6
7
6
7
14
15
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When Ace makes a normal Rune Shot Cannon attack while it is in Caine’s control
area, choose one of the following Rune Shot abilities:
Shadow Fire – The model hit does not block LOS this turn.
Thunderbolt – Enemy models hit are pushed d3˝ directly away from the attacking model. On a critical hit, the enemy model is knocked down after being pushed.
Trick Shot – If this attack directly hits, choose a model within 4˝ of the model hit. The chosen model suffers an unboostable POW 10 magic damage roll. The point of origin for this damage is the model hit.
This model can be included in Caine's theme forces. It can also be bonded to Caine.
Once per game during its activation, this model can use Infiltrate. This model gains
Stealth . While its controlling warcaster is B2B with this model, that warcaster also gains Stealth. Infiltrate lasts for one round.
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1
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12
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4
11
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6
4
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14
9
5
While in this model's command range, enemy models pay double the focus or fury point cost to cast or upkeep spells.
This model can remove friendly Risen in its command range from play to make an additional attack or to boost and attack or damage roll for each Risen model removed. When this model suffers damage, it can remove friendly non-damaged Risen models in its command range from play to heal 1 damage point for each Risen model removed.
* Craft Thrall Rune (* Action) - Choose a Risen Grunt in this unit in formation and replace it with a Thrall Warrior solo. Remove the Risen Grunt model from play.
* Disbinding (* Action) - Enemy upkeep spells on this model and/or its unit immediately expire.
* Dominate Undead (* Attack) - Dominate Undead is a RNG 10 magic attack. Take control of target enemy non-warcaster, non-warlock undead model hit. You can immediately make a full advance with the undead model followed by a nomral melee attack, then Dominate Undead expires. The undead model cannot be targeted by free strikes during this movement.
When a living model is destroyed in this model's command range, this model gains one corpse token. At the end of your next Control Phase, remove all corpse tokens from this model and add one Risen Grunt to this unit for each corpse token removed. Risen Grunts must be place in formation. This unit cannot h ave more than 20 Risen Grunts in play at a time.
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11
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2
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6
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10
This model does not begin the game in play.
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10
This model cannot be included in an army that includes one or more models of the listed type.
- 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.
This weapon is a magical weapon (p. 68).
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While in Nemo's control area, friendly models gain an additional die on electrical damage rolls. Eye of the Storm lasts for one turn.
Ctrl
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Warjacks: Lancers, Cygnar non-character warjacks with Immunity: Electricity, Thunderhead
Units: Field Mechaniks, Cygnar units with Immunity: Electricity
Solos: Journeyman Warcaster, Cygnar solos with Immunity: Electricity
Battle Engines: Storm Strider
After deployment but before the start of the game, you can pJace any number of your Stormwalls' Lightning Pods anywhere within 20" of the rear edge of your deployment zone.
Your deployment zone is extended 2" forward.
During your first Control Phase of the game, warjacks in Nemo's battlegroup are each allocated 1 focus point.
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14
While in Ashlynn's control area, models gain two additional dice on their attack rolls. For each of those attack rolls, you choose two of the dice rolled to be discarded. Roulette lasts for one round.
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Each time this model makes a normal ranged attack choose one of the following abilities:
Black Penny - This attack ignores the firing into melee penalty.
Brutal Damage - Gain an additional die on this weapon's damage rolls.
Fire Beacon - This attack becomes AOE 5 and POW for this attack. While a model is within the AOE, it loses Camouflage and Stealth, and other models can ignore cloud efects when determining LOS to it. The AOE lasts for one turn.
Snipe - This attack gains +4 RNG.
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10
Each time this model makes a normal ranged attack, choose one of the following abilities:
•
Black Penny -This attack ignores the firing into melee penalty.
•
Brutal Damage -Gain an additional die on this weapon's
damage rolls.
•
Snipe -This attack gains +4 RNG.
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1
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10
Make a ranged attack with this weapon with AOE 4. Models hit suffer a POW 12 magical damage roll. The AOE is a cloud effect that remains in play for one round. Models entering or ending their activation in the AOE suffer a POW 12 magical damage roll. This model does not suffer damage from Mage Storm.
Each time this model makes a normal ranged attack, choose one of the following abilities:
•
Black Penny -This attack ignores the firing into melee penalty.
•
Brutal Damage -Gain an additional die on this weapon's
damage rolls.
•
Snipe -This attack gains +4 RNG.
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8
This model and friendly Privateer models in its command range cannot be knocked down.
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After resolving each ranged attack that hits an enemy model, Caine gains a cumulative +1 to his spe]Jstorm Pistol damage rolls. When a model is boxed by a Spell storm Pistol attack, center a 3" AOE on it and remove it from play. Models in the AOE are hit and suffer an unboostable POW 10 blast damage roll. Overkill expires at the end of Caine's activation.
Friendly Arcane Tempest models gain Gunfighter.
12
Infinite
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12
Warjacks: Cygnar non-character light warjacks
Units: Arcane Tempest Units, Rangers
Solos: Arcane Tempest Solos
You can redeploy one unit/ model after both players have deployed but before the first player's first tum. The redeployed models must be placed on the table in a location they could have been deployed initially.
Your deployment is extended 2· forward.
Friendly models/ units can begin the game affected by Caine's upkeep spells. These spells and their targets must be declared before either player sets up models. Caine does not pay focus to upkeep these spells during your first turn.
Warjacks: Cygnar non-character warjacks with SPD 6 or more
Units: Trencher Commandos, Trencher Infantry
Solos: Non-character Trencher solos
For every two Trencher units, place one wall template anywhere within 20" of the back edge of Caine's deployment zone after terrain has been placed but before either player deploys his army. Walls cannot be placed within 3" of another terrain feature, including another wall template. The walls are linear obstacles that grant cover.
Models in this army gain Pathfinder during your first turn of the game.
Warjacks controlled by Trencher 'Jack Marshals gain Advance Deployment.
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Evasive Action (*Action) - RNG 5. Target friendly Faction warjack. If the warjack is in range, it gains Evasive for one round. (A model with Evasive cannot be targeted by free strikes. It can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing.)
Power Booster (*Action) - RNG 5. Target friendly Faction warjack. If the target warjack is in range and has no focus points, it gains 1 focus point. If the warjack is Disrupted, it is no longer Disrupted.
SP 8
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Advancing enemy models that end their movement in Montador's control area are knocked down. While in Montador's control area, enemy models suffer -3 on attack rolls. Typhoon lasts for one round.
This model gains a cumulative +1 STR and ARM for each living enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
SP 8
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While in Damioano's control area, friendly Faction models gain +3 STR and ARM and can only move or be moved during your turn.
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".)
- Money Shot - Affected models gain +2 to ranged attack and damage rolls for one turn.
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When this model makes an attack with this weapon, before the attack roll it can spend 1 focus point to give the attack a 3" AOE.
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22
Darius and the Halfjacks in his battlegroup currently in his control area can each completely repair one friendly Faction warjack with which he or it is B2B. Remove all damage from those warjacks
At the end of your Control Phase, you can put one HaJfjack into play within 1" of this model if there are fewer than three Halfjacks in play in Datius' battlegroup.
After resolving continuous effects during your Maintenance Phase, you can detonate any number of friendly mine markers anywhere on the table. Center a 4" AOE template on each detonated mine and remove the mine marker from the table. Models in the AOE are hit and suffer an unboostable POW 14 blast damage roll.
