body apect.
@@ -3351,7 +3350,7 @@
- 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.
+ 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.
@@ -3364,7 +3363,7 @@
- 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.
+ 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.
@@ -3450,11 +3449,11 @@
- 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.
+ 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.
- 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.
+ 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.
@@ -3610,14 +3609,14 @@
• Frostbite (*Attack) - Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll.
-•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.
+•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.
- This weapon has a 4" melee range during this model's activation.
+ This weapon has a 4" melee range during this model's activation.
@@ -3710,7 +3709,7 @@
- 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.
+ 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.
@@ -3964,7 +3963,7 @@
- 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.)
+ 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.)
@@ -3976,15 +3975,15 @@
- 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.
+ 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.
- When declaring and resolving attacks with this weapon, this model's front arc extends to 360°.
+ When declaring and resolving attacks with this weapon, this model's front arc extends to 360°.
- This model can add this weapon's POW to its trampled power attack damage rolls.
+ This model can add this weapon's POW to its trampled power attack damage rolls.
@@ -4139,7 +4138,7 @@
-
+
@@ -4202,14 +4201,14 @@
- Add this model's STR to the POW of this ranged attack.
+ Add this model's STR to the POW of this ranged attack.
- A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
+ A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
@@ -4335,7 +4334,7 @@
- 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.
+ 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.
@@ -4434,7 +4433,7 @@
- This model is a terrifying entity. Models and units-friendly and enemy-within 3" of this model must pass a command check or flee
+ This model is a terrifying entity. Models and units-friendly and enemy-within 3" of this model must pass a command check or flee
@@ -4442,23 +4441,23 @@
- Place this model after normal deployment, up to 6" beyond the established deployment zone.
+ Place this model after normal deployment, up to 6" beyond the established deployment zone.
- Friendly Faction warbeasts with Flight beginning their activations in this model's command range can charge without being forced.
+ Friendly Faction warbeasts with Flight beginning their activations in this model's command range can charge without being forced.
- 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.
+ 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.
- If its warlock is in this model's command range during your Control Phase, the warlock can upkeep one spell without spending fury.
+ If its warlock is in this model's command range during your Control Phase, the warlock can upkeep one spell without spending fury.
- 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.
+ 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.
@@ -4498,7 +4497,7 @@
- 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.
+ 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.
@@ -4510,11 +4509,11 @@
- 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.
+ 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.
- 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.
+ 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.
@@ -4522,23 +4521,23 @@
- 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.
+ 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.
- Whle this model is not engaed and is in Saeryn's control area, Saeryn can channel spells through it.
+ Whle this model is not engaed and is in Saeryn's control area, Saeryn can channel spells through it.
- Whle this model is not engaed and is in Saeryn's control area, Saeryn can channel spells through it.
+ Whle this model is not engaed and is in Saeryn's control area, Saeryn can channel spells through it.
- While this model is not engaed and is in Rhyas's control area, Rhyas can channel spells through it.
+ While this model is not engaed and is in Rhyas's control area, Rhyas can channel spells through it.
- This model's front arc extends to 360°.
+ This model's front arc extends to 360°.
@@ -4554,7 +4553,7 @@
- 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.
+ 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.
@@ -4598,11 +4597,11 @@
- 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.
+ 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.
- While within this model's command range, enemy models suffer -2 STR.
+ While within this model's command range, enemy models suffer -2 STR.
@@ -4634,7 +4633,7 @@
- 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'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.
@@ -4650,7 +4649,7 @@
- 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.
+ 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.
@@ -4658,11 +4657,11 @@
- 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.
+ 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.
- 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.
+ 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.
@@ -4674,7 +4673,7 @@
- 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.
+ 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.
@@ -4702,7 +4701,7 @@
- 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.
+ 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.
@@ -4710,11 +4709,11 @@
- While in this model's command range, friendly Blighted Ogrun models gain Blood Drinker.
+ While in this model's command range, friendly Blighted Ogrun models gain Blood Drinker.
- While in this model's command range, friendly Blighted Ogrun models gain Blood Drinker.
+ While in this model's command range, friendly Blighted Ogrun models gain Blood Drinker.
@@ -4739,11 +4738,11 @@ Attacks made with magical weapons are not magic attacks.
- 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
+ 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
- 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".
+ 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".
@@ -4767,7 +4766,7 @@ Attacks made with magical weapons are not magic attacks.
- 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.
+ 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.
@@ -4779,7 +4778,7 @@ Attacks made with magical weapons are not magic attacks.
- 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.
+ 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.
@@ -4787,11 +4786,11 @@ Attacks made with magical weapons are not magic attacks.
- This weapon has a 2" melee range.
+ This weapon has a 2" melee range.
- 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.
+ 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.
@@ -4807,7 +4806,7 @@ Attacks made with magical weapons are not magic attacks.
- 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.
+ 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.
@@ -4832,7 +4831,7 @@ Attacks made with magical weapons are not magic attacks.
- 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.
+ 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.
@@ -4848,17 +4847,17 @@ Attacks made with magical weapons are not magic attacks.
- 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.
+ 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.
- 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.
+ 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.
- This model can be included in Absylonia's theme forces. It can also be bonded to Absylonia.
+ This model can be included in Absylonia's theme forces. It can also be bonded to Absylonia.
@@ -4866,13 +4865,13 @@ The model can also be bonded to the warlock specified on its card. This only giv
- 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.
+ 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.
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
+• 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.
@@ -4880,7 +4879,7 @@ The model can also be bonded to the warlock specified on its card. This only giv
- 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.
+ 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.
@@ -4892,19 +4891,19 @@ The model can also be bonded to the warlock specified on its card. This only giv
- Ranged and magic attacks declared against this model when the point of orgin of the attack is greater than 5" away automatically miss.
+ Ranged and magic attacks declared against this model when the point of orgin of the attack is greater than 5" away automatically miss.
- 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.
+ 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.
- 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.
+ 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.
- When this model destroys an enemy model with a normal ranged attack, immediately after the attack is resolved it can advance up to 2".
+ When this model destroys an enemy model with a normal ranged attack, immediately after the attack is resolved it can advance up to 2".
@@ -4920,7 +4919,7 @@ The model can also be bonded to the warlock specified on its card. This only giv
- Other friendly Faction models gain +2 to magic attack rolls against enemy models within 5" of this model.
+ Other friendly Faction models gain +2 to magic attack rolls against enemy models within 5" of this model.
@@ -4940,7 +4939,7 @@ The model can also be bonded to the warlock specified on its card. This only giv
- 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.)
+ 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.)
@@ -4948,7 +4947,7 @@ The model can also be bonded to the warlock specified on its card. This only giv
- 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.
+ 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.
@@ -4976,7 +4975,7 @@ The model can also be bonded to the warlock specified on its card. This only giv
- Models in this model's battlegroup gain Aggressive. (A model with Aggrsive can run or charge without spending focus or being forced.)
+ Models in this model's battlegroup gain Aggressive. (A model with Aggrsive can run or charge without spending focus or being forced.)
@@ -5165,7 +5164,7 @@ The model can also be bonded to the warlock specified on its card. This only giv
-
+
@@ -5176,7 +5175,7 @@ The model can also be bonded to the warlock specified on its card. This only giv
-
+
@@ -5749,4 +5748,4 @@ The model can also be bonded to the warlock specified on its card. This only giv
-
\ No newline at end of file
+
diff --git a/Mercenaries-_Vengeance_(2013).cat b/Mercenaries-_Vengeance_(2013).cat
index 960cd3f..ee1859a 100644
--- a/Mercenaries-_Vengeance_(2013).cat
+++ b/Mercenaries-_Vengeance_(2013).cat
@@ -1,5 +1,4 @@
-
-
+
@@ -7,7 +6,7 @@
- While in this model's command range, enemy models pay double the focus or fury point cost to cast or upkeep spells.
+ While in this model's command range, enemy models pay double the focus or fury point cost to cast or upkeep spells.
@@ -31,7 +30,7 @@
- When a living model is destroyed in this model's command range, this model gains one corpse token. At the end of your next Control Phase, remove all corpse tokens from this model and add one Risen Grunt to this unit for each corpse token removed. Risen Grunts must be place in formation. This unit cannot h ave more than 20 Risen Grunts in play at a time.
+ When a living model is destroyed in this model's command range, this model gains one corpse token. At the end of your next Control Phase, remove all corpse tokens from this model and add one Risen Grunt to this unit for each corpse token removed. Risen Grunts must be place in formation. This unit cannot h ave more than 20 Risen Grunts in play at a time.
@@ -159,13 +158,13 @@
- - Grave Summons (* Action) - When this model uses Grave Summons it can spend any number of soul tokens. For each soul token spent put one friendly Thrall Warrior solo into play anywhere completely within 3" of this model.
+ - Grave Summons (* Action) - When this model uses Grave Summons it can spend any number of soul tokens. For each soul token spent put one friendly Thrall Warrior solo into play anywhere completely within 3" of this model.
- Hellfire (* Attack) - Hellfire is a RNG 10, POW 14 magic attack. A model/unit hit by Hellfire must pass a command check or flee.
- Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
+ Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
@@ -240,7 +239,7 @@
- Add this model's STR to the POW of this ranged attack.
+ Add this model's STR to the POW of this ranged attack.
@@ -308,13 +307,13 @@
-
+
- While in Ashlynn's control area, models gain two additional dice on their attack rolls. For each of those attack rolls, you choose two of the dice rolled to be discarded. Roulette lasts for one round.
+ While in Ashlynn's control area, models gain two additional dice on their attack rolls. For each of those attack rolls, you choose two of the dice rolled to be discarded. Roulette lasts for one round.
@@ -338,7 +337,7 @@
-
+
@@ -467,7 +466,7 @@
- Instead of making a normal damage roll on a hit, this model can throw the model hit as if it had hit with and passed the STR check of a throw power attack. The thrown model suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
+ Instead of making a normal damage roll on a hit, this model can throw the model hit as if it had hit with and passed the STR check of a throw power attack. The thrown model suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
@@ -539,7 +538,7 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -594,7 +593,7 @@
- Advancing enemy models that end their movement in Montador's control area are knocked down. While in Montador's control area, enemy models suffer -3 on attack rolls. Typhoon lasts for one round.
+ Advancing enemy models that end their movement in Montador's control area are knocked down. While in Montador's control area, enemy models suffer -3 on attack rolls. Typhoon lasts for one round.
@@ -689,13 +688,13 @@
- While in Damioano's control area, friendly Faction models gain +3 STR and ARM and can only move or be moved during your turn.
+ While in Damioano's control area, friendly Faction models gain +3 STR and ARM and can only move or be moved during your turn.
- During this model's activation, you can mark one or more coin boxes on its card. For each coin box you mark, you can use Paymaster once. When you do, choose one of the following incentives. Incentives are RNG CMD and can target only friendly Steelhead units. A Steelhead unit can be affected by an incentive only once per turn. When all five of its coin boxes have been marked, this model loses Paymaster for the rest of the game.
+ During this model's activation, you can mark one or more coin boxes on its card. For each coin box you mark, you can use Paymaster once. When you do, choose one of the following incentives. Incentives are RNG CMD and can target only friendly Steelhead units. A Steelhead unit can be affected by an incentive only once per turn. When all five of its coin boxes have been marked, this model loses Paymaster for the rest of the game.
-- Battle Maneuvers - Affected models gain Reform this turn. (After all models in a unit with Reform have completed their actions, each can advance up to 3".)
+- Battle Maneuvers - Affected models gain Reform this turn. (After all models in a unit with Reform have completed their actions, each can advance up to 3".)
- Money Shot - Affected models gain +2 to ranged attack and damage rolls for one turn.
@@ -705,7 +704,7 @@
- When this model makes an attack with this weapon, before the attack roll it can spend 1 focus point to give the attack a 3" AOE.
+ When this model makes an attack with this weapon, before the attack roll it can spend 1 focus point to give the attack a 3" AOE.
@@ -787,7 +786,7 @@
- Friendly models currently in Shae's control area immediately advance up to 3". During this movement, affected models gain Pathfinder and cannot be targeted by free strikes.
+ Friendly models currently in Shae's control area immediately advance up to 3". During this movement, affected models gain Pathfinder and cannot be targeted by free strikes.
@@ -795,7 +794,7 @@
- Immediately after a normal attack with this weapon is resolved during this model's combat action, the nemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1".
+ Immediately after a normal attack with this weapon is resolved during this model's combat action, the nemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1".
@@ -874,8 +873,8 @@
-
- This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
+
+ This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
@@ -883,7 +882,7 @@
- This model can attempt to Drive each warjack under its control in its command range. To Drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack immediately makes a full advance. If the check fails, the warjack does not benefit from 'Jack Marshal this turn.
+ This model can attempt to Drive each warjack under its control in its command range. To Drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack immediately makes a full advance. If the check fails, the warjack does not benefit from 'Jack Marshal this turn.
@@ -1003,7 +1002,7 @@
-
+
@@ -1018,11 +1017,11 @@
- Place this model after normal deployment, up to 6" beyond the established deployment zone.
+ Place this model after normal deployment, up to 6" beyond the established deployment zone.
- Place this model after normal deployment, up to 6" beyond the established deployment zone.
+ Place this model after normal deployment, up to 6" beyond the established deployment zone.
@@ -1042,19 +1041,19 @@
- Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss. This model is not an intervening model (p. 43) when determining line of sight from a model greater than 5" away.
+ Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss. This model is not an intervening model (p. 43) when determining line of sight from a model greater than 5" away.
- Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss. This model is not an intervening model (p. 43) when determining line of sight from a model greater than 5" away.
+ Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss. This model is not an intervening model (p. 43) when determining line of sight from a model greater than 5" away.
- One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
+ One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
- One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
+ One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
@@ -1287,7 +1286,7 @@
- This model is a gunfighter (p. 63). The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
+ This model is a gunfighter (p. 63). The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
@@ -1303,11 +1302,11 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
- After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey. While this model is in play, each model in its unit beginning its activation within 10" of the prey gains +2" movement that activation. While this model is in play, models in its unit gain +2 to attack and damage rolls against the prey. When the prey is destroyed or mreoved from play, choose another model/unit as the prey.
+ After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey. While this model is in play, each model in its unit beginning its activation within 10" of the prey gains +2" movement that activation. While this model is in play, models in its unit gain +2 to attack and damage rolls against the prey. When the prey is destroyed or mreoved from play, choose another model/unit as the prey.
