- Focus: can spend focus to: Make additional melee attacks (some rules allow additional ranged attack) ; Boost attack/damage roll (maximum once per roll) ; Run/charge ; Power attack (head-butt, slam, trample) ; Shake effect (knocked down/stationary/effect).
- Brain(B): can gain/spend focus (maximum 3), unless this system is crippled.
- Rage-fueled: gains 1 focus point when suffering damage (attack or effect), unless brain is crippled ; focus are not removed during control phase.
- Damage grid: boxes are marked on a random column, if it's full continue on the next column, if column 6 is filled continue recording damages at the first comlumns ; weapon/system on a location is crippled if all the corresponding boxes are marked in the grid.
- Crippling systems: B (lose focus and cant gain/spend focus) ; M (DEF to 5, can't run/charge/slam/trample) ; H/L/R (1 fewer die on attack/damage rolls with this weapon, can't make power/special/chain/combo attack with this weapon, loses buckler/shield quality of this weapon).
- Autonomous: if a monstrosity loses its cephalyx, it becomes Autonomous (acts normaly but without focus and any benefit of Battlegroup). A friendly cephalyx can take control of it by spending a focus forfeiting its combat action while being B2B.
- Unthinking: doesn't have CMD stat/command range.
- Battlegroup commander: can allocate focus (maximum 3) to monstrosities of its battlegroup within control range (2*FOC) and cast spell.
- Healing: Remove 1 damage its monstrosities within control range suffered per spent focus.