Knocked down friendly models within 2" of this model immediately stand up and can activate normally this tum. Additionally, you can choose one friendly model within 2" of this model and place that model anywhere within 1" of its current location.
This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model mllst be B2B with the damaged warjack and make a skill check. If sllccessful, remove d6 damage points from the warjack's damage grid.
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This model is included in any army that includes Captain E. Dominic Darius and is part of Darius' battlegroup. If Darius is destroyed or removed from play, remove this model from play. Place all three Halfjacks in play at the start of the game.
Warjacks: Cygnar non-character warjacks, Thunderhead
Units: Field Mechaniks, Sword Knights
Solos: Journeyman Warcaster, Squire, Captain Arlan Strangewayes
Models in Darius' battlegroup gain Pathfinder during your first turn of the game.
Your deployment is extended 2" forward.
Warjacks: Cygnar non-character warjacks
Units: Field Mechaniks, Rangers, Stormblades, Stormsmith units
Solos: Squire, Stormblade solos, Stormsmith solos
8
6
6
6
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18
Friendly knocked down Faction warjacks currently in Kraye's control area that were not knocked down this tum immediately stand up. Friendly Faction warjacks currently in his control area can immediately turn to face any direction. Affected warjacks can charge without spending focus. Affected charging models gain +2" movement. Melee attack rolls made by affected warjacks are boosted. Horsepower lasts for one tum.
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10
Warjacks: Cygnar non-character warjacks
Units: Field Mechaniks, Rangers, Cygnar Light Cavalry units, Black 13th Gun Mage Strike Force
Solos: Gun Mage Captain Adept, Cygnar Light Cavalry solos, Ranger solos
You gain +1 on your starting roll for the game.
For each Ranger unit, place one wall template or 4" AOE forest anywhere completely within 20" of the back edge of Kraye's deployment zone after terrain has been placed but before either player deploys his army. Wall templates and forests cannot be placed within 3" of another terrain feature. Wall templates are linear obstacles that grant cover.
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While in Sloan's control area, friendly Faction models gain boosted ranged attack rolls. When a model in Sloan's battlegroup that is in her control area hits an enemy model with a normal ranged attack during its activation, immediately after that attack is resolved a model in Sloan's battlegroup that is in her control area can make one normal ranged attack. A model can make only one Firing Squad attack. Firing Squad lasts for one turn.
14
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8
Warjacks: Cygnar non-character warjacks with ranged weapons, Lancers
Units: Arcane Tempest Gun Mages, Field Mechaniks, Long Gunner Infantry, Rangers
Solos: Journeyman Warcaster
Models in the army gain Pathfinder during your first turn of the game.
You can redeploy models in Sloan's battlegroup after both players have deployed but before the first player's first turn. The redeployed models must be placed on the table in a location they could have been deployed initially.
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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 gains +2 ARM for each warjack it controls B2B with it. When this model is directly hti by an enemy ranged or magic attack, you can choose to have one of those warjacks become the target and automatically be hit by the attack instead.
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Friendly Faction models beginning their activations in Haley's control area
during their activations this tum regardless of a weapon's ROF.
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11
Warjacks: Cygnar non-characters warjacks with ranged weapons, Lancers, Thorn
Units: Field Mechaniks, Long Gunner Infantry, Precursor Knights, Sword Knights
Solos: Gun Mage Captain Adept, Journeyman Warcaster
Models/units in the army gain Pathfinder during your first turn of the game.
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5
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Enemy warjacks and warbeasts currently in Nemo's control area suffer a POW 14 electrical damage roll. Warjacks damaged by Electrical Storm suffer Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
10
1
3
14
7
12
Warjacks: Cygnar non-character warjacks, Thunderhead
Units: Field Mechaniks, Storm Knight units
Solos: Journeyman Warcaster, Squire, Storm Knight solos, Stormsmith solos
You gain +1 on your starting roll for the game.
During your first turn of the game, models in Nemo's battlegroup gain +2 SPD.
6
6
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16
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9
6
17
While in Stryker's control area, friendly Faction m'odels gain +5 ARM for one round.
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1
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10
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13
Warjacks: Cygnar non-character warjacks, Ol' Rowdy
Units: Field Mechaniks, Long Gunner Infantry, Trencher Infantry, Stormblade Infantry
Solos: Journeyman Warcaster, Stormblade solos
Up to one heavy warjack gains Advance Move for each Field Mechanik unit in the army. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
You gain +1 on your starting roll for the game.
Friendly models/units can begin the game affected by Stryker's upkeep spells. These spells and their targets must be declared before either player sets up models. Stryker does not pay focus to upkeep these spells during your first turn.
6
6
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16
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6
13?
Enemy non-warlock, non-warcaster models in Sturgis’ control area are pushed 3˝ directly toward Sturgis in the order you choose. Then enemy models within 3˝ of Sturgis suffer a POW 12 magical damage roll. For each model destroyed by Dead on Arrival, you can allocate 1 focus point to a warjack in Sturgis’ battlegroup in his control area.
If this model hits the same target with both its initial melee attacks, after resolving the attacks you can immediately place this model anywhere completely within 3˝ of its current location.
12
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12
7
13
L/R
Warjacks: Cygnar non-character warjacks
Units: Rangers, Stormsmith units, Trencher units
Solos: Lieutenant Allison Jakes, Squire, Stormsmith solos, Trencher solos
Battle Engines: Storm Strider
Trencher models/units in the army gain Pathfinder during the first round of the game
6
6
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15
16
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16
Blaize gains one soul token for each friendly living Faction warrior model destroyed by an enemy attack or collateral damage of an enemy attack in her control area for one round. While in her control area, friendly living Faction warrior models gain +1 ARM for each soul token on Blaize. When Blaize replenishes her focus during your next Control Phase, replace each soul token on her with 1 focus point, then Divine Intervention expires.
7
13
Warjacks: Cygnar non-character warjacks, Gallant
Units: Sword Knights, Field Mechaniks, Morrowan units
Solos: Journeyman Warcaster, Archduke Alain Runewood, Morrowan solos
Heavy warjacks in Blaize's battlegropu without ranged weapons gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
5
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L/R
3
14
L/R
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5
While this model is in play, models in its unit gain Combined Ranged Attack.
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This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If it passes, the warjack gains Pathfinder and must use its normal movement and combat action to charge or make a slam power attack during its activation this turn. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
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.
10
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5
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.
Choose a friendly Faction warrior model B2B with this model. That model heals d6 damage points.
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Choose a number of friendly non-warcaster Faction warrios models currently in MacBain's control area up to the number of foucs points on him +5. When a chosen model is disabled, it heals 1 damage point and is knocked down. True Grit lasts for one round.
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While in Madhammer's control area, friendly Faction models gain an additional die on blast damage rolls and AOE ranged attack rolls this turn.
When this model would suffer blast damage, it gains 1 focus point instead of suffering the damage. It cannot gain focus points beyond its FOCUS as a result of Blast Armor.
12
1
4
14
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.
6
13
When this model h its with an attack with this weapon, it can spend 1 focus point to use Back Blast. If it does, center a 3" AOE on the model hit. Models in the AOE suffer a POW 10 blast damage roll. This damage is not considered to have been caused by a melee attack.
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While in Nemo’s control area, Dynamo can reroll missed attack rolls from weapons
with Damage Type: Electricity. Attack rolls can be rerolled only once as a result of this affinity.