@@ -1319,7 +1318,7 @@
- Immediately after a normal attack with this weapon is resolved during this model's combat action, the nemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1".
+ Immediately after a normal attack with this weapon is resolved during this model's combat action, the nemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1".
@@ -1327,7 +1326,7 @@
- When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
+ When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
@@ -1424,11 +1423,11 @@
- This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If it passes, the warjack gains Pathfinder and must use its normal movement and combat action to charge or make a slam power attack during its activation this turn. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
+ This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If it passes, the warjack gains Pathfinder and must use its normal movement and combat action to charge or make a slam power attack during its activation this turn. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
- This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
+ This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
@@ -1496,8 +1495,8 @@
-
- When another friendly Privateer model makes a tough roll of 4, 5, or 6 while in this model's command range, that model heals 1 damage point and is knocked down.
+
+ When another friendly Privateer model makes a tough roll of 4, 5, or 6 while in this model's command range, that model heals 1 damage point and is knocked down.
@@ -1505,11 +1504,11 @@
- Gains an additional die on this weapon's damage rolls against living models.
+ Gains an additional die on this weapon's damage rolls against living models.
- Add this model's STR to the POW of this ranged attack.
+ Add this model's STR to the POW of this ranged attack.
@@ -1577,7 +1576,7 @@
- Choose a number of friendly non-warcaster Faction warrios models currently in MacBain's control area up to the number of foucs points on him +5. When a chosen model is disabled, it heals 1 damage point and is knocked down. True Grit lasts for one round.
+ Choose a number of friendly non-warcaster Faction warrios models currently in MacBain's control area up to the number of foucs points on him +5. When a chosen model is disabled, it heals 1 damage point and is knocked down. True Grit lasts for one round.
@@ -1585,7 +1584,7 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -1671,7 +1670,7 @@
- While in Madhammer's control area, friendly Faction models gain an additional die on blast damage rolls and AOE ranged attack rolls this turn.
+ While in Madhammer's control area, friendly Faction models gain an additional die on blast damage rolls and AOE ranged attack rolls this turn.
@@ -1679,15 +1678,15 @@
- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
+ When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
- After determining the point of impact, roll deviation for two additional 4" AOEs from that point. A model hit by one of the additional AOEs suffers a POW 7 blast damage roll.
+ After determining the point of impact, roll deviation for two additional 4" AOEs from that point. A model hit by one of the additional AOEs suffers a POW 7 blast damage roll.
- This weapon's base stats become AOE - and POW 7 for this attack. When calculating damage from this attack, halve the base ARM stats of models with medium or larger bases. For this attack, this model gains +2 to damage rolls against models with small bases.
+ This weapon's base stats become AOE - and POW 7 for this attack. When calculating damage from this attack, halve the base ARM stats of models with medium or larger bases. For this attack, this model gains +2 to damage rolls against models with small bases.
@@ -1695,11 +1694,11 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
- When this model h its with an attack with this weapon, it can spend 1 focus point to use Back Blast. If it does, center a 3" AOE on the model hit. Models in the AOE suffer a POW 10 blast damage roll. This damage is not considered to have been caused by a melee attack.
+ When this model h its with an attack with this weapon, it can spend 1 focus point to use Back Blast. If it does, center a 3" AOE on the model hit. Models in the AOE suffer a POW 10 blast damage roll. This damage is not considered to have been caused by a melee attack.
@@ -1780,7 +1779,7 @@
- While within 5" of this model, non-myrmidon warjacks cannot channel spells or be allocated focus.
+ While within 5" of this model, non-myrmidon warjacks cannot channel spells or be allocated focus.
@@ -1892,7 +1891,7 @@
- When this model ends its normal movement within 5" of a friendly non-myrmidon warjack, its activation ends immediately.
+ When this model ends its normal movement within 5" of a friendly non-myrmidon warjack, its activation ends immediately.
@@ -1987,11 +1986,11 @@
- For one round, enemy models roll one less die when making attack and damage rolls while in Fiona's control area.
+ For one round, enemy models roll one less die when making attack and damage rolls while in Fiona's control area.
- Choose one friendly Sea Dog unit at the beginning of the game to be Cultists. Cultists are Thamarite models and gain Fearless. During your Control Phase, after replenishing focus, this model gains 1 additional focus point if it is within 1" of one or more friendly Cultists.
+ Choose one friendly Sea Dog unit at the beginning of the game to be Cultists. Cultists are Thamarite models and gain Fearless. During your Control Phase, after replenishing focus, this model gains 1 additional focus point if it is within 1" of one or more friendly Cultists.
@@ -2003,11 +2002,11 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
+ When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
@@ -2078,11 +2077,11 @@
- Friendly Sea Dogs models/units in this model's command range never flee and immediately rally.
+ Friendly Sea Dogs models/units in this model's command range never flee and immediately rally.
- While in this model's command range, friendly Sea Dog models gain an additional damage die on Hand Weapon attacks against warrior models.
+ While in this model's command range, friendly Sea Dog models gain an additional damage die on Hand Weapon attacks against warrior models.
@@ -2153,7 +2152,7 @@
- This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
+ This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
@@ -2219,7 +2218,7 @@
- When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
+ When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
@@ -2227,7 +2226,7 @@
- This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
+ This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
@@ -2319,7 +2318,7 @@
- Reduce the point cost of Vanguard warjacks in this model's battlegroup by 1.
+ Reduce the point cost of Vanguard warjacks in this model's battlegroup by 1.
@@ -2401,7 +2400,7 @@
- While in Ossrum's control range, friendly Rhulic models gain +2 ARM. Friendly Rhulic models/units activating in this model's control area gain +2 SPD and Pathfinder. Perfect Plan lasts for one round.
+ While in Ossrum's control range, friendly Rhulic models gain +2 ARM. Friendly Rhulic models/units activating in this model's control area gain +2 SPD and Pathfinder. Perfect Plan lasts for one round.
@@ -2545,7 +2544,7 @@
- This model can add this weapon's POW to its head-butt and slam power atack damage rolls.
+ This model can add this weapon's POW to its head-butt and slam power atack damage rolls.
@@ -2595,11 +2594,11 @@
- This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
+ This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
- During this model's activation, when it makes and attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
+ During this model's activation, when it makes and attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
@@ -2657,11 +2656,11 @@
- When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
+ When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
- This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
+ This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
@@ -2778,7 +2777,7 @@
- Place a 3" AOE clod effect in play. Its center point must be within 1" of this model. This AOE remains in play for one round.
+ Place a 3" AOE clod effect in play. Its center point must be within 1" of this model. This AOE remains in play for one round.
@@ -2849,11 +2848,11 @@
- Choose a table edge and a distance up to 8". Enemy models currently in Gorten's control area are pushed the chosen distance directly towards the chosen table edge in the order you choose. For one round, affected models cannotr give or receive orders and suffer -3 SPD, RAT and DEF.
+ Choose a table edge and a distance up to 8". Enemy models currently in Gorten's control area are pushed the chosen distance directly towards the chosen table edge in the order you choose. For one round, affected models cannotr give or receive orders and suffer -3 SPD, RAT and DEF.
- On a critical hit, this model can slam the model hit instead of rolling damage normally. The model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
+ On a critical hit, this model can slam the model hit instead of rolling damage normally. The model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
@@ -2973,13 +2972,13 @@
- This model can make one of the following fell calls anytime during its unit's activation. A friendly Faction model/unit can be affected by only one fell call each turn.
+ This model can make one of the following fell calls anytime during its unit's activation. A friendly Faction model/unit can be affected by only one fell call each turn.
- Call of Defiance - When a model in this unit that is in formation makes a Tough roll of 4, 5, or 6, it heals 1 damage point and is knocked down. Call of Defiance lasts for one round.
- Call to Action - Knocked down models in th is unit in formation immediately stand up.
-- Rage Howler - Enemy models/units currently in this model's command range must pass a command check or flee. Warjacks and warbeasts currently in this model's command range suffer -2 to attack rolls for one round.
+- Rage Howler - Enemy models/units currently in this model's command range must pass a command check or flee. Warjacks and warbeasts currently in this model's command range suffer -2 to attack rolls for one round.
@@ -3195,7 +3194,7 @@
-
+
@@ -3214,10 +3213,10 @@
-
+
-
+
@@ -3345,7 +3344,7 @@
- After an enemy model casts a spell within 10" of this model, this model may immediately make a normal ranged attack targeting that model.
+ After an enemy model casts a spell within 10" of this model, this model may immediately make a normal ranged attack targeting that model.
@@ -3365,15 +3364,15 @@
- Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2" of the last model hit, ignoring ROF. This model can make up to four attacks during its activation as a result of Multi-Fire.
+ Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2" of the last model hit, ignoring ROF. This model can make up to four attacks during its activation as a result of Multi-Fire.
- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
+ When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
+ When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
@@ -3446,7 +3445,7 @@
- To make a Scattershot special attack, Herne and Jonne must be B2B. Make a normal attack with this weapon. After determining point of impact for that attack, roll deviation for two additional 3" AOEs centered on that point. Models in an AOE are hit and suffer a POW 7 blast damage roll.
+ To make a Scattershot special attack, Herne and Jonne must be B2B. Make a normal attack with this weapon. After determining point of impact for that attack, roll deviation for two additional 3" AOEs centered on that point. Models in an AOE are hit and suffer a POW 7 blast damage roll.
@@ -3540,7 +3539,7 @@
- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
+ When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
@@ -3637,7 +3636,7 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -3645,7 +3644,7 @@
- On a critical hit, this model can slam the model hit instead of rolling damage normally. The model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
+ On a critical hit, this model can slam the model hit instead of rolling damage normally. The model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
@@ -3764,7 +3763,7 @@
- This model is a gunfighter (p. 63). The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
+ This model is a gunfighter (p. 63). The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
@@ -3772,15 +3771,15 @@
- - Ayisla's Veil (* Action) - This model gains Stealth. While Holt is B2B with her, he also gains Stealth, Ayisla's Veil lasts for one round.
+ - Ayisla's Veil (* Action) - This model gains Stealth. While Holt is B2B with her, he also gains Stealth, Ayisla's Veil lasts for one round.
- Kiss of Lyliss (* Attack) - Kiss of Lyliss is a RNG 10 magic attack. For one round, when a model/unit hit by Kiss of Lyliss suffers a damage roll add +2 to the roll.
-- Lurynsar's Touch (* Action) - RNG CMD. Target friendly model/unit. If the model /unit is in range, its weapons gain Magical Weapon for one turn.
+- Lurynsar's Touch (* Action) - RNG CMD. Target friendly model/unit. If the model /unit is in range, its weapons gain Magical Weapon for one turn.
- Once during your opponent's turn, when an enemy model within 12" of this model that is in its LOS targets this model with a ranged attack, this model can make a ranged attack against the model beofre it makes its attack roll. If this model's ranged attack hits, the enemy model suffers no damage but its attack automatically misses.
+ Once during your opponent's turn, when an enemy model within 12" of this model that is in its LOS targets this model with a ranged attack, this model can make a ranged attack against the model beofre it makes its attack roll. If this model's ranged attack hits, the enemy model suffers no damage but its attack automatically misses.
@@ -3858,11 +3857,11 @@
-
+
- When a friendly Faction model/unit fails a command check in this modelæs command range, you can mark one of this model's five coin boxes to cause the model/unit to pass the failed check.
+ When a friendly Faction model/unit fails a command check in this modelæs command range, you can mark one of this model's five coin boxes to cause the model/unit to pass the failed check.
@@ -3870,11 +3869,11 @@
- During this model's activation, you can mark one or more coin boxes on its card. For each coin box you mark, you can use Paymaster once. When you do, choose one of the following incentives. Incentives are RNG CMD, and can target only friendly Sea Dog units. A Sea Dog unit can be affected by an incentive only once per turn. When all five of its coin boxes have b een marked, this model loses Paymaster for the rest of the game.
+ During this model's activation, you can mark one or more coin boxes on its card. For each coin box you mark, you can use Paymaster once. When you do, choose one of the following incentives. Incentives are RNG CMD, and can target only friendly Sea Dog units. A Sea Dog unit can be affected by an incentive only once per turn. When all five of its coin boxes have b een marked, this model loses Paymaster for the rest of the game.
- Money Shot - Affected models gain +2 to ranged attack and damage rolls for one turn.
-- Payday - Affected models' melee attack rolls are boosted. When an affected model destroys an enemy model with a normal melee attack, immediately after the attack is resolved the affected model can advance up to 1". Payday lasts for one turn.
+- Payday - Affected models' melee attack rolls are boosted. When an affected model destroys an enemy model with a normal melee attack, immediately after the attack is resolved the affected model can advance up to 1". Payday lasts for one turn.
- Walk It Off - Affecte models gain Tough for one round.
@@ -4003,7 +4002,7 @@
- Models in Magnus' battlegroup currently in his control area can make a full advance or run after all friendly models have completed their activations this turn. Warjacks do not have to spend focus to run during this movement. During this movement models cannot be targeted by free strikes.
+ Models in Magnus' battlegroup currently in his control area can make a full advance or run after all friendly models have completed their activations this turn. Warjacks do not have to spend focus to run during this movement. During this movement models cannot be targeted by free strikes.
@@ -4112,11 +4111,11 @@
- Choose two table edges. Enemy models beginning an advance in Magnus' control area cannot advance toward those table edges for one round.
+ Choose two table edges. Enemy models beginning an advance in Magnus' control area cannot advance toward those table edges for one round.
- One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
+ One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
@@ -4216,7 +4215,7 @@
- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
+ This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
@@ -4224,11 +4223,11 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
- This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
+ This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
@@ -4280,7 +4279,7 @@
- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
+ This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
@@ -4335,7 +4334,7 @@
- Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2" of the last model hit, ignoring ROF. This model can make up to four attacks during its activation as a result of Multi-Fire.
+ Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2" of the last model hit, ignoring ROF. This model can make up to four attacks during its activation as a result of Multi-Fire.
@@ -4343,11 +4342,11 @@
- Once per game during its activation, this model can use Double Powder Ration. Ranged attacks made by friendly Faction models while in this model's command range gain +2 RNG. Double Powder Ration lasts for one turn.
+ Once per game during its activation, this model can use Double Powder Ration. Ranged attacks made by friendly Faction models while in this model's command range gain +2 RNG. Double Powder Ration lasts for one turn.
- If this model is included in an army, you can include one additional Sea Dog Deck Gun Crew unit over that unit's FA.
+ If this model is included in an army, you can include one additional Sea Dog Deck Gun Crew unit over that unit's FA.
@@ -4433,11 +4432,11 @@
- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
+ When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
- On a critical hit, instead of suffering a normal damage roll, each model in the AOE is thrown d6" directly away from the attacker regardlessof its base size. Move models furthest from the attacker first. The model directly hit by the attack sufers a POW 15 damage roll. Other model shit by the attack suffer a POW 8 damage roll. The POW of collateral damage is equal to the POW of the damage roll suffered by the thrown model.
+ On a critical hit, instead of suffering a normal damage roll, each model in the AOE is thrown d6" directly away from the attacker regardlessof its base size. Move models furthest from the attacker first. The model directly hit by the attack sufers a POW 15 damage roll. Other model shit by the attack suffer a POW 8 damage roll. The POW of collateral damage is equal to the POW of the damage roll suffered by the thrown model.
@@ -4445,7 +4444,7 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -4501,11 +4500,11 @@
- This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
+ This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -4623,7 +4622,7 @@
- Before the start of the game, choose one friendly warcaster, solo, or unit commander to be the Bokur's client. This model cannot be the client of another Bokur or have the same client as another Bokur. If its client leaves play, the Bokur loses all client benefits even if that client is replaced by another model. While within 6" of its client this model gains +2 to attack and damage rolls and never flees. If this model's client has Advance Deployment, this model gain Advance Deployment.
+ Before the start of the game, choose one friendly warcaster, solo, or unit commander to be the Bokur's client. This model cannot be the client of another Bokur or have the same client as another Bokur. If its client leaves play, the Bokur loses all client benefits even if that client is replaced by another model. While within 6" of its client this model gains +2 to attack and damage rolls and never flees. If this model's client has Advance Deployment, this model gain Advance Deployment.
@@ -4631,7 +4630,7 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -4697,19 +4696,19 @@
- - Arc Lightning (* Attack) - Arc Lightning is a RNG 10 magic attack. A model hit by this spell suffers a POW 10 electrical damage roll, and ligntining arcs from it to d3 consecutive additional models. The lightning arcs to the nearest model it has not arced to within 4" of the last model it araced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll.
+ - Arc Lightning (* Attack) - Arc Lightning is a RNG 10 magic attack. A model hit by this spell suffers a POW 10 electrical damage roll, and ligntining arcs from it to d3 consecutive additional models. The lightning arcs to the nearest model it has not arced to within 4" of the last model it araced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll.
-- Null Magic (* Action) - For one round, models cannot cast spells while within 12" of this model.
+- Null Magic (* Action) - For one round, models cannot cast spells while within 12" of this model.
- Stealth (* Action) - This model gains Stealth for one round.
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
- When an enemy model casts a spell while within 12" of this model, this model gains one power token. It can have up to three power tokens at a time. During its activation, this model can spend power tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
+ When an enemy model casts a spell while within 12" of this model, this model gains one power token. It can have up to three power tokens at a time. During its activation, this model can spend power tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
@@ -4771,11 +4770,11 @@
- Place this model after normal deployment, up to 6" beyond the established deployment zone.
+ Place this model after normal deployment, up to 6" beyond the established deployment zone.
- Place this model after normal deployment, up to 6" beyond the established deployment zone.
+ Place this model after normal deployment, up to 6" beyond the established deployment zone.
@@ -4799,11 +4798,11 @@
- When a living enemy warrior model in the mlee range of two or more models in this unit is boxed by a melee attack made by this model, remove the enemy model from play. You can add one Grunt to a friendly Sea Dog Crew unit in this model's command range. The Grunt must be placed in formation and within 3" of this model.
+ When a living enemy warrior model in the mlee range of two or more models in this unit is boxed by a melee attack made by this model, remove the enemy model from play. You can add one Grunt to a friendly Sea Dog Crew unit in this model's command range. The Grunt must be placed in formation and within 3" of this model.
- When a living enemy warrior model in the mlee range of two or more models in this unit is boxed by a melee attack made by this model, remove the enemy model from play. You can add one Grunt to a friendly Sea Dog Crew unit in this model's command range. The Grunt must be placed in formation and within 3" of this model.
+ When a living enemy warrior model in the mlee range of two or more models in this unit is boxed by a melee attack made by this model, remove the enemy model from play. You can add one Grunt to a friendly Sea Dog Crew unit in this model's command range. The Grunt must be placed in formation and within 3" of this model.
@@ -4888,11 +4887,11 @@
- Bone Shaker (* Attack) - Bone Shaker is a RNG 8, POW 12 magic attack. When this spell boxes a living or undead non-warcaster, non-warlock enemy warrior model, you can immediately take control of the model and make a full advance with the enemy model followed by a normal melee attack, then the boxed model is removed from play. The boxed model cannot be targeted by free strikes during this movement.
-- Death Field (* Action) - This model gains Dark Shroud. While within 3" of this model, frienldy models also gain Dark Shroud. Death Field lasts for one turn. (While in the melee range of a model with Dark Shroud, enemy models suffer -2 ARM.)
+- Death Field (* Action) - This model gains Dark Shroud. While within 3" of this model, frienldy models also gain Dark Shroud. Death Field lasts for one turn. (While in the melee range of a model with Dark Shroud, enemy models suffer -2 ARM.)
- When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal living model within 3" of this model directly hit instead. That model is automatically hit and sufers all damage and effects.
+ When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal living model within 3" of this model directly hit instead. That model is automatically hit and sufers all damage and effects.
@@ -4947,11 +4946,11 @@
- This model can attempt to Drive each warjack under its control in its command range. To Drive a warjack, thjis model must make a command check at any time during its activation. If it passes, the warjack can make one ranged attack this activation before its normal movement. After its normal movement, the warjack can only make melee attacks that activation. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
+ This model can attempt to Drive each warjack under its control in its command range. To Drive a warjack, thjis model must make a command check at any time during its activation. If it passes, the warjack can make one ranged attack this activation before its normal movement. After its normal movement, the warjack can only make melee attacks that activation. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
- This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
+ This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
@@ -5037,7 +5036,7 @@
- Reload (* Action) - During his activation this turn, the warcaster can make one additional ranged attack ignoring ROF.
-- Spyglass (* Action) - Measure the distance betwen two models within the warcaster's LOS.
+- Spyglass (* Action) - Measure the distance betwen two models within the warcaster's LOS.
@@ -5075,7 +5074,7 @@
- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
+ When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
@@ -5095,7 +5094,7 @@
- During this model's activation, when it makes and attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
+ During this model's activation, when it makes and attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
@@ -5150,7 +5149,7 @@
- During its activation this model can play one of the following tunes. When it does, choose a friendly unit. The tunes affects this model and will affect the unit if it is currently in this model's command range.
+ During its activation this model can play one of the following tunes. When it does, choose a friendly unit. The tunes affects this model and will affect the unit if it is currently in this model's command range.
- Dirge of Mists - affected models gain +1 DEF and Terror for one round.
@@ -5201,11 +5200,11 @@
- While in Damiano's control area, this model gains Quick Work. (When a model with Quick Work destroys one or more enemy models with a melee attack during its combat action, immediately after the attack is resolved it can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon's ROF.)
+ While in Damiano's control area, this model gains Quick Work. (When a model with Quick Work destroys one or more enemy models with a melee attack during its combat action, immediately after the attack is resolved it can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon's ROF.)
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -5337,7 +5336,7 @@
- This model can attempt to Drive each warjack under its control in its command range. To Drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack can reroll one missed attack roll during its activation this turn. If the check fails, the warjack does not benefit from 'Jack Marshal this turn.
+ This model can attempt to Drive each warjack under its control in its command range. To Drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack can reroll one missed attack roll during its activation this turn. If the check fails, the warjack does not benefit from 'Jack Marshal this turn.
@@ -5474,11 +5473,11 @@
- Once per game during its unit's activation, this model can use No Quarter. Models in this unit gain Fearless, Pathfinder and Terror. A model in this unit that charges gains +2" movement. No Quarter lasts for one round.
+ Once per game during its unit's activation, this model can use No Quarter. Models in this unit gain Fearless, Pathfinder and Terror. A model in this unit that charges gains +2" movement. No Quarter lasts for one round.
- Place this model after normal deployment, up to 6" beyond the established deployment zone.
+ Place this model after normal deployment, up to 6" beyond the established deployment zone.
@@ -5686,7 +5685,7 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -5781,11 +5780,11 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
- A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
+ A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
@@ -5852,7 +5851,7 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -5992,7 +5991,7 @@
- RNG 3. Target this model's warcaster. If the warcaster is in range, it gains an additional die on magic attack and magic damage rolls for the next spell it casts. Discard the lowest die in each roll. Arcane Secrets lasts for one turn.
+ RNG 3. Target this model's warcaster. If the warcaster is in range, it gains an additional die on magic attack and magic damage rolls for the next spell it casts. Discard the lowest die in each roll. Arcane Secrets lasts for one turn.
@@ -6000,7 +5999,7 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -6061,12 +6060,12 @@
- Flame Blast (* Attack) - Flame Blast is a RNG 10, AOE 3, POW 13 magic attack that causes fire damage. On a critical hit, models hit suffer the Fire continuous effect.
-- Smoke Bombs (* Action) - Place a 3" AOE cloud effect in play. It's center point must be within 1" of this model. This AOE remains in play for one round.
-- Vortex of Flames (* Action) - This model gains Righteous Flames for one round. (An enemy model that ends its activation within 2" of a model with Righteous Flames suffers thge Fire continuous effect.)
+- Smoke Bombs (* Action) - Place a 3" AOE cloud effect in play. It's center point must be within 1" of this model. This AOE remains in play for one round.
+- Vortex of Flames (* Action) - This model gains Righteous Flames for one round. (An enemy model that ends its activation within 2" of a model with Righteous Flames suffers thge Fire continuous effect.)
- When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continous effect.
+ When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continous effect.
@@ -6121,7 +6120,7 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -6191,7 +6190,7 @@
- While in Rutger Shaw's command range, this model gains Dodge and Tough.
+ While in Rutger Shaw's command range, this model gains Dodge and Tough.
@@ -6251,7 +6250,7 @@
- A Sea Dog Crew Grunt ending its normal movement within 3" of the Commodore can join this unit if it has fewer than three Crewmen. Replace the Grunt with the Crewman model. The Crewman has effects that were on the replaced Grunt, except for upkeep spells on the Grunt's unit. Sea Dog Crew Grunts replaced this way do not count toward Massive Casualties in their original unit.
+ A Sea Dog Crew Grunt ending its normal movement within 3" of the Commodore can join this unit if it has fewer than three Crewmen. Replace the Grunt with the Crewman model. The Crewman has effects that were on the replaced Grunt, except for upkeep spells on the Grunt's unit. Sea Dog Crew Grunts replaced this way do not count toward Massive Casualties in their original unit.
@@ -6267,21 +6266,21 @@
- This model's unit has no unit commander. Models in this unit within 8" of this model are in formation. If a model in this model's unit is out of formation when beginning its normal movement, it must either advance toward this model and forfeit its action or run directly toward this model. If this model is destroyed or removed from play, remove the remaining models in this unit from play.
+ This model's unit has no unit commander. Models in this unit within 8" of this model are in formation. If a model in this model's unit is out of formation when beginning its normal movement, it must either advance toward this model and forfeit its action or run directly toward this model. If this model is destroyed or removed from play, remove the remaining models in this unit from play.
- This model is not a warrior model. It does not activate but can advance up to 1" for each Crewman B2B with it at the beginning of its unit's activation. If this model is moved during its unit's activation, Crewmen in the unit cannot make a Fire! special attack that activation. This model is automatically hit by melee attacks. This model cannot be knocked down or made stationary.
+ This model is not a warrior model. It does not activate but can advance up to 1" for each Crewman B2B with it at the beginning of its unit's activation. If this model is moved during its unit's activation, Crewmen in the unit cannot make a Fire! special attack that activation. This model is automatically hit by melee attacks. This model cannot be knocked down or made stationary.
Each time this weapon is used to make an attack, choose one of the following abilities:
-- Canister Shot - This weapon's base stats become RNG SP 10, AOE -, and POW 20. When resolving this attack, the firing model gains +2 to attack rolls.
+- Canister Shot - This weapon's base stats become RNG SP 10, AOE -, and POW 20. When resolving this attack, the firing model gains +2 to attack rolls.
-- Cannonball - This weapon's base stats become RNG 20, AOE -, and POW 16. Regardless of its base size, a model directly hit is slammed d6" directly away from the Commodore. Collateral damage from this slam is POW 16. If the model directly hit cannot be slammed, it suffers a POW 16 damage roll.
+- Cannonball - This weapon's base stats become RNG 20, AOE -, and POW 16. Regardless of its base size, a model directly hit is slammed d6" directly away from the Commodore. Collateral damage from this slam is POW 16. If the model directly hit cannot be slammed, it suffers a POW 16 damage roll.
-- Incendiary Shot - This weapon's base stats become RNG 16, AOE 4, and POW 14 for this attack. This attack causes fire damage, and models hit suffer the Fire continuos effect.
+- Incendiary Shot - This weapon's base stats become RNG 16, AOE 4, and POW 14 for this attack. This attack causes fire damage, and models hit suffer the Fire continuos effect.
@@ -6354,7 +6353,7 @@
- This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
+ This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
@@ -6438,11 +6437,11 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
- A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
+ A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
@@ -6574,12 +6573,12 @@
-
- This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
+
+ This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
- The model is a terrifying entity (p. 84). Models and units - friendly and enemy - within 3" of this model must pass a command check or flee.
+ The model is a terrifying entity (p. 84). Models and units - friendly and enemy - within 3" of this model must pass a command check or flee.
@@ -6587,7 +6586,7 @@
- Place this model after normal deployment, up to 6" beyond the established deployment zone.
+ Place this model after normal deployment, up to 6" beyond the established deployment zone.
@@ -6595,7 +6594,7 @@
- You can choose not to deploy this model at the start of the game. If it is not deployed normally, you can put it into play at the end of any of your Control phases after your first turn. When you do, choose any table edge except the back of your opponent's deployment zone. Place this model within 3" of the chosen table edge.
+ You can choose not to deploy this model at the start of the game. If it is not deployed normally, you can put it into play at the end of any of your Control phases after your first turn. When you do, choose any table edge except the back of your opponent's deployment zone. Place this model within 3" of the chosen table edge.
@@ -6603,7 +6602,7 @@
- When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
+ When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
@@ -6615,15 +6614,15 @@
- If its warcaster is in this model's command range during your Control Phase, the warcaster can upkeep one spell without spending focus.