This model can be included in Nemo's theme forces. It can also be bonded to Nemo.
10
1
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L
Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2˝ of the last model hit, ignoring ROF. This model can make up to four attacks during its activation as a result of Multi-Fire.
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While within 5" of this model, non-myrmidon warjacks cannot channel spells or be allocated focus.
When an enemy model misses this model with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks.
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Eahc time this model makes a normal ranged attack, choose one of the following abilities:
- Death Bolt - Instead of rolling damage, a model hit suffers 3 damage points. When damaging a warjack or warbeast, choose which column or branch suffers the damage.
- Disruptor Bolt - A model h it loses all focus points. A model hit with Focus Manipulation special rule does not replenish focus points next turn. A warjack hit suffers Disruption for one round. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
- Phantom Seeker - This model ignores LOS when making ranged attacks. This model ignores concealment and cover when resolving ranged attacks.
When this model ends its normal movement within 5" of a friendly non-myrmidon warjack, its activation ends immediately.
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This model cannot be included in an army that includes one or more models of the listed type.
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.
Wh8en an enemy model misses this model with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks.
6
11
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When a friendly Stormsmith Stormcaller makes a Surge or Triangulation Stormcall, this model is considered to be another friendly Stormsmith Stormcaller.
Firefly warjacks gain Advance Move. (Before the start of the game but after both players have deployed, a model wiht Advance Move can make a full advance.)
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L
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7
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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.
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8
When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
Reduce the point cost of Vanguard warjacks in this model's battlegroup by 1.
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14
Friendly Stormsmith Stormcallers have Stormcall [9] and gain +2 to Stormcall damage rolls.
Each warjack in Nemo's battlegroup currently in his control area is allocated up to 3 focus points.
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13
7
12
Warjacks: Cygnar non-character warjacks, Thunderhead
Units: Field Mechaniks, Stormguards, Stormsmith units
Solos: Journeyman Warcaster, Squire, Stormsmith solos
Friendly models/units can begin the game aiffected by Nemo's upkeep spells. These spells and their targets must be declared before either player sets up models. Nemo does not pay focus to upkeep these spells during your first turn.
4
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17
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18
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.
12
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5
This model ignores gas effect. When determining LOS or resolving attacks, this model ignores cloud effects.
Each time this model makes a norma lranged attack, choose one of the following abilities:
- Acid Bomb - Models in the AOE are hit and suffer a POW 12 corrosion damage roll and teh Corrosion contuous effect.
- Black Oil - This attack causes no damage. Instead, models in the AOE are hit and suffer Blind for one round. (A blind model cannot make ranged or magic attacks, suffer -4 MAT and DEF, cannot run or charge, and must forfeit either its movement or action during its next activation.)
- Rust - This attack causes no damage. Instead warjacks in the AOE are hit and suffer -2 ARM for one turn.
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.
2
6
6
1
3
*
4
7
7
5
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19
8
5
18
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.
12
2
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12
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.
7
14
2
9
6
7
6
6
14
15
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10
1
3
12
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5
12
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6
7
6
4
12
16
8
8
1
12
5
12
6
7
7
5
12
16
9
8
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.
8
1
12
5
12
6
4
5
8
15
11
9
5
Each time this model makes a normal ranged attack, choose one of the following abilities:
Brutal Damage - Gain an additional die on this weapon's damage rolls.
Phantom Seeker - This model ignores LOS when making ranged attacks. This model ignores concealment and cover when resolving ranged attacks.
Snipe - This attack gains +4 RNG.
10
1
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10
3
7
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5
11
15
9
4
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6
11
15
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5
5
11
15
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3
9
10
1
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10
4
12
6
4
11
19
-
5
17
L/R
6
6
7
6
14
13
10
5
This model cannot be included in an army that includes one or more models of the listed type.
After an enemy model casts a spell within 10" of this model, this model may immediately make a normal ranged attack targeting that model.
10
1
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10
4
10
4
6
6
6
12
13
9
5
3
9
8
1
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10
6
8
6
4
12
15
9
8
12
1
3
14
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.
5
13
3
5
5
4
10
15
9
3
8
3
5
5
4
10
15
9
16
1
3
14
3
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7
4
10
16
9
5
11
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7
6
7
14
15
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14
1
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6
L
4
11
R
5
17
6
6
10
19
-
Models activating within 10" of this model lose Flight for one round.
12
1
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16
L/R
Enemy models hit are pushed d6" directly away from the attacking model.
14
1
4
13
L/R
3
20
L/R
5
11
7
6
12
18
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7
18
L
3
14
R
6
5
5
4
14
14
7
3
5
12
1
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12
5
10
6
5
5
8
15
11
8
5
3
8
12
1
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12
6
4
4
4
15
11
9
5
- 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.
6
8
6
6
13
16
-
1
9
L
4
12
R
6
5
6
5
15
13
7
4
5
12
1
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12
5
10
2
7
7
5
4
8
17
13
8
6
15
Caine makes a normal Spellstorm Pistol attack against every enemy model currently in his control area, ignoring intervening models. Caine cannot use Maelstrom while he is in melee. When resolving Maelstrom, Caine has no back arc and his front arc extends to 360°.
You gain +1 on your starting roll for the game.
12
2
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12
3
8
Warjacks: Cygnar non-character warjacks with ranged weapons, Lancers
Units: Arcane Tempest Units
Solos: Arcane Tempest Solos
5
4
4
5
13
12
8
1
Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.
14
2
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10
3
7
5
4
5
6
13
12
9
5
3
7
14
2
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10
5
4
4
5
13
12
8
1
3
7
6
7
7
6
16
16
10
6
17
Before the start of the game, after both players have deployed, hiendly Stormblade Infantry models can make a full advance.
After all friendly models have completed their activations this turn, friendly Faction models/ units currently in Stryker's
control area can advance up to 3" and then can make one normal melee attack. When resolving these attacks, affected models can spend focus points to boost attack and damage rolls at 1 focus point per boost.
One non-character warjack in Stryker's battlegroup can begin the game bonded to him. The bonded warjack gains an additional die on its first melee attack roll during its activation each tum.
Your deployment is extended 2" forward.
10
2
-
12
8
15
Warjacks: Cygnar non-character warjacks, Ol' Rowdy, Thunderhead
Units: Field Mechaniks, Storm Knight units, Stormsmith Storm Towers
Solos: Squire, Storm Knight solos
8
6
7
6
15
16
10
6
18
When a friendly Faction model makes a mount attack or a charge attack while within Stryker’s control area, the attack automatically hits and gains an additional die on the damage roll. Lightning Charge lasts for one round.
8
1
-
14
8
14
10
Warjacks: Cygnar non-character heavy and colossal warjacks wiht SPD 5 or greater, Ol' Rowdy
Units: Cygnar cavalry units
Solos: Storm Knight solos, Arcane Tempest solos
Battle Engine: Storm Strider
Models/units in the army gain Pathfinder during your first turn of the game.
4
6
6
6
12
14
6
5
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.
This model gains +1 CMD for each of its unmarked coin boxes.
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.
- Walk It Off - Affecte models gain Tough for one round.
SP 8
1
-
12
4
10
6
4
4
4
14
12
9
5
8/6
6
8
7
13
17/15
9
Mounted 10/Dismounted 5
While within 5" of this model, friendly Storm Lance models gain +2 to their ranged attack and ranged damage rolls.