+ If its warcaster is in this model's command range during your Control Phase, the warcaster can upkeep one spell without spending focus.
- This model can immediately negate any spell that targets it or a model within 3" of it by spending 1 soul token before the RNG of the spell is measured. The negated spell does not take effect, but its COST remains spent.
+ This model can immediately negate any spell that targets it or a model within 3" of it by spending 1 soul token before the RNG of the spell is measured. The negated spell does not take effect, but its COST remains spent.
- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
+ When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
@@ -6631,15 +6630,15 @@
- Choose a friendly Faction model. While in this model's command range, the chosen model gains +2 to AOE ranged attack rolls. When the chosen model's AOE ranged attacks deviate, you can reroll the direction and/or distance of the deviation. Each roll can be rerolled only once as a result of Artillerist. Artillerist lasts for one turn.
+ Choose a friendly Faction model. While in this model's command range, the chosen model gains +2 to AOE ranged attack rolls. When the chosen model's AOE ranged attacks deviate, you can reroll the direction and/or distance of the deviation. Each roll can be rerolled only once as a result of Artillerist. Artillerist lasts for one turn.
- As part of a charge, after moving but before making its charge attack, this model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of this model's activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in mele penalty. If the target is not in melee range after moving, this model can make the Assault ranged attack before it's activation ends.
+ As part of a charge, after moving but before making its charge attack, this model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of this model's activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in mele penalty. If the target is not in melee range after moving, this model can make the Assault ranged attack before it's activation ends.
- Affected models must charge or run. As part of a charge, after moving but before making its charge attack, an affected model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of this model's activation.Models that received this order cannot make combined ranged attacks this activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in mele penalty. If the target is not in melee range after moving, the affected model can make the Assault ranged attack before it's activation ends.
+ Affected models must charge or run. As part of a charge, after moving but before making its charge attack, an affected model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of this model's activation.Models that received this order cannot make combined ranged attacks this activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in mele penalty. If the target is not in melee range after moving, the affected model can make the Assault ranged attack before it's activation ends.
@@ -6659,11 +6658,11 @@
- Immediately after a normal attack with this weapon is resolved during this model's combat action, the nemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1".
+ Immediately after a normal attack with this weapon is resolved during this model's combat action, the nemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1".
- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
+ When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
@@ -6679,7 +6678,7 @@
- During this unit's activation, affected models make their combat actions before their normal movement. Affected models must make a full advance as their normal movement this activation.
+ During this unit's activation, affected models make their combat actions before their normal movement. Affected models must make a full advance as their normal movement this activation.
@@ -6711,7 +6710,7 @@
- A friendly Faction model or unit in this model's command range can replace its current CMD with current CMD of the commander when making command checks (p. 84). Models with the Commander advantage should not be confused with units commanders that lead individual units (p. 71). All warcaster models have this advantage.
+ A friendly Faction model or unit in this model's command range can replace its current CMD with current CMD of the commander when making command checks (p. 84). Models with the Commander advantage should not be confused with units commanders that lead individual units (p. 71). All warcaster models have this advantage.
@@ -6739,7 +6738,7 @@
- On a critical hit, instead of suffering a normal damage roll, each model in the AOE is thrown d6" directly away from the attacker regardlessof its base size. Move models furthest from the attacker first. The model directly hit by the attack sufers a POW 15 damage roll. Other model shit by the attack suffer a POW 8 damage roll. The POW of collateral damage is equal to the POW of the damage roll suffered by the thrown model.
+ On a critical hit, instead of suffering a normal damage roll, each model in the AOE is thrown d6" directly away from the attacker regardlessof its base size. Move models furthest from the attacker first. The model directly hit by the attack sufers a POW 15 damage roll. Other model shit by the attack suffer a POW 8 damage roll. The POW of collateral damage is equal to the POW of the damage roll suffered by the thrown model.
@@ -6755,7 +6754,7 @@
- On a critical hit, this model can slam the model hit instead of rolling damage normally. The model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
+ On a critical hit, this model can slam the model hit instead of rolling damage normally. The model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
@@ -6787,11 +6786,11 @@
- Once per turn, when an enemy model advances into and ends its movement in this model's melee range, this model can immediately make one normal melee attack against it.
+ Once per turn, when an enemy model advances into and ends its movement in this model's melee range, this model can immediately make one normal melee attack against it.
- This model can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.
+ This model can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.
@@ -6799,11 +6798,11 @@
- This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If it passes, the warjack gains Pathfinder and must use its normal movement and combat action to charge or make a slam power attack during its activation this turn. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
+ This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If it passes, the warjack gains Pathfinder and must use its normal movement and combat action to charge or make a slam power attack during its activation this turn. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
- This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack immediately makes a full advance. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
+ This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack immediately makes a full advance. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
@@ -6815,7 +6814,7 @@
- RNG 5. Target enemy warcaster or warlock. If the enemy warcazster or warlock is in range, firendly models/units in this model's command range can immediately make a full advance and a normal attack.
+ RNG 5. Target enemy warcaster or warlock. If the enemy warcazster or warlock is in range, firendly models/units in this model's command range can immediately make a full advance and a normal attack.
@@ -6831,11 +6830,11 @@
- This model can use Flak Field once per turn at any time during its activation but cannot interrupt its normal movement to do so. When this model uses Flak Field, models B2B with it suffer an unboostable POW 12 blast damage roll and other models within 2" of it suffer an unboostable POW 6 blast damage roll.
+ This model can use Flak Field once per turn at any time during its activation but cannot interrupt its normal movement to do so. When this model uses Flak Field, models B2B with it suffer an unboostable POW 12 blast damage roll and other models within 2" of it suffer an unboostable POW 6 blast damage roll.
- When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continous effect.
+ When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continous effect.
@@ -6859,7 +6858,7 @@
- This model can make power attack slams without spending focus or being forced. Models slammed bu this model are moved an additional 2".
+ This model can make power attack slams without spending focus or being forced. Models slammed bu this model are moved an additional 2".
@@ -6871,15 +6870,15 @@
- While this model is within 3" of its warcaster and is not knocked down or stationary, its warcaster cannot be targeted by free strikes and gains +2 DEF against melee attack rolls, and models attacking the warcaster do not gain back strike bonuses.
+ While this model is within 3" of its warcaster and is not knocked down or stationary, its warcaster cannot be targeted by free strikes and gains +2 DEF against melee attack rolls, and models attacking the warcaster do not gain back strike bonuses.
- This model is a gunfighter (p. 63). The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
+ This model is a gunfighter (p. 63). The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
- This model can add this weapon's POW to its head-butt and slam powe attack damage rolls.
+ This model can add this weapon's POW to its head-butt and slam powe attack damage rolls.
@@ -6887,7 +6886,7 @@
- This model is not a warrior model. It does not activate but can advance up to 1" for each Crewman B2B with it at the beginning of its unit's activation. If this model is moved during its unit's activation, Crewmen in the unit cannot make a Fire! special attack that activation. This model is automatically hit by melee attacks. This model cannot be knocked down or made stationary.
+ This model is not a warrior model. It does not activate but can advance up to 1" for each Crewman B2B with it at the beginning of its unit's activation. If this model is moved during its unit's activation, Crewmen in the unit cannot make a Fire! special attack that activation. This model is automatically hit by melee attacks. This model cannot be knocked down or made stationary.
@@ -6895,7 +6894,7 @@
- After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey. While this model is in play, each model in its unit beginning its activation within 10" of the prey gains +2" movement that activation. While this model is in play, models in its unit gain +2 to attack and damage rolls against the prey. When the prey is destroyed or mreoved from play, choose another model/unit as the prey.
+ After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey. While this model is in play, each model in its unit beginning its activation within 10" of the prey gains +2" movement that activation. While this model is in play, models in its unit gain +2 to attack and damage rolls against the prey. When the prey is destroyed or mreoved from play, choose another model/unit as the prey.
@@ -6919,7 +6918,7 @@
- Friendly X models/units in this model's command range never flee and immediately rally.
+ Friendly X models/units in this model's command range never flee and immediately rally.
@@ -6927,7 +6926,7 @@
- If one or more enemy models are in this model's command range during your Maintenance Phase, one friendly warrior model in this model's command range can advance up to 3".
+ If one or more enemy models are in this model's command range during your Maintenance Phase, one friendly warrior model in this model's command range can advance up to 3".
@@ -6955,7 +6954,7 @@
- Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
+ Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
@@ -6966,7 +6965,7 @@
- Friendly living Faction warrior models with small or medium bases can ignore friendly Faction warrior models in this model's command range when determining LOS and can advance through friendly Faction warrior models in this model's command range if they have enough movement to move completely past them.
+ Friendly living Faction warrior models with small or medium bases can ignore friendly Faction warrior models in this model's command range when determining LOS and can advance through friendly Faction warrior models in this model's command range if they have enough movement to move completely past them.
@@ -7029,7 +7028,7 @@
- Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2" of the last model hit, ignoring ROF. This model can make up to four attacks during its activation as a result of Multi-Fire.
+ Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2" of the last model hit, ignoring ROF. This model can make up to four attacks during its activation as a result of Multi-Fire.
@@ -7041,11 +7040,11 @@
- This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
+ This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
- When this model destroys one or more enemy warrior models with a normal melee attack, after the attack is resolved this model can immediately advance up to 1".
+ When this model destroys one or more enemy warrior models with a normal melee attack, after the attack is resolved this model can immediately advance up to 1".
@@ -7057,15 +7056,15 @@
- Instead of making a normal damage roll on a hit, this model can throw the model hit as if it had hit with and passed the STR check of a throw power attack. The thrown model suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
+ Instead of making a normal damage roll on a hit, this model can throw the model hit as if it had hit with and passed the STR check of a throw power attack. The thrown model suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
- During its activation, this model can make melee attacks with its ranged weapon, with a 1/2" melee range. Do not add this model's STR to damage rolls made with ranged attacks. Charge attacks made with ranged weapons are not boosted.
+ During its activation, this model can make melee attacks with its ranged weapon, with a 1/2" melee range. Do not add this model's STR to damage rolls made with ranged attacks. Charge attacks made with ranged weapons are not boosted.
- Gains an additional die on this weapon's damage rolls against living models.
+ Gains an additional die on this weapon's damage rolls against living models.
@@ -7085,7 +7084,7 @@
- Once during your opponent's turn, when an enemy model within 12" of this model that is in its LOS targets this model with a ranged attack, this model can make a ranged attack against the model beofre it makes its attack roll. If this model's ranged attack hits, the enemy model suffers no damage but its attack automatically misses.
+ Once during your opponent's turn, when an enemy model within 12" of this model that is in its LOS targets this model with a ranged attack, this model can make a ranged attack against the model beofre it makes its attack roll. If this model's ranged attack hits, the enemy model suffers no damage but its attack automatically misses.
@@ -7097,15 +7096,15 @@
- When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
+ When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
- This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
+ This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
@@ -7116,7 +7115,7 @@
When included in a Retribution army, this model is a Retribution model instead of a Mercenary model.
-
+
This model can control and reactivate only friendly Mercenary Rhulic warjacks.
@@ -7125,7 +7124,7 @@
- This model can be included only in a battlegroup controlled by a Mercenary Rhulic warcaster or assigned to a Mercenary Rhulic 'jack marshal. This model can be reactivated only by a friendly Mercenary Rhulic warcaster or a friendly Mercenary Rhulic 'jack marshal.
+ This model can be included only in a battlegroup controlled by a Mercenary Rhulic warcaster or assigned to a Mercenary Rhulic 'jack marshal. This model can be reactivated only by a friendly Mercenary Rhulic warcaster or a friendly Mercenary Rhulic 'jack marshal.
@@ -7141,7 +7140,7 @@
- A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
+ A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
@@ -7149,11 +7148,11 @@
- Once per round, when a friendly model is directly hit by a ranged attack during your opponent's turn while within 2" of this model, this model can become the target of the attack and be automatically hit instead. This model cannot use Shield Guard if it is incorporeal, knocked down, or stationary.
+ Once per round, when a friendly model is directly hit by a ranged attack during your opponent's turn while within 2" of this model, this model can become the target of the attack and be automatically hit instead. This model cannot use Shield Guard if it is incorporeal, knocked down, or stationary.
- For one round, each affected model gains a +4 ARM bonus while B2B with another affected model in its unit. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall.
+ For one round, each affected model gains a +4 ARM bonus while B2B with another affected model in its unit. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall.
@@ -7165,11 +7164,11 @@
- This model gains one soul token when a living enemy model is destroyed in it's command range. This model can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
+ This model gains one soul token when a living enemy model is destroyed in it's command range. This model can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
- While its warcaster is in this model's command range, when the warcaster casts a spell and is the point of origin for the spell, the spell gains +2 RNG.
+ While its warcaster is in this model's command range, when the warcaster casts a spell and is the point of origin for the spell, the spell gains +2 RNG.
@@ -7181,7 +7180,7 @@
- Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss. This model is not an intervening model (p. 43) when determining line of sight from a model greater than 5" away.
+ Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss. This model is not an intervening model (p. 43) when determining line of sight from a model greater than 5" away.
@@ -7189,11 +7188,11 @@
- If this model is directly hit by an enemy ranged attack, choose a friendly living non-incorporeal warrior model within 2" of it to be directly hit instead. That model is automatically hit and suffers all damage and effects.
+ If this model is directly hit by an enemy ranged attack, choose a friendly living non-incorporeal warrior model within 2" of it to be directly hit instead. That model is automatically hit and suffers all damage and effects.
- During this model's activation, when it makes and attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
+ During this model's activation, when it makes and attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
@@ -7201,7 +7200,7 @@
- While in this model's command range, friendly Steelhead models ignore other friendly Steelhead models when determining LOS. Friendly Steelhead models can advance through other friendløy Steelhead models in this model's command range without effect if they have enough movement to move completely past them.
+ While in this model's command range, friendly Steelhead models ignore other friendly Steelhead models when determining LOS. Friendly Steelhead models can advance through other friendløy Steelhead models in this model's command range without effect if they have enough movement to move completely past them.
@@ -7209,7 +7208,7 @@
- If this model is destroyed or removed from play, you can choose a Grunt in this unit within 1" of this model to take its place. Effects on this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the tabel instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.
+ If this model is destroyed or removed from play, you can choose a Grunt in this unit within 1" of this model to take its place. Effects on this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the tabel instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.
@@ -7217,11 +7216,11 @@
- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
+ This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
- Add this model's STR to the POW of this ranged attack.
+ Add this model's STR to the POW of this ranged attack.
@@ -7759,7 +7758,7 @@
-
+
@@ -7925,4 +7924,4 @@
-
\ No newline at end of file
+
diff --git a/Minions_Forces_of_Hordes_(2010).cat b/Minions_Forces_of_Hordes_(2010).cat
index 9e5a03f..67408b5 100644
--- a/Minions_Forces_of_Hordes_(2010).cat
+++ b/Minions_Forces_of_Hordes_(2010).cat
@@ -1,5 +1,4 @@
-
-
+
@@ -153,7 +152,7 @@
- Non-amphibiou enemy models currently in Barnabas's control area are knocked down.
+ Non-amphibiou enemy models currently in Barnabas's control area are knocked down.
@@ -321,11 +320,11 @@
- The only warbeast that can be in this model's battlegroup is Lug.
+ The only warbeast that can be in this model's battlegroup is Lug.
- 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.
+ 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.
@@ -333,7 +332,7 @@
- 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.
+ 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.
@@ -454,7 +453,7 @@
- During his 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.
+ During his 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.
@@ -509,18 +508,18 @@
- 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 destorys 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.
+ 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 destorys 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.
- 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.
+ 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.
- 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.
+ 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.
@@ -616,18 +615,18 @@
- Gain an additional die on this weapon's damage rolls against living models.
+ Gain an additional die on this weapon's damage rolls against living models.
- Add this model's STR to the POW of this ranged attack.
+ Add this model's STR to the POW of this ranged attack.
- Gain an additional die on this weapon's damage rolls against living models.
+ Gain an additional die on this weapon's damage rolls against living models.
@@ -704,11 +703,11 @@
- 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.
+ 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.
- This model is bonded to Dahlia Hallyr. When this model frenzies in Hallyr's control range, you choose the frenzy target.
+ This model is bonded to Dahlia Hallyr. When this model frenzies in Hallyr's control range, you choose the frenzy target.
@@ -816,7 +815,7 @@
- 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.
+ 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.
@@ -1164,11 +1163,11 @@
- • 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.
+ • 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.
• 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.
-• 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.
+• 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.
@@ -1608,14 +1607,14 @@
- 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.
+ 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.
- 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.
+ 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.
@@ -1736,11 +1735,11 @@
- 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 destorys 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".)
+ 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 destorys 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".)
-
+
@@ -1755,7 +1754,7 @@
-
+
@@ -1978,7 +1977,7 @@
• 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.
-• 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 orgin, the spell gains +2 RNG. Spells with RNG SELF, SP, or CTRL are not affected. Craft Tailsman lasts for one turn.
+• 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 orgin, the spell gains +2 RNG. Spells with RNG SELF, SP, or CTRL are not affected. Craft Tailsman lasts for one turn.
@@ -2342,11 +2341,11 @@
- This model is a terrifying entity. Models and units-friendly and enemy-within 3" of this model must pass a command check or flee
+ This model is a terrifying entity. Models and units-friendly and enemy-within 3" of this model must pass a command check or flee
- Place this model after normal deployment, up to 6" beyond the established deployment zone.
+ Place this model after normal deployment, up to 6" beyond the established deployment zone.
@@ -2354,7 +2353,7 @@
- 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.
+ 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.
@@ -2362,11 +2361,11 @@
- 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.
+ 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.
- If its warlock is in this model's command range during your Control Phase, the warlock can upkeep one spell without spending fury.
+ If its warlock is in this model's command range during your Control Phase, the warlock can upkeep one spell without spending fury.
@@ -2418,11 +2417,11 @@
- When a friendly warbeast frenzies in this model's control area, the warbeast can forfeit its activation.
+ When a friendly warbeast frenzies in this model's control area, the warbeast can forfeit its activation.
- This model's front arc extends to 360°.
+ This model's front arc extends to 360°.
@@ -2438,15 +2437,15 @@
- 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.
+ 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.
- 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.
+ 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.
- This model gains a cumulative +1 on magic attack rolls for each other model in this unit that is within 1" of it.
+ This model gains a cumulative +1 on magic attack rolls for each other model in this unit that is within 1" of it.
@@ -2462,11 +2461,11 @@
- 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.
+ 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.
- When an enemy model advacnes 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.
+ When an enemy model advacnes 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.
@@ -2506,7 +2505,7 @@
- Center a 4" AOE on Rorsh. Models in th 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.
+ Center a 4" AOE on Rorsh. Models in th 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.
@@ -2538,7 +2537,7 @@
- Models in this model's battlegroup gain Aggressive. (A model with Aggrsive can run or charge without spending focus or being forced.)
+ Models in this model's battlegroup gain Aggressive. (A model with Aggrsive can run or charge without spending focus or being forced.)
@@ -2567,7 +2566,7 @@
- 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.
+ 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.
@@ -2579,7 +2578,7 @@
- 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.
+ 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.
@@ -2587,7 +2586,7 @@
- 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.
+ 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.
@@ -2619,15 +2618,15 @@
- Friendly Farrow models/units in this model's command range never and immediately rally.
+ Friendly Farrow models/units in this model's command range never and immediately rally.
- 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.
+ 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.
- After using its normal movement to make a ful advance but before performing an action, you can place thsi model anywhere completely within 5" of its current location. Any effects that prevent it from charging also prevent it from using Jump.
+ After using its normal movement to make a ful advance but before performing an action, you can place thsi model anywhere completely within 5" of its current location. Any effects that prevent it from charging also prevent it from using Jump.
@@ -2639,7 +2638,7 @@
- The only warbeast thta can be in this model's battlegroup is Skarath.
+ The only warbeast thta can be in this model's battlegroup is Skarath.
@@ -2715,7 +2714,7 @@ Attacks made with magical weapons are not magic attacks.
- 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
+ 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
@@ -2731,7 +2730,7 @@ Attacks made with magical weapons are not magic attacks.
- 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.
+ 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.
@@ -2739,7 +2738,7 @@ Attacks made with magical weapons are not magic attacks.
- 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.
+ 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.
• Heroic Call - Affected models gain Fearless and Tough for one round.
@@ -2750,7 +2749,7 @@ Attacks made with magical weapons are not magic attacks.
- 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.
+ 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.
• 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.
@@ -2760,7 +2759,7 @@ Attacks made with magical weapons are not magic attacks.
- 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.
+ 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.
@@ -2772,7 +2771,7 @@ Attacks made with magical weapons are not magic attacks.
- 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.
+ 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.
@@ -2788,7 +2787,7 @@ Attacks made with magical weapons are not magic attacks.
- 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.
+ 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.
@@ -2805,7 +2804,7 @@ Attacks made with magical weapons are not magic attacks.
- 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.
+ 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.
@@ -2816,7 +2815,7 @@ Attacks made with magical weapons are not magic attacks.
- At the end of this model's activation, if it destroyed one or more enemy models with melee attacks this activation it can make a full advance.
+ 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.
@@ -2824,11 +2823,11 @@ Attacks made with magical weapons are not magic attacks.
- Ranged and magic attacks declared against this model when the point of orgin of the attack is greater than 5" away automatically miss.
+ Ranged and magic attacks declared against this model when the point of orgin of the attack is greater than 5" away automatically miss.
- When this model destorys an enemy model with a normal ranged attack, immediately after the attack is resovled it can advanced up to 2".
+ When this model destorys an enemy model with a normal ranged attack, immediately after the attack is resovled it can advanced up to 2".
@@ -2844,7 +2843,7 @@ Attacks made with magical weapons are not magic attacks.
- Other friendly Faction models gain +2 to magic attack rolls against enemy models within 5" of this model.
+ Other friendly Faction models gain +2 to magic attack rolls against enemy models within 5" of this model.
@@ -2856,7 +2855,7 @@ Attacks made with magical weapons are not magic attacks.
- If this model destorys 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.
+ If this model destorys 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.
@@ -2864,7 +2863,7 @@ Attacks made with magical weapons are not magic attacks.
- 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.)
+ 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.)
@@ -3265,4 +3264,4 @@ Attacks made with magical weapons are not magic attacks.
-
\ No newline at end of file
+
diff --git a/Protectorate_of_Menoth-_Vengeance_(2013).cat b/Protectorate_of_Menoth-_Vengeance_(2013).cat
index 665efb2..ed04466 100644
--- a/Protectorate_of_Menoth-_Vengeance_(2013).cat
+++ b/Protectorate_of_Menoth-_Vengeance_(2013).cat
@@ -1,5 +1,4 @@
-
-
+
@@ -109,7 +108,7 @@
-
+
@@ -453,7 +452,7 @@
-
+
@@ -735,7 +734,7 @@
- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
+ When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
@@ -841,7 +840,7 @@
- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
+ When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
@@ -927,7 +926,7 @@
- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
+ When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
@@ -985,7 +984,7 @@
- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
+ When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
@@ -1062,11 +1061,11 @@
- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
+ When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
+ When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
@@ -1792,7 +1791,7 @@
-
+
@@ -1976,7 +1975,7 @@
-
+
@@ -2416,7 +2415,7 @@
-
+
@@ -2469,7 +2468,7 @@
-
+
@@ -2846,7 +2845,7 @@
- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
+ When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
@@ -3744,7 +3743,7 @@
-
+
@@ -3868,7 +3867,7 @@
-
+
@@ -3965,7 +3964,7 @@
-
+
@@ -4052,7 +4051,7 @@
-
+
@@ -4228,7 +4227,7 @@
-
+
@@ -4509,7 +4508,7 @@
- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
+ When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
@@ -4559,7 +4558,7 @@
-
+
@@ -4673,7 +4672,7 @@
-
+
@@ -4701,7 +4700,7 @@
- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
+ When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
@@ -4812,7 +4811,7 @@
- Add this model's STR to the POW of this ranged attack.
+ Add this model's STR to the POW of this ranged attack.
@@ -4880,13 +4879,13 @@
-
+
- While in Ashlynn's control area, models gain two additional dice on their attack rolls. For each of those attack rolls, you choose two of the dice rolled to be discarded. Roulette lasts for one round.
+ While in Ashlynn's control area, models gain two additional dice on their attack rolls. For each of those attack rolls, you choose two of the dice rolled to be discarded. Roulette lasts for one round.
@@ -4910,7 +4909,7 @@
-
+
@@ -5039,7 +5038,7 @@
- Instead of making a normal damage roll on a hit, this model can throw the model hit as if it had hit with and passed the STR check of a throw power attack. The thrown model suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
+ Instead of making a normal damage roll on a hit, this model can throw the model hit as if it had hit with and passed the STR check of a throw power attack. The thrown model suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
@@ -5107,7 +5106,7 @@
- Advancing enemy models that end their movement in Montador's control area are knocked down. While in Montador's control area, enemy models suffer -3 on attack rolls. Typhoon lasts for one round.
+ Advancing enemy models that end their movement in Montador's control area are knocked down. While in Montador's control area, enemy models suffer -3 on attack rolls. Typhoon lasts for one round.
@@ -5202,13 +5201,13 @@
- While in Damioano's control area, friendly Faction models gain +3 STR and ARM and can only move or be moved during your turn.
+ While in Damioano's control area, friendly Faction models gain +3 STR and ARM and can only move or be moved during your turn.
- During this model's activation, you can mark one or more coin boxes on its card. For each coin box you mark, you can use Paymaster once. When you do, choose one of the following incentives. Incentives are RNG CMD and can target only friendly Steelhead units. A Steelhead unit can be affected by an incentive only once per turn. When all five of its coin boxes have been marked, this model loses Paymaster for the rest of the game.
+ During this model's activation, you can mark one or more coin boxes on its card. For each coin box you mark, you can use Paymaster once. When you do, choose one of the following incentives. Incentives are RNG CMD and can target only friendly Steelhead units. A Steelhead unit can be affected by an incentive only once per turn. When all five of its coin boxes have been marked, this model loses Paymaster for the rest of the game.
-- Battle Maneuvers - Affected models gain Reform this turn. (After all models in a unit with Reform have completed their actions, each can advance up to 3".)
+- Battle Maneuvers - Affected models gain Reform this turn. (After all models in a unit with Reform have completed their actions, each can advance up to 3".)
- Money Shot - Affected models gain +2 to ranged attack and damage rolls for one turn.
@@ -5218,7 +5217,7 @@
- When this model makes an attack with this weapon, before the attack roll it can spend 1 focus point to give the attack a 3" AOE.
+ When this model makes an attack with this weapon, before the attack roll it can spend 1 focus point to give the attack a 3" AOE.
@@ -5308,8 +5307,8 @@
-
- This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
+
+ This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
@@ -5317,7 +5316,7 @@
- This model can attempt to Drive each warjack under its control in its command range. To Drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack immediately makes a full advance. If the check fails, the warjack does not benefit from 'Jack Marshal this turn.
+ This model can attempt to Drive each warjack under its control in its command range. To Drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack immediately makes a full advance. If the check fails, the warjack does not benefit from 'Jack Marshal this turn.
@@ -5437,7 +5436,7 @@
-
+
@@ -5452,11 +5451,11 @@
- Place this model after normal deployment, up to 6" beyond the established deployment zone.
+ Place this model after normal deployment, up to 6" beyond the established deployment zone.
- Place this model after normal deployment, up to 6" beyond the established deployment zone.
+ Place this model after normal deployment, up to 6" beyond the established deployment zone.
@@ -5476,19 +5475,19 @@
- Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss. This model is not an intervening model (p. 43) when determining line of sight from a model greater than 5" away.
+ Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss. This model is not an intervening model (p. 43) when determining line of sight from a model greater than 5" away.
- Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss. This model is not an intervening model (p. 43) when determining line of sight from a model greater than 5" away.
+ Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss. This model is not an intervening model (p. 43) when determining line of sight from a model greater than 5" away.
- One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
+ One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
- One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
+ One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
@@ -5582,7 +5581,7 @@
- This model is a gunfighter (p. 63). The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
+ This model is a gunfighter (p. 63). The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
@@ -5598,11 +5597,11 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
- After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey. While this model is in play, each model in its unit beginning its activation within 10" of the prey gains +2" movement that activation. While this model is in play, models in its unit gain +2 to attack and damage rolls against the prey. When the prey is destroyed or mreoved from play, choose another model/unit as the prey.
+ After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey. While this model is in play, each model in its unit beginning its activation within 10" of the prey gains +2" movement that activation. While this model is in play, models in its unit gain +2 to attack and damage rolls against the prey. When the prey is destroyed or mreoved from play, choose another model/unit as the prey.