8
1
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12
7
13
10
5
7
6
6
14
17
9
6
18
The next time each enemy model suffers damage while in Siege's control area, halve its base ARM when calculating damage from the damage roll. Breach lasts for one turn.
14
1
-
14
7
14
Warjacks: Cygnar non-character warjacks
Units: Field Mechaniks, Rangers, Trencher units
Solos: Journeyman Warcaster, Trencher solos
For each Trencher Commando or Trencher Infantry unit, place one 3" AOE cloud effect anywhere completely within 20" of the back edge of Siege's deployment zone after both players have finished deploying their armies but before the first player takes his first turn. These cloud effects leave play after the first round of the game.
Warjacks: Cygnar non-character warjacks, Triumph
Units: Field Mechaniks, Gun Mage units, Long Gunner Infantry
Solos: Captain Arlan Strangewayes, Journeyman Warcaster, Lieutenant Allison Jakes, Squire
6
5
6
5
16
14
8
8
15
The models in this unit currently in this model's control area gain +2 FOCUS for one turn and immediately gain 2 focus points.
This unit is made up of Haley Prime, Haley Past, and Haley Future. However, only Haley Prime begins the game in play.
At any time during its unit’s activation, this model can spend 2 focus points to add either Haley Past or Haley Future to this unit if that model is not already in play. Place that model within 2˝ of Haley Prime. The placed model enters play with a number of focus points equal to its FOCUS. The placed model cannot activate this turn.
When this model replenishes its focus points, this model can receive 2 fewer focus points for Haley Past and/or 2 fewer focus points for Haley Future. If this model does not receive 2 fewer focus points for another model in this unit, remove that model from play.
12
1
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12
7
12
6
5
6
5
16
14
8
4
5
5
10
6
5
6
5
16
14
8
4
5
10
3
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13
Warjacks: Cygnar non-character warjacks, Thorn
Units: Field Mechaniks, Long Gunner Infantry, Trencher Units
Solos: Journeyman Warcaster, Trencher solos
You can begin the game with Haley Past and/or Haley Future in play. For each model in this unit in play at the start of the game you can redeploy one model/unit after both players have deployed but before the first player’s first turn. The redeployed models must be placed on the table in a location they could have been deployed initially.
Units in the army gain Prowl during the first round of the game. (Models with Prowl gain Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.)
During your first turn of the game, models in Haley’s battlegroup gain +2 SPD.
6
6
6
5
16
14
8
8
15
During your opponent's next Activation Phase, enemy models/units activating while in Haley's control area forfeit either their movement or their action during their activations, as their controller chooses. Affected
models/ units activate at the start of their controller's next Activation Phase in the order you choose. Temporal Shift lasts for one round.
One r,on-character warjack in HaJey's battJegroup can begin the game bonded to her. If this warjack begins its activation in Haley's control area, it gains +2" movement that activation.
12
1
-
12
7
13
Warjacks: Cygnar non-character warjacks with ranged weapons, Lancers, Thorn
Units: Field Mechaniks, Trencher units
Solos: Trencher solos
You can redeploy one Trencher model/unit after both players have deployed but before the first player's first tum. The redeployed models must be placed on the table in a location they could have been deployed initially.
You gain +1 on your starting roll for the game.
For each Trencher Commando or Trencher Infantry unit, place one trench template anywhere completely within 20" of the back edge of Haley's deployment zone after terrain has been placed but before either player deploys his army. Trench templates cannot be placed within 3" of a terrain feature but can be placed within 3" of each other.
Your deployment is extended 2" forward.
Warjacks: Warjacks with Damage type: Electricity or weapons with Electro Leap, Thorn
Units: Stormblade units, Arcane Tempest units, Field Mechanic units, Stormsmith Storm Tower
Solos: Stormcaller, Arcane Tempest solos, Arlan Strangewayes, Stormblade solos
Battle Engines: Storm Strider
For each Field Mechanik unit in the army 1 Storm Strider gains Advance Move.
Each Warjack in Haley's battegroup is automatically allocated 1 focus point at the start of your first Control Phase. This focus is in addition to any points Haley allocates.
5
5
6
7
14
13
8
5
If this model attack with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
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.
This model cannot be hit by AOE attacks. If it would be h it by an AOE attack, it is instead knocked down. While this model is knocked down, ranged attacks targeting it automatically miss.
4
9
6
1
3
12
10
1
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10
6
7
6
6
14
15
-
4
1
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14
L/R
2
9
L/R
5
8
6
5
12
15
9
8
12
1
3
12
4
12
5
9
6
3
13
17
8
8
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.
This model can make slam power attacks.
6
15
1
10
5
11
8
6
12
19
-
While B2B with Rowdy, Stryker gains +2 DEF against melee attack rolls and cannot be knocked down. While B2B with Stryker, Rowdy does not move when slammed.
7
18
L
3
14
R
6
6
7
4
13
14
9
1
6
12
6
6
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4
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6
6
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4
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9
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12
6
6
5
4
13
12
8
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.
3
9
6
6
5
4
13
12
8
When a living enemy warrior model in the melee range of two or more models in this unit is boxed by a melee attack made by this model, remove the enemy model from play. You can add one Grunt to a friendly Sea Dog Crew unit in this model's command range. The Grunt must be placed in formation and within 3" of this model.
3
9
6
5
6
4
14
12
9
5
This model cannot be included in an army that includes one or more models of the listed type.
- 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.)
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.
3
8
5
7
6
6
13
15
9
8
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.
6
13
4
1
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14
7
5
6
6
14
11
8
1
10
1
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11
2
7
7
2
2
2
16
9
4
While this model is B2B with a friendly warcaster, this model can use one of the following special abilities:
- Lucky Charm (* Action) - During his activation this turn, the warcaster can gain an additional die on an attack or damage roll. Discard the lowest die.
- 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.
5
11
7
6
12
18
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12
1
3
13
L
6
17
R
6
6
6
4
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14
8
5
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.
- Heroic Call - Affected models gain Fearless and Tough for one round.
- March - Affected models gain Pathfinder for one turn.
3
9
6
5
5
4
13
12
7
6
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5
4
13
12
7
This attachment can be added to a Sea Dog Crew unit.
14
1
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10
3
8
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6
6
4
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12
8
5
Living enemy models suffer -2 to melee attack rolls while in melee with this model.
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.
8
1
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12
3
8
8
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3
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10
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R
Make d6 ranged attacks targeting a primary target and any number of secondary targets within 2" of the first target. Ignore intervening models when declaring secondary targets. A secondary target cannot be targeted by more attacks than the primary target. Strafe counts as one attack for ROF.
6
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1
14
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5
When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
5
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3
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8
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10
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18
10
22
Storm Stiders begin the game with 3 power tokens.
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15
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3
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3
7
14
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14
3
7
This model can make one of the following stormcalls. Warjacks affected by a stormcall suffer Disruption.
Single Strike (*Action) -RNG 10. Target model. This model makes a skill check. If it passes and the target model is in range, the target model suffers a POW 10 electrical danlage roll.
Surge (*Action) -Choose a friendly Stormsmith Stormcaller. If when this model makes this special action the chosen model is within 20"' of it, this model can target up to two models whose bases are intersected by any line drawn between its base and that of the chosen Stormsmith Stormcaller. This model makes a skill check for each model targeted, If it passes, that model suffers a POW 10 electrical damage roll~. Models can be targeted only once per Surge special action. If the chosen model is not within 20" of this model when it makes this special action, nothing happens.