@@ -5614,7 +5613,7 @@
- Immediately after a normal attack with this weapon is resolved during this model's combat action, the nemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1".
+ Immediately after a normal attack with this weapon is resolved during this model's combat action, the nemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1".
@@ -5622,7 +5621,7 @@
- When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
+ When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
@@ -5719,11 +5718,11 @@
- This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If it passes, the warjack gains Pathfinder and must use its normal movement and combat action to charge or make a slam power attack during its activation this turn. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
+ This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If it passes, the warjack gains Pathfinder and must use its normal movement and combat action to charge or make a slam power attack during its activation this turn. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
- This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
+ This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
@@ -5791,8 +5790,8 @@
-
- When another friendly Privateer model makes a tough roll of 4, 5, or 6 while in this model's command range, that model heals 1 damage point and is knocked down.
+
+ When another friendly Privateer model makes a tough roll of 4, 5, or 6 while in this model's command range, that model heals 1 damage point and is knocked down.
@@ -5800,11 +5799,11 @@
- Gains an additional die on this weapon's damage rolls against living models.
+ Gains an additional die on this weapon's damage rolls against living models.
- Add this model's STR to the POW of this ranged attack.
+ Add this model's STR to the POW of this ranged attack.
@@ -5872,7 +5871,7 @@
- Choose a number of friendly non-warcaster Faction warrios models currently in MacBain's control area up to the number of foucs points on him +5. When a chosen model is disabled, it heals 1 damage point and is knocked down. True Grit lasts for one round.
+ Choose a number of friendly non-warcaster Faction warrios models currently in MacBain's control area up to the number of foucs points on him +5. When a chosen model is disabled, it heals 1 damage point and is knocked down. True Grit lasts for one round.
@@ -5880,7 +5879,7 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -5966,7 +5965,7 @@
- While in Madhammer's control area, friendly Faction models gain an additional die on blast damage rolls and AOE ranged attack rolls this turn.
+ While in Madhammer's control area, friendly Faction models gain an additional die on blast damage rolls and AOE ranged attack rolls this turn.
@@ -5974,15 +5973,15 @@
- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
+ When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
- After determining the point of impact, roll deviation for two additional 4" AOEs from that point. A model hit by one of the additional AOEs suffers a POW 7 blast damage roll.
+ After determining the point of impact, roll deviation for two additional 4" AOEs from that point. A model hit by one of the additional AOEs suffers a POW 7 blast damage roll.
- This weapon's base stats become AOE - and POW 7 for this attack. When calculating damage from this attack, halve the base ARM stats of models with medium or larger bases. For this attack, this model gains +2 to damage rolls against models with small bases.
+ This weapon's base stats become AOE - and POW 7 for this attack. When calculating damage from this attack, halve the base ARM stats of models with medium or larger bases. For this attack, this model gains +2 to damage rolls against models with small bases.
@@ -5990,11 +5989,11 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
- When this model h its with an attack with this weapon, it can spend 1 focus point to use Back Blast. If it does, center a 3" AOE on the model hit. Models in the AOE suffer a POW 10 blast damage roll. This damage is not considered to have been caused by a melee attack.
+ When this model h its with an attack with this weapon, it can spend 1 focus point to use Back Blast. If it does, center a 3" AOE on the model hit. Models in the AOE suffer a POW 10 blast damage roll. This damage is not considered to have been caused by a melee attack.
@@ -6075,7 +6074,7 @@
- While within 5" of this model, non-myrmidon warjacks cannot channel spells or be allocated focus.
+ While within 5" of this model, non-myrmidon warjacks cannot channel spells or be allocated focus.
@@ -6187,7 +6186,7 @@
- When this model ends its normal movement within 5" of a friendly non-myrmidon warjack, its activation ends immediately.
+ When this model ends its normal movement within 5" of a friendly non-myrmidon warjack, its activation ends immediately.
@@ -6278,11 +6277,11 @@
- Friendly Sea Dogs models/units in this model's command range never flee and immediately rally.
+ Friendly Sea Dogs models/units in this model's command range never flee and immediately rally.
- While in this model's command range, friendly Sea Dog models gain an additional damage die on Hand Weapon attacks against warrior models.
+ While in this model's command range, friendly Sea Dog models gain an additional damage die on Hand Weapon attacks against warrior models.
@@ -6353,7 +6352,7 @@
- Reduce the point cost of Vanguard warjacks in this model's battlegroup by 1.
+ Reduce the point cost of Vanguard warjacks in this model's battlegroup by 1.
@@ -6435,7 +6434,7 @@
- While in Ossrum's control range, friendly Rhulic models gain +2 ARM. Friendly Rhulic models/units activating in this model's control area gain +2 SPD and Pathfinder. Perfect Plan lasts for one round.
+ While in Ossrum's control range, friendly Rhulic models gain +2 ARM. Friendly Rhulic models/units activating in this model's control area gain +2 SPD and Pathfinder. Perfect Plan lasts for one round.
@@ -6541,7 +6540,7 @@
- Place a 3" AOE clod effect in play. Its center point must be within 1" of this model. This AOE remains in play for one round.
+ Place a 3" AOE clod effect in play. Its center point must be within 1" of this model. This AOE remains in play for one round.
@@ -6620,7 +6619,7 @@
- To make a Scattershot special attack, Herne and Jonne must be B2B. Make a normal attack with this weapon. After determining point of impact for that attack, roll deviation for two additional 3" AOEs centered on that point. Models in an AOE are hit and suffer a POW 7 blast damage roll.
+ To make a Scattershot special attack, Herne and Jonne must be B2B. Make a normal attack with this weapon. After determining point of impact for that attack, roll deviation for two additional 3" AOEs centered on that point. Models in an AOE are hit and suffer a POW 7 blast damage roll.
@@ -6714,7 +6713,7 @@
- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
+ When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
@@ -6811,7 +6810,7 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -6819,7 +6818,7 @@
- On a critical hit, this model can slam the model hit instead of rolling damage normally. The model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
+ On a critical hit, this model can slam the model hit instead of rolling damage normally. The model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
@@ -6938,7 +6937,7 @@
- This model is a gunfighter (p. 63). The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
+ This model is a gunfighter (p. 63). The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
@@ -6946,15 +6945,15 @@
- - Ayisla's Veil (* Action) - This model gains Stealth. While Holt is B2B with her, he also gains Stealth, Ayisla's Veil lasts for one round.
+ - Ayisla's Veil (* Action) - This model gains Stealth. While Holt is B2B with her, he also gains Stealth, Ayisla's Veil lasts for one round.
- Kiss of Lyliss (* Attack) - Kiss of Lyliss is a RNG 10 magic attack. For one round, when a model/unit hit by Kiss of Lyliss suffers a damage roll add +2 to the roll.
-- Lurynsar's Touch (* Action) - RNG CMD. Target friendly model/unit. If the model /unit is in range, its weapons gain Magical Weapon for one turn.
+- Lurynsar's Touch (* Action) - RNG CMD. Target friendly model/unit. If the model /unit is in range, its weapons gain Magical Weapon for one turn.
- Once during your opponent's turn, when an enemy model within 12" of this model that is in its LOS targets this model with a ranged attack, this model can make a ranged attack against the model beofre it makes its attack roll. If this model's ranged attack hits, the enemy model suffers no damage but its attack automatically misses.
+ Once during your opponent's turn, when an enemy model within 12" of this model that is in its LOS targets this model with a ranged attack, this model can make a ranged attack against the model beofre it makes its attack roll. If this model's ranged attack hits, the enemy model suffers no damage but its attack automatically misses.
@@ -7032,11 +7031,11 @@
-
+
- When a friendly Faction model/unit fails a command check in this modelæs command range, you can mark one of this model's five coin boxes to cause the model/unit to pass the failed check.
+ When a friendly Faction model/unit fails a command check in this modelæs command range, you can mark one of this model's five coin boxes to cause the model/unit to pass the failed check.
@@ -7044,11 +7043,11 @@
- During this model's activation, you can mark one or more coin boxes on its card. For each coin box you mark, you can use Paymaster once. When you do, choose one of the following incentives. Incentives are RNG CMD, and can target only friendly Sea Dog units. A Sea Dog unit can be affected by an incentive only once per turn. When all five of its coin boxes have b een marked, this model loses Paymaster for the rest of the game.
+ During this model's activation, you can mark one or more coin boxes on its card. For each coin box you mark, you can use Paymaster once. When you do, choose one of the following incentives. Incentives are RNG CMD, and can target only friendly Sea Dog units. A Sea Dog unit can be affected by an incentive only once per turn. When all five of its coin boxes have b een marked, this model loses Paymaster for the rest of the game.
- Money Shot - Affected models gain +2 to ranged attack and damage rolls for one turn.
-- Payday - Affected models' melee attack rolls are boosted. When an affected model destroys an enemy model with a normal melee attack, immediately after the attack is resolved the affected model can advance up to 1". Payday lasts for one turn.
+- Payday - Affected models' melee attack rolls are boosted. When an affected model destroys an enemy model with a normal melee attack, immediately after the attack is resolved the affected model can advance up to 1". Payday lasts for one turn.
- Walk It Off - Affecte models gain Tough for one round.
@@ -7177,7 +7176,7 @@
- Models in Magnus' battlegroup currently in his control area can make a full advance or run after all friendly models have completed their activations this turn. Warjacks do not have to spend focus to run during this movement. During this movement models cannot be targeted by free strikes.
+ Models in Magnus' battlegroup currently in his control area can make a full advance or run after all friendly models have completed their activations this turn. Warjacks do not have to spend focus to run during this movement. During this movement models cannot be targeted by free strikes.
@@ -7286,11 +7285,11 @@
- Choose two table edges. Enemy models beginning an advance in Magnus' control area cannot advance toward those table edges for one round.
+ Choose two table edges. Enemy models beginning an advance in Magnus' control area cannot advance toward those table edges for one round.
- One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
+ One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
@@ -7390,7 +7389,7 @@
- Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2" of the last model hit, ignoring ROF. This model can make up to four attacks during its activation as a result of Multi-Fire.
+ Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2" of the last model hit, ignoring ROF. This model can make up to four attacks during its activation as a result of Multi-Fire.
@@ -7398,11 +7397,11 @@
- Once per game during its activation, this model can use Double Powder Ration. Ranged attacks made by friendly Faction models while in this model's command range gain +2 RNG. Double Powder Ration lasts for one turn.
+ Once per game during its activation, this model can use Double Powder Ration. Ranged attacks made by friendly Faction models while in this model's command range gain +2 RNG. Double Powder Ration lasts for one turn.
- If this model is included in an army, you can include one additional Sea Dog Deck Gun Crew unit over that unit's FA.
+ If this model is included in an army, you can include one additional Sea Dog Deck Gun Crew unit over that unit's FA.
@@ -7554,19 +7553,19 @@
- - Arc Lightning (* Attack) - Arc Lightning is a RNG 10 magic attack. A model hit by this spell suffers a POW 10 electrical damage roll, and ligntining arcs from it to d3 consecutive additional models. The lightning arcs to the nearest model it has not arced to within 4" of the last model it araced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll.
+ - Arc Lightning (* Attack) - Arc Lightning is a RNG 10 magic attack. A model hit by this spell suffers a POW 10 electrical damage roll, and ligntining arcs from it to d3 consecutive additional models. The lightning arcs to the nearest model it has not arced to within 4" of the last model it araced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll.
-- Null Magic (* Action) - For one round, models cannot cast spells while within 12" of this model.
+- Null Magic (* Action) - For one round, models cannot cast spells while within 12" of this model.
- Stealth (* Action) - This model gains Stealth for one round.
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
- When an enemy model casts a spell while within 12" of this model, this model gains one power token. It can have up to three power tokens at a time. During its activation, this model can spend power tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
+ When an enemy model casts a spell while within 12" of this model, this model gains one power token. It can have up to three power tokens at a time. During its activation, this model can spend power tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
@@ -7628,11 +7627,11 @@
- Place this model after normal deployment, up to 6" beyond the established deployment zone.
+ Place this model after normal deployment, up to 6" beyond the established deployment zone.
- Place this model after normal deployment, up to 6" beyond the established deployment zone.
+ Place this model after normal deployment, up to 6" beyond the established deployment zone.
@@ -7656,11 +7655,11 @@
- When a living enemy warrior model in the mlee range of two or more models in this unit is boxed by a melee attack made by this model, remove the enemy model from play. You can add one Grunt to a friendly Sea Dog Crew unit in this model's command range. The Grunt must be placed in formation and within 3" of this model.
+ When a living enemy warrior model in the mlee range of two or more models in this unit is boxed by a melee attack made by this model, remove the enemy model from play. You can add one Grunt to a friendly Sea Dog Crew unit in this model's command range. The Grunt must be placed in formation and within 3" of this model.
- When a living enemy warrior model in the mlee range of two or more models in this unit is boxed by a melee attack made by this model, remove the enemy model from play. You can add one Grunt to a friendly Sea Dog Crew unit in this model's command range. The Grunt must be placed in formation and within 3" of this model.
+ When a living enemy warrior model in the mlee range of two or more models in this unit is boxed by a melee attack made by this model, remove the enemy model from play. You can add one Grunt to a friendly Sea Dog Crew unit in this model's command range. The Grunt must be placed in formation and within 3" of this model.
@@ -7739,7 +7738,7 @@
- During its activation this model can play one of the following tunes. When it does, choose a friendly unit. The tunes affects this model and will affect the unit if it is currently in this model's command range.
+ During its activation this model can play one of the following tunes. When it does, choose a friendly unit. The tunes affects this model and will affect the unit if it is currently in this model's command range.
- Dirge of Mists - affected models gain +1 DEF and Terror for one round.
@@ -7885,7 +7884,7 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -7980,11 +7979,11 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
- A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
+ A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
@@ -8051,7 +8050,7 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -8201,7 +8200,7 @@
- While in Rutger Shaw's command range, this model gains Dodge and Tough.
+ While in Rutger Shaw's command range, this model gains Dodge and Tough.
@@ -8335,11 +8334,11 @@
- Once per game during its unit's activation, this model can use No Quarter. Models in this unit gain Fearless, Pathfinder and Terror. A model in this unit that charges gains +2" movement. No Quarter lasts for one round.
+ Once per game during its unit's activation, this model can use No Quarter. Models in this unit gain Fearless, Pathfinder and Terror. A model in this unit that charges gains +2" movement. No Quarter lasts for one round.