Triangulation (*Action) -Choose two other friendly Stormsmith Stormcallers, If when this model makes this special action it and they are all within 20" of each other, this model can target up to three models whose bases are within the triangular area between all three Stormsmith Stormcallers. This model makes a skill check for each model targeted. If it passes, that model suffers a POW 10 electrical damage roll. Models can be targeted only once per Triangulation special action, If this model and the chosen models are not all within 20" of each other when this model makes this special action, nothing happens.
3
7
5
17
6
6
10
19
-
Once per activation, after its normal movement, this model can place one Lighting Pod anywhere completely within 10" of this model if there are fewer than three Lightning Pods this model placed currently in play. At the time a Lightning Pod is placed, enemy models whose bases are intersected by a line drawn between the center of the Lightning Pod and the center of this model suffer a POW 10 damage electrical roll. Warjacks damaged by a Lightning
Pod damage roll suffer Disruption. The S boxes of this model's damage grid represent its Lightning Pod system. While its Lighhling Pod system is crippled,
this model cannot use Activate Lightning Pod.
14
1
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15
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14
1
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15
R
10
1
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12
R
3
20
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10
1
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12
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20
L
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15
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9
5
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.
3
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4
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6
4
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16
9
5
- 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.)
7
13
6
5
5
7
15
12
8
5
Each time this model makes a normal ranged attack, choose one of the following abilities:
- Black Penny - This attack ignores the firing into melee penalty.
- Iron Rot When a warjack is hit by this attack, it suffers d3 points of corrosion damage to its Hull damage boxes.
- Shadow Fire - Friendly Faction models can ignore the model hit when determining LOS and making ranged or magic attacks this turn.
While in Rutger Shaw's command range, this model gains Dodge and Tough.
10
1
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10
9
4
5
7
15
13
8
5
Each time this model makes a normal ranged attack, choose one of the following abilities:
Brutal Damage – Gain an additional die on this weapon’s damage rolls.
Blessed – When making an attack with this weapon, ignore spell effects that add to a model’s ARM or DEF.
Electro Leap – When a model is hit with this weapon, you can have lightning arc to the nearest model within 4˝ of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll.
10
1
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10
10
5
6
6
5
12
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9
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.
RNG 5. Target friendly Mercenary Rhulic warjack. If the warjack is in range, its attack or damage rolls are boosted this turn.
SP 6
1
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12
2
8
6
8
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16
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1
9
L
5
13
R
5
11
7
6
12
19
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10
3
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14
-
5
16
L/R
6
9
7
5
13
17
9
8
10
1
3
14
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13
2
11
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15
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-
11
3
9
6
6
7
5
13
13
9
1
6
1
3
12
10
1
-
10
3
9
6
6
7
5
13
13
9
1
3
9
SP 8
1
-
12
6
6
6
5
13
13
9
1
10
1
-
11
3
9
6
6
7
6
13
13
9
5
10
1
-
11
3
9
6
6
6
7
13
13
9
1
3
9
14
1
-
11
6
6
6
5
13
13
9
1
3
9
10
1
-
11
6
6
6
6
13
13
9
5
3
9
SP 8
1
-
12
5
11
7
7
12
18
-
16
1
-
15
L
2
13
R
'Jack marshaled warjacks and the units that control them gain Advance Deployment
2
6
-
-
YES
NO
When an enemy model advances and ends its movement within 6" of target model in this model's battlegroup, the affected model can immediately advance up to 3", then Admonition expires. The affected model cannot be targeted by free strikes during this movement.
3
8
-
-
YES
YES
When a damage roll resulting from a direct hit fails to exceed the ARM of the target enemy model/unit, the affected model hit suffers 1 damage point.
3
SELF
CTRL
-
NO
NO
Place 1 fury point on each enemy warbeast currently in this model's control area. This spell can only be cast once per turn.
3
CTRL
3
8
NO
YES
Target any model in this model's control area, ignoring LOS. When resolving Airburst, ignore cover, concealment, elevation, and Stealth. Models hit suffer a POW 8 blast damage roll.
4
10
3
10
NO
YES
Models hit suffer a POW 10 damage roll. Models boxed by Annihilation are removed from play. This model gains a soul token for each living non-soulless enemy model removed from play this way.
3
10
3
13
No
Yes
A magical energy blast radiates from a single point to strike all models in
the AOE.
2
12
-
11
No
Yes
Magical bolts of energy streak toward the target model.
3
6
-
-
YES
NO
Target friendly Faction model / unit gain Whiplash. (When an enemy model misses a model with Whiplash with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. the model with Whiplash is the point of origin for all these attacks.)
2
6
-
-
Yes
No
Target friendly model / unit gains +3 ARM.
2
10
-
12
No
Yes
A warjack damaged by this attack becomes stationary for one round.
3
CTRL
5
8
NO
YES
Place a 5" AOE anywhere completely in this model's control area. While in the AOE, friendly models gain Pathfinder and can advance through obstructions and other models if they have enough movement to move completely past them. Enemy models treat the AOE as rough terrain. Artifice of Deviation lasts for one round.
3
6
-
-
YES
NO
Target friendly faction warjack can charge or make slam or trample power attacks without spending focus. The warjacks gains +2" movment when it charges or makes a slam or trample power attack. Models slammed by the warjack are moved +2".
3
8
-
-
YES
YES
When target enemy warjack that is part of a battlegroup is damaged, its controller suffers 1 damage point.
2
6
-
-
YES
NO
Enemy upkeep spells on target friendly model / unit expire. Affected models cannot be targeted by enemy spells or animi.
3
SELF
CTRL
-
NO
NO
While in this model's control area, models in its battlegroup cannot be knocked down and gain +3 ARM but suffer -2 DEF. Batten Down the Hatches lasts for one round.
2
6
-
12
NO
YES
When an enemy model is hit by Battering Ram, it can be pushed 3" directly away from the spell's point of origin.
2
SELF
CTRL
-
YES
NO
While in this model's control area, models in its battlegroupgain Counter Charge. (When an enemy model advances and ends its movement within 6" of a model with Counter Charge and its LOS, the model with Counter Charge can immediately charge it. If it does, it cannot make another counter charge until after your next turn. A model cannot make a coutner charge while engaged.)
3
6
-
-
NO
NO
Target friendly Faction warrior model/unit gains Fearless and gains an additional die on melee damage rolls for one round.
10
-
-
NO
YES
On a hit, you can immediately advance target enemy non-warcaster/non-warlock model up to 3". Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle.
2
8
-
-
YES
YES
Target enemy warrior model/unit suffers -2 DEF. When a friendly Faction model destroys one or more affected models with a melee or ranged attack during its activation, immediately after the attack is resolved it can make one additional melee or ranged attack regardless of ROF. Attacks gained from Black Spot cannot generate additional attacks from Black Spot.
3
SP 8
-
13
NO
YES
Models hit lose Flight for one round.
2
8
-
10
NO
YES
When Bleed destroys a living enemy model, this model heals d3 damage points.
3
10
-
-
NO
YES
Target enemy warrior model/unit cannot make ranged or magic attacks and suffers -2 DEF for one round.
2
6
-
-
YES
NO
Target friendly warrior model/unit gains an additional die on melee damage rolls but suffers -2 DEF.