- Place this model after normal deployment, up to 6" beyond the established deployment zone.
+ Place this model after normal deployment, up to 6" beyond the established deployment zone.
@@ -8452,12 +8451,12 @@
-
- This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
+
+ This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
- The model is a terrifying entity (p. 84). Models and units - friendly and enemy - within 3" of this model must pass a command check or flee.
+ The model is a terrifying entity (p. 84). Models and units - friendly and enemy - within 3" of this model must pass a command check or flee.
@@ -8465,11 +8464,11 @@
- 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.
+ 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.
- Place this model after normal deployment, up to 6" beyond the established deployment zone.
+ Place this model after normal deployment, up to 6" beyond the established deployment zone.
@@ -8485,7 +8484,7 @@
- You can choose not to deploy this model at the start of the game. If it is not deployed normally, you can put it into play at the end of any of your Control phases after your first turn. When you do, choose any table edge except the back of your opponent's deployment zone. Place this model within 3" of the chosen table edge.
+ You can choose not to deploy this model at the start of the game. If it is not deployed normally, you can put it into play at the end of any of your Control phases after your first turn. When you do, choose any table edge except the back of your opponent's deployment zone. Place this model within 3" of the chosen table edge.
@@ -8493,7 +8492,7 @@
- When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
+ When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
@@ -8505,15 +8504,15 @@
- If its warcaster is in this model's command range during your Control Phase, the warcaster can upkeep one spell without spending focus.
+ If its warcaster is in this model's command range during your Control Phase, the warcaster can upkeep one spell without spending focus.
- This model can immediately negate any spell that targets it or a model within 3" of it by spending 1 soul token before the RNG of the spell is measured. The negated spell does not take effect, but its COST remains spent.
+ This model can immediately negate any spell that targets it or a model within 3" of it by spending 1 soul token before the RNG of the spell is measured. The negated spell does not take effect, but its COST remains spent.
- When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
+ When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
@@ -8521,19 +8520,19 @@
- Choose a friendly Faction model. While in this model's command range, the chosen model gains +2 to AOE ranged attack rolls. When the chosen model's AOE ranged attacks deviate, you can reroll the direction and/or distance of the deviation. Each roll can be rerolled only once as a result of Artillerist. Artillerist lasts for one turn.
+ Choose a friendly Faction model. While in this model's command range, the chosen model gains +2 to AOE ranged attack rolls. When the chosen model's AOE ranged attacks deviate, you can reroll the direction and/or distance of the deviation. Each roll can be rerolled only once as a result of Artillerist. Artillerist lasts for one turn.
- This model has concealment. Living enemy model's suffer -2 to attack rolls while within 2" of this model.
+ This model has concealment. Living enemy model's suffer -2 to attack rolls while within 2" of this model.
- As part of a charge, after moving but before making its charge attack, this model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of this model's activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in mele penalty. If the target is not in melee range after moving, this model can make the Assault ranged attack before it's activation ends.
+ As part of a charge, after moving but before making its charge attack, this model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of this model's activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in mele penalty. If the target is not in melee range after moving, this model can make the Assault ranged attack before it's activation ends.
- Affected models must charge or run. As part of a charge, after moving but before making its charge attack, an affected model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of this model's activation.Models that received this order cannot make combined ranged attacks this activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in mele penalty. If the target is not in melee range after moving, the affected model can make the Assault ranged attack before it's activation ends.
+ Affected models must charge or run. As part of a charge, after moving but before making its charge attack, an affected model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of this model's activation.Models that received this order cannot make combined ranged attacks this activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in mele penalty. If the target is not in melee range after moving, the affected model can make the Assault ranged attack before it's activation ends.
@@ -8561,11 +8560,11 @@
- Immediately after a normal attack with this weapon is resolved during this model's combat action, the nemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1".
+ Immediately after a normal attack with this weapon is resolved during this model's combat action, the nemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1".
- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
+ When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
@@ -8576,8 +8575,8 @@
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.
-
- While in this model's command range, friendlyu Exemplar models cannot be knocked down or made stationary.
+
+ While in this model's command range, friendlyu Exemplar models cannot be knocked down or made stationary.
@@ -8589,7 +8588,7 @@
- During this unit's activation, affected models make their combat actions before their normal movement. Affected models must make a full advance as their normal movement this activation.
+ During this unit's activation, affected models make their combat actions before their normal movement. Affected models must make a full advance as their normal movement this activation.
@@ -8597,7 +8596,7 @@
- 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.
+ 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.
@@ -8609,7 +8608,7 @@
- This model cannot make an initial attack with this weapon during an activation it charged at least 3".
+ This model cannot make an initial attack with this weapon during an activation it charged at least 3".
@@ -8629,15 +8628,15 @@
- 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.
+ 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.
- 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.
+ 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.
- A friendly Faction model or unit in this model's command range can replace its current CMD with current CMD of the commander when making command checks (p. 84). Models with the Commander advantage should not be confused with units commanders that lead individual units (p. 71). All warcaster models have this advantage.
+ A friendly Faction model or unit in this model's command range can replace its current CMD with current CMD of the commander when making command checks (p. 84). Models with the Commander advantage should not be confused with units commanders that lead individual units (p. 71). All warcaster models have this advantage.
@@ -8673,7 +8672,7 @@
- On a critical hit, instead of suffering a normal damage roll, each model in the AOE is thrown d6" directly away from the attacker regardlessof its base size. Move models furthest from the attacker first. The model directly hit by the attack sufers a POW 15 damage roll. Other model shit by the attack suffer a POW 8 damage roll. The POW of collateral damage is equal to the POW of the damage roll suffered by the thrown model.
+ On a critical hit, instead of suffering a normal damage roll, each model in the AOE is thrown d6" directly away from the attacker regardlessof its base size. Move models furthest from the attacker first. The model directly hit by the attack sufers a POW 15 damage roll. Other model shit by the attack suffer a POW 8 damage roll. The POW of collateral damage is equal to the POW of the damage roll suffered by the thrown model.
@@ -8685,7 +8684,7 @@
- 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.
+ 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.
@@ -8693,14 +8692,14 @@
- On a critical hit, this model can slam the model hit instead of rolling damage normally. The model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
+ On a critical hit, this model can slam the model hit instead of rolling damage normally. The model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round.
-
+
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.
@@ -8725,11 +8724,11 @@
- 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.
+ 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.
- 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.
+ 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.
@@ -8737,7 +8736,7 @@
- Once per turn, when an enemy model advances into and ends its movement in this model's melee range, this model can immediately make one normal melee attack against it.
+ Once per turn, when an enemy model advances into and ends its movement in this model's melee range, this model can immediately make one normal melee attack against it.
@@ -8749,7 +8748,7 @@
- This model can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.
+ This model can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.
@@ -8761,11 +8760,11 @@
- This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If it passes, the warjack gains Pathfinder and must use its normal movement and combat action to charge or make a slam power attack during its activation this turn. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
+ This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If it passes, the warjack gains Pathfinder and must use its normal movement and combat action to charge or make a slam power attack during its activation this turn. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
- This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack immediately makes a full advance. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
+ This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack immediately makes a full advance. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
@@ -8789,15 +8788,15 @@
- RNG 5. Target enemy warcaster or warlock. If the enemy warcazster or warlock is in range, firendly models/units in this model's command range can immediately make a full advance and a normal attack.
+ RNG 5. Target enemy warcaster or warlock. If the enemy warcazster or warlock is in range, firendly models/units in this model's command range can immediately make a full advance and a normal attack.
- 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.
+ 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.
- While within 5" of this model, enemy models lose Incorporeal.
+ While within 5" of this model, enemy models lose Incorporeal.
@@ -8813,11 +8812,11 @@
- This model can use Flak Field once per turn at any time during its activation but cannot interrupt its normal movement to do so. When this model uses Flak Field, models B2B with it suffer an unboostable POW 12 blast damage roll and other models within 2" of it suffer an unboostable POW 6 blast damage roll.
+ This model can use Flak Field once per turn at any time during its activation but cannot interrupt its normal movement to do so. When this model uses Flak Field, models B2B with it suffer an unboostable POW 12 blast damage roll and other models within 2" of it suffer an unboostable POW 6 blast damage roll.
- When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continuous effect.
+ When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continuous effect.
@@ -8853,7 +8852,7 @@
- This model can make power attack slams without spending focus or being forced. Models slammed bu this model are moved an additional 2".
+ This model can make power attack slams without spending focus or being forced. Models slammed bu this model are moved an additional 2".
@@ -8865,15 +8864,15 @@
- While this model is within 3" of its warcaster and is not knocked down or stationary, its warcaster cannot be targeted by free strikes and gains +2 DEF against melee attack rolls, and models attacking the warcaster do not gain back strike bonuses.
+ While this model is within 3" of its warcaster and is not knocked down or stationary, its warcaster cannot be targeted by free strikes and gains +2 DEF against melee attack rolls, and models attacking the warcaster do not gain back strike bonuses.
- This model is a gunfighter (p. 63). The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
+ This model is a gunfighter (p. 63). The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
- This model can add this weapon's POW to its head-butt and slam powe attack damage rolls.
+ This model can add this weapon's POW to its head-butt and slam powe attack damage rolls.
@@ -8881,7 +8880,7 @@
- This model is not a warrior model. It does not activate but can advance up to 1" for each Crewman B2B with it at the beginning of its unit's activation. If this model is moved during its unit's activation, Crewmen in the unit cannot make a Fire! special attack that activation. This model is automatically hit by melee attacks. This model cannot be knocked down or made stationary.
+ This model is not a warrior model. It does not activate but can advance up to 1" for each Crewman B2B with it at the beginning of its unit's activation. If this model is moved during its unit's activation, Crewmen in the unit cannot make a Fire! special attack that activation. This model is automatically hit by melee attacks. This model cannot be knocked down or made stationary.
@@ -8889,7 +8888,7 @@
- After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey. While this model is in play, each model in its unit beginning its activation within 10" of the prey gains +2" movement that activation. While this model is in play, models in its unit gain +2 to attack and damage rolls against the prey. When the prey is destroyed or mreoved from play, choose another model/unit as the prey.
+ After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey. While this model is in play, each model in its unit beginning its activation within 10" of the prey gains +2" movement that activation. While this model is in play, models in its unit gain +2 to attack and damage rolls against the prey. When the prey is destroyed or mreoved from play, choose another model/unit as the prey.
@@ -8933,7 +8932,7 @@
- Friendly X models/units in this model's command range never flee and immediately rally.
+ Friendly X models/units in this model's command range never flee and immediately rally.
@@ -8941,7 +8940,7 @@
- If one or more enemy models are in this model's command range during your Maintenance Phase, one friendly warrior model in this model's command range can advance up to 3".
+ If one or more enemy models are in this model's command range during your Maintenance Phase, one friendly warrior model in this model's command range can advance up to 3".
@@ -8977,7 +8976,7 @@
- Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
+ Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
@@ -8989,7 +8988,7 @@
- Friendly living Faction warrior models with small or medium bases can ignore friendly Faction warrior models in this model's command range when determining LOS and can advance through friendly Faction warrior models in this model's command range if they have enough movement to move completely past them.
+ Friendly living Faction warrior models with small or medium bases can ignore friendly Faction warrior models in this model's command range when determining LOS and can advance through friendly Faction warrior models in this model's command range if they have enough movement to move completely past them.
@@ -9052,7 +9051,7 @@
- Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2" of the last model hit, ignoring ROF. This model can make up to four attacks during its activation as a result of Multi-Fire.
+ Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2" of the last model hit, ignoring ROF. This model can make up to four attacks during its activation as a result of Multi-Fire.
@@ -9068,11 +9067,11 @@
- This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
+ This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
- When this model destroys one or more enemy warrior models with a normal melee attack, after the attack is resolved this model can immediately advance up to 1".
+ When this model destroys one or more enemy warrior models with a normal melee attack, after the attack is resolved this model can immediately advance up to 1".
@@ -9092,15 +9091,15 @@
- Instead of making a normal damage roll on a hit, this model can throw the model hit as if it had hit with and passed the STR check of a throw power attack. The thrown model suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
+ Instead of making a normal damage roll on a hit, this model can throw the model hit as if it had hit with and passed the STR check of a throw power attack. The thrown model suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
- During its activation, this model can make melee attacks with its ranged weapon, with a 1/2" melee range. Do not add this model's STR to damage rolls made with ranged attacks. Charge attacks made with ranged weapons are not boosted.
+ During its activation, this model can make melee attacks with its ranged weapon, with a 1/2" melee range. Do not add this model's STR to damage rolls made with ranged attacks. Charge attacks made with ranged weapons are not boosted.
- Gains an additional die on this weapon's damage rolls against living models.
+ Gains an additional die on this weapon's damage rolls against living models.
@@ -9120,11 +9119,11 @@
- Once during your opponent's turn, when an enemy model within 12" of this model that is in its LOS targets this model with a ranged attack, this model can make a ranged attack against the model beofre it makes its attack roll. If this model's ranged attack hits, the enemy model suffers no damage but its attack automatically misses.
+ Once during your opponent's turn, when an enemy model within 12" of this model that is in its LOS targets this model with a ranged attack, this model can make a ranged attack against the model beofre it makes its attack roll. If this model's ranged attack hits, the enemy model suffers no damage but its attack automatically misses.
- 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.
+ 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.
@@ -9140,7 +9139,7 @@
- When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
+ When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
@@ -9148,7 +9147,7 @@
- This weapon has a 2" melee range (p. 50).
+ This weapon has a 2" melee range (p. 50).
@@ -9160,11 +9159,11 @@
- This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
+ This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
- 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 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.
@@ -9172,14 +9171,14 @@
- 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 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 included in a Retribution army, this model is a Retribution model instead of a Mercenary model.
-
+
This model can control and reactivate only friendly Mercenary Rhulic warjacks.
@@ -9188,15 +9187,15 @@
- This model can be included only in a battlegroup controlled by a Mercenary Rhulic warcaster or assigned to a Mercenary Rhulic 'jack marshal. This model can be reactivated only by a friendly Mercenary Rhulic warcaster or a friendly Mercenary Rhulic 'jack marshal.
+ This model can be included only in a battlegroup controlled by a Mercenary Rhulic warcaster or assigned to a Mercenary Rhulic 'jack marshal. This model can be reactivated only by a friendly Mercenary Rhulic warcaster or a friendly Mercenary Rhulic 'jack marshal.
- 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.
+ 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.
- 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.
+ 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.