3
8
3
12
NO
YES
Blood Rain causes corrosion damage. Models hit suffer the Corrosion continuous effect.
3
8
-
15
NO
YES
When a model is hit by Blow the Man Down, it is knocked down. On a critical hit, instead of suffering a normal damage roll a non-incorporeal model is slammed d6" directly away from the spell's point of origin regardless of its base size. Collateral damage from this slam is POW 15.
2
6
-
-
Yes
No
Target friendly model/ unit gains +3 DEF against ranged and magic attack rolls.
2
6
-
-
NO
NO
During its activation, target friendly model can charge without spending focus or being forced and gains +2" movement and Pathfinder when it charges. Boundless Charge lasts for one round.
3
8
3
12
No
Yes
Models hit suffer a POW 12 corrosion damage roll. The AOE is a cloud effect that remains in play for one round. Models entering or ending their activation in the AOE suffer 1 point of corrosion damage.
3
SELF
CTRL
-
NO
NO
Models in this model's battlegroup currently in its control area can immediately make one normal ranged attack. Attacks gained from Broadside do not count against a weapon's ROF. Broadside can be cast only once per turn.
2
6
-
-
YES
NO
Target frienldy model gains +2 DEF against ranged attack rolls and Dodge. (A model with Dodge can advance up to 2" immdeiately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.)
3
8
-
-
YES
YES
Friendly models gain +2 to attack and damge rolls against target enemy model/unit.
6
6
7
6
13
14
9
5
10
1
-
10
3
9
3
SELF
CTRL
-
NO
NO
Friendly Faction models gain +2 to melee attack rolls against enemy models in this model's control area. Carnage lasts for one round.
2
CTRL
3
-
No
No
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.
3
10
3
12
No
Yes
After determining the point of impact for this attack, roll deviation for an
additional 3˝ AOE from that point. Models in that AOE are hit and suffer a
POW 6 blast damage roll.
3
10
-
10
No
Yes
A model hit by Chain Lightning suffers a POW 10 electrical damage roll, and lightning arcs from that model to d6 consecutive additional
models. The lightning arcs to the nearest model it has not already arced to within 4" of the last model it arced to, ignoring this model. Each model the Iightrung arcs to suffers a POW 10 electrical damage roll.
2
SELF
CTRL
-
YES
NO
While in this model's control range, models in its battlegroup gain Future Sight. (A model with Future Sight can boost attack and damage rolls after rolling.)
2
10
-
12
NO
YES
When Convection destroys a living enemy model, allocate 1 focus point to a warjack in this model's battlegroup that is in its control area.
2
6
YES
NO
While within 5" of target friendly model/unit, enemy models cannot make ranged attacks.
3
SELF
CTRL
-
NO
NO
Friendly models/units beginning a charge in this model's control area gain +2" movement. Affected models can charge without spending focus points or being forced. Coup de Main lasts for one turn.
3
8
-
-
YES
YES
Target model/unit suffers -2 SPD, STR, DEF, and ARM and cannot run or make special attacks.
2
6
-
-
YES
NO
Target friendly Faction model/unit gains Pathfinder and Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
3
SELF
CTRL
-
NO
NO
Friendly Faction models beginning a charge while in this model's control area this turn gain +2" movement.
3
8
-
-
YES
YES
Target model/unit suffers -2 ARM and cannot make free strikes. A model can advance through an affected model if it has enough movement to move completely past its base.
2
SELF
-
-
NO
NO
This model immediately makes a full advance. It cannot be targeted b y free strikes during this movement. At the end of this movement, this model can make one melee attack against each model in its LOS that is in its melee range. Cyclone can be cast only once per turn.
Heavy warjacks in the army gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
Warjacks gain +2 SPD during your first turn of the game.
4
SELF
CTRL
-
NO
NO
While in this model's control area, friendly Faction models gain an additional die on their melee attack rolls this turn.
2
SELF
CTRL
-
NO
NO
While in this model's control area, friendly Faction warrior models cannot be targeted by free strikes. This model and friendly Faction warrior models activating in its control area gain +1 SPD. Dash lasts for one round.
2
6
-
-
No
No
Target friendly model/ unit gains an additional die on each model's first ranged attack roU this tum.
2
8
-
12
NO
YES
When Deadweight destroys an enemy living or undead model, choose an enemy model within 2" of the destroyed model. The chosen model must forfeit either its movement or its action during its next activation, as its controller chooses.
4
8
4
10
NO
YES
Before dealing damage, count the number of models in this AOE. Add the result to each Death Knell damage roll.
3
6
-
-
YES
NO
2
8
-
-
YES
YES
When a friendly Faction model misses target enemy model / unit with an attack, it can reroll the attack roll. Each attack roll can be rerolled only once as a result of Death Sentence.
2
6
-
-
YES
NO
Target friendly Faction model/unit gains +2 ARM. If an affected warjack is damaged, you choose which column suffers the damage.
3
Self
Ctrl
-
No
No
While in this model's control area, friendly models gain +2 DEF and ARM against ranged attacks. Deceleration lasts for one round.
2
6
-
-
YES
NO
Target friendly Faction model/unit gains +2 DEF and ARM.
2
Self
Ctrl
-
No
No
While in this model's control area, friendly Faction warrior models gain +2 ARM against ranged and magic attack damage rolls. Deflection lasts for one round.
2
6
-
-
Yes
No
Target friendly warjack gains +2 STR, and its melee weapons gain
Disruption. (A warjack suffering Disruption loses its focus points and
cannot be allocated focus or channel spells for one round.)
2
8
-
12
NO
YES
A model hit by Dissolution Bolt cannot channel spells for one round.
2
8
-
-
NO
YES
Target enemy warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT for one round.
3
8
-
-
No
Yes
Take control of target enemy non-character warjack that has a functional cortex. You can make a full advance with the warjack and can then make one normal attack, then Domination expires. Domination can be cast only once per turn.
2
8
-
12
NO
YES
When Doom Spiral damages a warjack that is part of a battlegroup, its controller suffers d3 damage points.
3
SELF
-
-
YES
NO
This model gains +2 STR and ARM. Models cannot reave fury from warbeasts destroyed by this model. When this model destroys an enemy model with fury points on it with an attack, this model gains a number of focus points equal to the fury points on the destroyed model.
3
10
-
13
No
Yes
When a warrior model is boxed by Dust to Dust, center a 3" AOE cloud effect on it, then remove the model from play. The AOE remains in play for one round.
3
10
5
-
No
Yes
Models hit by Earthquake are knocked down.
3
Self
Ctrl
-
No
No
Friendly Faction models beginning their activations in this model's control area gain Pathfinder. Easy Rider lasts for one turn.
3
8
3
13
No
Yes
Electrical Blast causes electrical damage. Warjacks damaged by Electrical Blast suffer Disruption. (A warjack suffering Disruption loses its focus paints and cannot be allocated focus or channel spells for one round.)
2
6
-
-
Yes
No
If target friendly model is hit by a melee attack, after the attack is resolved the attacker is pushed d3" directly away from the affected model and suffers an unboostable POW 14 electrical damage roll, then Electrify expires.
3
8
3
13
NO
YES
Immediately after this attack is resolved, this model can advance up to 2" for each enemy model destroyed by the attack.
*
Self
Ctrl
-
No
No
This model spends up to 3 focus points to cast Energizer. Models in its battlegroup that are currently in its control area can immediately advance up to 1" for each focus point spent. Energizer can be cast only once per turn.