@@ -9208,7 +9207,7 @@
- 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.
+ 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.
@@ -9220,11 +9219,11 @@
- 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.
+ 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.
- A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
+ A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
@@ -9232,15 +9231,15 @@
- Once per round, when a friendly model is directly hit by a ranged attack during your opponent's turn while within 2" of this model, this model can become the target of the attack and be automatically hit instead. This model cannot use Shield Guard if it is incorporeal, knocked down, or stationary.
+ Once per round, when a friendly model is directly hit by a ranged attack during your opponent's turn while within 2" of this model, this model can become the target of the attack and be automatically hit instead. This model cannot use Shield Guard if it is incorporeal, knocked down, or stationary.
- For one round, each affected model gains a +4 ARM bonus while B2B with another affected model in its unit. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall.
+ For one round, each affected model gains a +4 ARM bonus while B2B with another affected model in its unit. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall.
- 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.
+ 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.
@@ -9248,7 +9247,7 @@
- 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.
+ 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.
@@ -9256,11 +9255,11 @@
- This model gains one soul token when a living enemy model is destroyed in it's command range. This model can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
+ This model gains one soul token when a living enemy model is destroyed in it's command range. This model can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
- While this model has one or more soul tokens, enemy models entering or ending their activations within 2" of it immediately suffer 1 damage point.
+ 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.
@@ -9272,11 +9271,11 @@
- While its warcaster is in this model's command range, when the warcaster casts a spell and is the point of origin for the spell, the spell gains +2 RNG.
+ While its warcaster is in this model's command range, when the warcaster casts a spell and is the point of origin for the spell, the spell gains +2 RNG.
- 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.
+ 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.
@@ -9288,7 +9287,7 @@
- Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss. This model is not an intervening model (p. 43) when determining line of sight from a model greater than 5" away.
+ Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss. This model is not an intervening model (p. 43) when determining line of sight from a model greater than 5" away.
@@ -9300,15 +9299,15 @@
- If this model is directly hit by an enemy ranged attack, choose a friendly living non-incorporeal warrior model within 2" of it to be directly hit instead. That model is automatically hit and suffers all damage and effects.
+ If this model is directly hit by an enemy ranged attack, choose a friendly living non-incorporeal warrior model within 2" of it to be directly hit instead. That model is automatically hit and suffers all damage and effects.
-
- 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.
+
+ 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.
- During this model's activation, when it makes and attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
+ During this model's activation, when it makes and attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
@@ -9316,7 +9315,7 @@
- While in this model's command range, friendly Steelhead models ignore other friendly Steelhead models when determining LOS. Friendly Steelhead models can advance through other friendløy Steelhead models in this model's command range without effect if they have enough movement to move completely past them.
+ While in this model's command range, friendly Steelhead models ignore other friendly Steelhead models when determining LOS. Friendly Steelhead models can advance through other friendløy Steelhead models in this model's command range without effect if they have enough movement to move completely past them.
@@ -9324,7 +9323,7 @@
- If this model is destroyed or removed from play, you can choose a Grunt in this unit within 1" of this model to take its place. Effects on this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the tabel instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.
+ If this model is destroyed or removed from play, you can choose a Grunt in this unit within 1" of this model to take its place. Effects on this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the tabel instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.
@@ -9332,11 +9331,11 @@
- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
+ This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
- Add this model's STR to the POW of this ranged attack.
+ Add this model's STR to the POW of this ranged attack.
@@ -9368,7 +9367,7 @@
- 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.
+ 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.
@@ -9497,7 +9496,7 @@
-
+
@@ -9519,7 +9518,7 @@
-
+
@@ -9541,7 +9540,7 @@
-
+
@@ -9949,4 +9948,4 @@
-
\ No newline at end of file
+
diff --git a/Retribution_of_Scyrah_rev.cat b/Retribution_of_Scyrah_rev.cat
index cd756e9..61e988e 100644
--- a/Retribution_of_Scyrah_rev.cat
+++ b/Retribution_of_Scyrah_rev.cat
@@ -1,5 +1,4 @@
-
-
+
@@ -7,7 +6,7 @@
- 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.
+ 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.
@@ -15,19 +14,19 @@
- 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.
+ 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.
- 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.
+ 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.
- 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.
+ 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.
- 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.
+ 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.
@@ -35,15 +34,15 @@
- 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.
+ 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.
- On a critical hit, this model can slam the model hit instead of rolling damage normally. The model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
+ On a critical hit, this model can slam the model hit instead of rolling damage normally. The model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
- 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".
+ 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".
@@ -154,7 +153,7 @@
- This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
+ This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
@@ -203,7 +202,7 @@
- During your Control Phase, place this model anywhere completely within 2" of its current location.
+ During your Control Phase, place this model anywhere completely within 2" of its current location.
@@ -218,7 +217,7 @@
- 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.
+ 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.
@@ -352,7 +351,7 @@
- Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2" of the last model hit, ignoring ROF. This model can make up to four attacks during its activation as a result of Multi-Fire.
+ Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2" of the last model hit, ignoring ROF. This model can make up to four attacks during its activation as a result of Multi-Fire.
@@ -436,7 +435,7 @@
- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
+ While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
@@ -577,7 +576,7 @@
- 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.
+ 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.
@@ -644,7 +643,7 @@
- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
+ While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
@@ -700,7 +699,7 @@
While this model is B2B with one or more model in its unit, it gains +2 ARM.
-
+
@@ -763,13 +762,13 @@
- 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.
+ 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.
-
+
@@ -824,7 +823,7 @@
- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
+ While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
@@ -893,7 +892,7 @@
- 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).
+ 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).
@@ -901,7 +900,7 @@
- This model can attempt to Drive each warjack under its control in its command range. To Drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack immediately makes a full advance. If the check fails, the warjack does not benefit from 'Jack Marshal this turn.
+ This model can attempt to Drive each warjack under its control in its command range. To Drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack immediately makes a full advance. If the check fails, the warjack does not benefit from 'Jack Marshal this turn.
@@ -939,7 +938,7 @@
-
+
@@ -997,12 +996,12 @@
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.
-
- 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.
+
+ 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.
- 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.
+ 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.
@@ -1010,7 +1009,7 @@
- Models in this model's battlegroup currently in its control area gain +2 SPD and Pathfinder for one turn.
+ Models in this model's battlegroup currently in its control area gain +2 SPD and Pathfinder for one turn.
@@ -1018,11 +1017,11 @@
- 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, afetr the attack is resolved the affectedwarjack can charge an enemy model, then Hallowed Avenger expires.
+ 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, afetr the attack is resolved the affectedwarjack can charge an enemy model, then Hallowed Avenger expires.
- Immediately after this attack is resolved, this model can advance up to 2" for each enemy model destroyed by the attack.
+ Immediately after this attack is resolved, this model can advance up to 2" for each enemy model destroyed by the attack.
@@ -1195,7 +1194,7 @@
- While within 5" of this model, non-myrmidon warjacks cannot channel spells or be allocated focus.
+ While within 5" of this model, non-myrmidon warjacks cannot channel spells or be allocated focus.
@@ -1298,7 +1297,7 @@
- When this model ends its normal movement within 5" of a friendly non-myrmidon warjack, its activation ends immediately.
+ When this model ends its normal movement within 5" of a friendly non-myrmidon warjack, its activation ends immediately.
@@ -1362,7 +1361,7 @@
- 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.
+ 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.
@@ -1379,7 +1378,7 @@
- When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
+ When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
@@ -1428,19 +1427,19 @@
- 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.
+ 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.
- 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.
+ 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.
- When an enemy model is hit by this attack, it can be pushed d6" directly toward Gallows' point of origin.
+ When an enemy model is hit by this attack, it can be pushed d6" directly toward Gallows' point of origin.
- 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.
+ 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.
@@ -1454,7 +1453,7 @@
- When making attacks, ignore focus points overboosting the target's Power Field and spell effects adding to its ARM or DEF.
+ When making attacks, ignore focus points overboosting the target's Power Field and spell effects adding to its ARM or DEF.
@@ -1575,7 +1574,7 @@
- When this model destroys an enemy model whit a normal ranged attack, immediately after the attack is resolved it can advance up to 2".
+ When this model destroys an enemy model whit a normal ranged attack, immediately after the attack is resolved it can advance up to 2".
@@ -1632,7 +1631,7 @@
- Enemy models in this model's melee range cannot advance except to change facing.
+ Enemy models in this model's melee range cannot advance except to change facing.
@@ -1643,7 +1642,7 @@
- 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.
+ 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.
@@ -1702,7 +1701,7 @@
- At the start of this model's activation, it can spend 1 focus point once to gain +2" movement for one turn.
+ At the start of this model's activation, it can spend 1 focus point once to gain +2" movement for one turn.
@@ -1774,7 +1773,7 @@
- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
+ While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
@@ -1823,11 +1822,11 @@
- 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.
+ 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.
- 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".
+ 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".
@@ -1872,14 +1871,14 @@
- 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.
+ 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.
- 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.
+ 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.
@@ -1887,11 +1886,11 @@
- 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".
+ 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".
- 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.
+ 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.
@@ -1942,7 +1941,7 @@
- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
+ While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
@@ -2014,7 +2013,7 @@
- While this model is in play, after all models in its unit have completed their actions, each can advance up to 3".
+ While this model is in play, after all models in its unit have completed their actions, each can advance up to 3".
@@ -2022,7 +2021,7 @@
- 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.
+ 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.
@@ -2033,7 +2032,7 @@
- A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
+ A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
@@ -2079,7 +2078,7 @@
- For one round, each affected model gains +4 ARM bonus while B2B with another affected model in its unit. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall.
+ For one round, each affected model gains +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.
@@ -2090,7 +2089,7 @@
- A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
+ A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
@@ -2141,7 +2140,7 @@
- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
+ While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
@@ -2221,7 +2220,7 @@
- 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.
+ 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.
@@ -2377,7 +2376,7 @@
-
+
@@ -2389,7 +2388,7 @@
- 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.
+ 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.
@@ -2411,7 +2410,7 @@
- Target model in this model's battlegroup ignores LOS when making charges, slams and attacks. That model ignores conceleament and cover when resolving attacks.
+ Target model in this model's battlegroup ignores LOS when making charges, slams and attacks. That model ignores conceleament and cover when resolving attacks.
@@ -2634,14 +2633,14 @@
- This weapon has a 4" melee range during this model's activation.
+ This weapon has a 4" melee range during this model's activation.
- When making attacks, ignore focus points overboosting the target's Power Field and spell effects adding to its ARM or DEF.
+ When making attacks, ignore focus points overboosting the target's Power Field and spell effects adding to its ARM or DEF.
@@ -2701,7 +2700,7 @@
- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
+ While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
@@ -2766,13 +2765,13 @@
- When making attacks, ignore focus points overboosting the target's Power Field and spell effects adding to its ARM or DEF.
+ When making attacks, ignore focus points overboosting the target's Power Field and spell effects adding to its ARM or DEF.
-
+
This model gains an additional die to its melee and ranged damage rolls against warjacks.
@@ -2812,7 +2811,7 @@
-
+
This model gains an additional die to its melee and ranged damage rolls against warjacks.
@@ -2826,7 +2825,7 @@
- When making attacks, ignore focus points overboosting the target's Power Field and spell effects adding to its ARM or DEF.
+ When making attacks, ignore focus points overboosting the target's Power Field and spell effects adding to its ARM or DEF.
@@ -2879,7 +2878,7 @@
- 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.
+ 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.
@@ -2889,11 +2888,11 @@
- At the start of this model's activation, it can spend 1 focus point once to gain +3 STR for one turn.
+ At the start of this model's activation, it can spend 1 focus point once to gain +3 STR for one turn.
- 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.
+ 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.
@@ -2954,14 +2953,14 @@
- When making attacks, ignore focus points overboosting the target's Power Field and spell effects adding to its ARM or DEF.
+ When making attacks, ignore focus points overboosting the target's Power Field and spell effects adding to its ARM or DEF.
- 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.
+ 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.
@@ -3033,7 +3032,7 @@
- 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.
+ 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.
@@ -3082,11 +3081,11 @@
- 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.
+ 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.
- Remove d6 damage points form this model's force field after resolving continuous effects during your Maintenance Phase.
+ Remove d6 damage points form this model's force field after resolving continuous effects during your Maintenance Phase.
@@ -3168,7 +3167,7 @@
- While in Ravyn's control area this turn, friendly Faction models gain boosted ranged attack rolls and Swift Hunter.
+ While in Ravyn's control area this turn, friendly Faction models gain boosted ranged attack rolls and Swift Hunter.
@@ -3176,25 +3175,25 @@
- When this model destroys an enemy model whit a normal ranged attack, immediately after the attack is resolved it can advance up to 2".
+ When this model destroys an enemy model whit a normal ranged attack, immediately after the attack is resolved it can advance up to 2".
- 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.
+ 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.
- When this model makes an attack with this weapon, before the attack roll it can spend 1 focus point to give the attack a 3" AOE.
+ When this model makes an attack with this weapon, before the attack roll it can spend 1 focus point to give the attack a 3" AOE.
- This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
+ This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
@@ -3204,23 +3203,23 @@
- Damage rolls against enemy models in this model's melee range are automatically boosted.
+ Damage rolls against enemy models in this model's melee range are automatically boosted.
- Place a 4" AOE cloud effect anywhere completely in this model's control area. This AOE does not block friendly Faction model's 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.
+ Place a 4" AOE cloud effect anywhere completely in this model's control area. This AOE does not block friendly Faction model's 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.
- Target friendly model's / unit's ranged weapon gain +4 RNG
+ Target friendly model's / unit's ranged weapon gain +4 RNG
- 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.
+ 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.
- Immediately after this attack is resolved, this model can advance up to 2" for each enemy model destroyed by the attack.
+ Immediately after this attack is resolved, this model can advance up to 2" for each enemy model destroyed by the attack.
@@ -3338,7 +3337,7 @@
- While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
+ While this model is in formation, enemy magic attacks targeting a model in this model's unit suffer -5 RNG.
@@ -3387,7 +3386,7 @@
- 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.
+ 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.
@@ -3433,7 +3432,7 @@
- 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.
+ 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.
@@ -3442,4 +3441,4 @@
-
\ No newline at end of file
+
diff --git a/Warmachine.gst b/Warmachine.gst
index 1ac58f6..5320281 100644
--- a/Warmachine.gst
+++ b/Warmachine.gst
@@ -1 +1,137 @@
-
\ No newline at end of file
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