3
8
3
14
NO
YES
2
SELF
CTRL
-
YES
NO
Warbeasts in this model's battlegroup beginning their activations in its contgrol area gain +2 movement. This model gians +2 ARM while one or more warbeasts in its battlegroup are within 3" of it.
3
10
-
13
NO
YES
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.
1
6
-
-
No
No
When target friendly model makes a normal attack with a non-spray ranged weapon, the weapon gains Magical Weapon. If the weapon was AOE -it becomes AOE 3. An affected model cannot participate in a combined ranged attack. Models in the AOE other than the model that was directly hit suffer blast damage but do not suffer any other effects of the attack. Explosivo expires immediately after resolving this model's next ranged attack. Explosivo lasts for one turn.
3
6
-
-
Yes
No
Target friendly warjack gains +2 ARM and does not suffer the effects of
crippled systems.
3
6
-
-
YES
NO
2
SELF
CTRL
-
NO
NO
While in this model's control area, the ranged weapons of models in its battlegroup gain +2 RNG. Fire Group lasts for one turn.
1
SELF
-
-
NO
NO
This model immediately makes one nrmal attack with one or its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.
3
SELF
CTRL
-
YES
NO
Models gain concealment while in this model's control area.
3
CTRL
*
-
NO
NO
Target a model in this model's battlegroup in its control area. Enemy models currently within 2" o fthe target model are pushed 4" directly away from it in the order you choose.
3
10
-
12
NO
YES
Models damaged by Force Blow are knocked down.
3
Self
Ctrl
-
Yes
No
This model does not suffer blast or collateral damage and cannot be knocked down. When an enemy AOE ranged attack deviates from a point in this model's control area, after the deviation distance is rolled you choose the deviation direction.
4
10
-
12
No
Yes
Instead of suffering a normal damage roll, a non-incorporeal model Force Hammer hits is slammed d6" directly away from the spell's point of origin regardless of its base size and suffers a POW 12 damage roU. Collateral damage from this slam is POW 12.
2
6
-
-
Yes
No
Target warjack in this model's battlegroup gains +2 ARM. The affected
model and any friendly model B2B with it cannot be knocked down,
pushed, or slammed.
2
6
-
-
YES
NO
Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune.
2
Ctrl
5
-
Yes
No
Place a 5" AOE anywhere completely in this model's control area. Models
completely in the AOE have cover and do not suffer blast damage.
When drawing LOS to a model not completely within the AOE, ignore
intervening models completely within the AOE.
4
8
-
-
NO
YES
Target model/unit without Immunity: Cold becomes stationary for one round.
2
SP 8
-
12
NO
YES
Frost Hammer causes Cold damage. On a critical hit, a model becomes Stationary for one round unless it has Immunity: Cold.
3
Self
Ctrl
-
No
No
Warjacks in this model's battlegroup begimung their activations in its control area can run, charge, or make slam or trample power attacks without spending focus that activation. While in this model's control area, models in its battlegroup gain boosted melee attack rolls. Full Throttle lasts for one turn.
2
6
-
-
Yes
No
Target warjack in this model's battlegroup doubles its base SPD during its
normal movement but cannot make ranged attacks.
2
6
-
-
YES
NO
Target friendly model/unit gains +3 to melee damage rolls but suffers -1 DEF.
3
10
-
13
NO
YES
When an enemy model is hit by this attack, it can be pushed d6" directly toward Gallows' point of origin.
3
Self
-
-
No
No
Place this model anywhere completely within 8" of its current location. After casting Gate Crasher, it cannot advance this activation. For the rest of this activation, this model's ranged attacks must target models in its melee range. Gate Crasher can be cast only once per activation.
3
6
-
-
NO
NO
Target friendly model/unit gains Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be targeted by free strikes.)
2
6
-
-
YES
NO
Target friendly Faction model gains +2 DEF and Poltergeist. (When an enemy model misses the model with Poltergeist with and attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from the model with Poltergeist.)
3
10
-
14
NO
YES
When a warjack is hit by Grind, it suffers 1 damage point to its first available Movement system box.
3
SELF
5
13
NO
NO
Center a 5" AOE on this model. Each other model in the AOE is hit and suffers a POW 13 damage roll. Each enemy model damaged by Ground Zero is pushed d6" directly away from this model in the order you choose.
3
Self
Ctrl
-
No
No
While in this model's control area, models in its battlegroup gain boosted
ranged attack rolls for one turn.
2
6
-
-
YES
NO
When an enemy attack destroys or removes from play one or more friendly Faction models within 5" of target warbeast in this model's battlegroup, after the attack is resolved the affected warbeast can charge an enemy model, then Hallowed Avenger expires.
2
6
-
-
YES
NO
Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll.
2
6
-
-
Yes
No
Target friendly model / unit cannot be knocked down or made stationary.
3
SELF
*
-
YES
NO
This model cannot be targeted by charges. While within 5" of this model enemy models treat open ground as rough terrain.
3
10
-
14
NO
YES
A model/unit hit by Hellfire must pass a command check or flee.
4
8
*
12
NO
YES
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.
3
10
3
13
NO
YES
Enemy upkeep spells and animi on the model/unit directly hit by Hex Blast immediately expire.
2
6
-
-
YES
NO
Target model in this model's battlegroup gains boosted ranged attack damage rolls.
2
8
-
-
YES
YES
Target Enemy warrior model/unit without Immunity: Cold suffers -2 DEF and cannot run or make special attacks.
2
SELF
*
-
NO
NO
Enemy models within 5" of this model are pushed 5" directly toward it in the order you choose.
2
6
-
-
YES
NO
Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll.
1
10
-
-
NO
YES
Take control of target enemy non-warcaster, non-warlock warrior model. The model immediately makes one normal melee attack, then Influence expires.
3
SELF
CTRL
-
NO
NO
While in this model's control area, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts for one round.
2
6
-
-
YES
NO
Target friendly Faction model / unit gains +2 ARM and Fearless.
3
6
-
-
YES
NO
Target friendly warjack can run, charge, or make slam or trample power attacks without spending focus and gains boosted melee attack rolls.
2
6
-
-
YES
NO
Target friendly warrior model/unit gains +3 DEF but suffers -1 SPD.
1
6
-
-
No
No
Target model in this model's battlegroup immediately makes one normal
melee attack.
1
SELF
CTRL
-
NO
NO
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.
2
SELF
CTRL
-
NO
NO
Friendly FAction models beginning a charge in this model's control area gain Pathfinder. Warbeasts in th is model's battlegroup beginning their activations in this model's control area can charge or make slam power attacks against enemy models without being forced. Killing Ground lasts for one turn.
3
SELF
CTRL
-
YES
NO
Enemy models pay double the focus or fury point cost to cast or upkeep spells while in this model's control area.
2
6
-
-
Yes
No
Target warjack in this model's battlegroup gains +2 STR and its melee weapons gain Electro Leap. (When a model is hit by a weapon with Electro Leap, you can choose to have lightning arc the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll.)
3
8
3
10
No
Yes
Models hit suffer a POW 10 electrical damage roll. The AOE remains in play for one round. Models entering or ending their activations in the AOE suffer a POW 10 electrical damage roll.
2
10
-
10
NO
YES
A model damaged by Lock the Target cannot run, charge, or be placed for one round.
*
6
-
-
No
No
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.
5
SELF
CTRL
-
NO
NO
While in this model's control area, living enemy models cannot cast spells or use feats. Mage Blight last for one round.
2
Ctrl
5
-
Yes
No
Place a 5" AOE completely in this model's control area. While a model is within the AOE, models in this model's battlegroup ignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it.
2
6
-
-
No
No
If target friendly Faction model's next normal ranged attack directly hits, after resolving the attack choose a model within 4" of the model hit. The chosen model suffers an unboostable POW 12 magic damage roll. The point of origin for this damage is the model hit. After resolving this damage roll, Magic Bullet expires. Magic Bullet lasts for one turn.
3
8
-
-
YES
YES
Target model/unit suffers -2 SPD and DEF. Frendly Faction models with Construct charging an affected model gain +2" movement.
2
SELF
*
-
YES
NO
While within 2" of this model, enemy models suffer -2 DEF and ARM.
2
8
-
-
YES
YES
Target enemy model/unit suffers -2 DEF and loses Incorporeal and Stealth and cannot gain those abilities while affected by Marked for Death. Friendly Faction models can target an affected model regardless of LOS.
2
SELF
-
-
YES
NO
This model gains an additional die on melee attack rolls and cannot be targeted by free strikes.
3
6
-
-
YES
NO
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.
2
SELF
CTRL
NO
NO
Models in this model's battlegroup currently in its control area gain +2 SPD and Pathfinder for one turn.
2
10
-
-
NO
YES
Target warjack suffers 1 point of fire damage to each column on its damage grid.
3
10
-
-
NO
YES
Target enemy model/unit suffers -2 DEF and ARM and cannot be healed. Mortality lasts for one round.
3
SELF
CTRL
-
NO
NO
While in this model's control area, friendly models gain Knockdown on their melee weapons. Mosh Put lasts for one turn. (When a model is hit with an attack by a weapon with Knockdown, it is knocked down.)
2
SELF
CTRL
-
YES
NO
While in this model's control range, models in its battlegroup gain Gun-and-Run. (At the end of its activation, if a model with Gun-and-Run destroyed one or more enemy models with ranged attacks this activation it can make a full advance.)
3
CTRL
5
*
YES
NO
Place a 5" AOE cloud effect anywhere completely in this model's control area. Any model that is not part of this model's battlegroup that enters or ends its activation in the AOE suffers an unboostable POW 8 damage roll.
2
10
-
12
NO
YES
An enemy warbeast damaged by Muzzle cannot advance toward this model for one round.
2
6
-
-
YES
NO
Target friendly model/unit ignores intervening models when making attacks. The weapons of affected models gain Magical Weapon.
4
10
4
15
NO
YES
The force of this attack blasts apart the earth itself.
2
6
-
-
YES
NO
Target friendly model/unit gains Stealth.
2
SELF
CTRL
-
YES
NO
Friendly Faction models beginning a charge in this model's control area gain Pathfinder.
2
6
-
-
NO
NO
When target model in this model's battlegroup destroys one or more enemy models with an attack, immediately after the atack is resolved one model in this model's battlegroup that is in its control area can make a full advance, then Overrun expires. Overrun can be cast only once per turn and lasts for one turn.
3
8
-
-
YES
NO
Target model/unit suffer -3 ARM and this model gains +1 ARM.
2
10
-
10
NO
YES
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.
2
6
-
-
YES
NO
When target friendly model/unit is targeted by a ranged attack, the attack suffers -5 RNG.
2
6
-
-
YES
NO
Target model in this model's battlegroup ignores LOS when making charges, slams and attacks. That model ignores conceleament and cover when resolving attacks.
2
6
-
-
Yes
No
Target friendly model / unit cannot be targeted by a charge made by a
model in its front arc.
2
6
-
-
NO
NO
Target friendly Faction warjack gains +2 to melee attack and melee damage rolls. While within 3" of the affected warjack, friendly Faction models gain +2 on melee attack and melee damage rolls. Positive Charge lasts for one turn.
2
6
-
-
No
No
Target friendly Faction warjack gains +2 to melee attack and melee damage rolls. While within 3" of the affected warjack, friendly Faction models gain +2 on melee attack and melee damage rolls. Positive Charge lasts for one turn.
4
10
5
14
NO
YES
On a critical hit, models hit lose their initial attacks and cannot make special attacks for one round.
2
CTRL
-
*
NO
YES
Choose a friendly Faction warbeast in this model's control area. Target an enemy model within 8" of the chosen warbeast and make a magice attack against it. The chosen warbeast is the attack's point of origin. If the enemy model is hit, it suffers a damage roll with a POW equal to the warbeast's base STR.
2
6
-
-
YES
NO
3
SELF
CTRL
-
YES
NO
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.
3
SELF
CTRL
-
NO
NO
Continuous effects, animi, and upkeep spells in this model's control area immediately expires.
2
8
-
-
Yes
Yes
If target enemy model / unit advances during its activation, immediately
after ending this movement one model in this model's battlegroup that is
in its control area can make a full advance.
3
6
-
-
YES
NO
Target friendly model/unit gains +2 SPD and +2 DEF against ranged and magic attack rolls.
3
10
-
-
NO
YES
Take control of target enemy non-character warbeast. You can make one full advance with the warbeast and can then make one normal attack with it, then Rampager expires. While the warbeast is affected by Rampager, it cannot be forced and you cannot use its animus. Rampager can be cast only once per round.
2
6
-
-
NO
NO
Target model in this model's battlegroup gains Berserk for one turn. While affected by Ravager, a model cannot make Chain Attacks. (When a model with Berserk destroys one or more models with a melee attacks during its combat action, immediately after the attacks is resolved it must make one additional melee attack against another model in its melee range.)
2
CTRL
WALL
-
YES
NO
Place the wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. When a model a enters or ends its activation in the wall area, it suffers 1 damage point.
2
10
-
12
NO
YES
A blade of wind slices through the target model.
2
10
-
-
No
Yes
Target enemy model / Ullit cannot give orders, receive orders, or make special attacks for one round .
3
6
-
YES
NO
When target warjack in this model's battlegroup is disabled by an enemy attack anytime except while it is advancing, place it anywhere within 3" of its current location. Remove 1 damage point from each system, then Reconstruct expires.
2
6
-
-
YES
NO
2
6
-
-
YES
NO
When target friendly Faction model hits an enemy model with an attack during its activation, immediately after its combat action ends the affected can make a full advance. It cannot be targeted by free strikes during this movement.
2
10
-
-
No
Yes
Enemy upkeep spells and animi on the model/unit directly hit by Repudiate immediately expire. An enemy model maintaining an upkeep spell that expired as a result of Repudiate suffers d3 damage points.
1
6
-
-
NO
NO
When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one normal melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.
3
Ctrl
-
-
No
No
Return one destroyed friendly Faction Grunt to play with one unmarked damage box. It must be placed in this model’s control area in formation and within 3˝ of another model in its unit.
3
8
4
13
No
Yes
The AOE is rough terrain and remains in play for one round.
2
6
-
-
NO
NO
Remove target friendly warrior model from play. Skarre gains d6 additional focus points during your next Control Phase. Ritual Sacrifice can be cast only once per turn.
2
CTRL
WALL
-
YES
NO
Place a wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover.
2
6
-
-
YES
NO
When an enemy attack disables a living model in the target friendly unit, you can choose a non-disabled living model in the unit to be destroyed. If another model is destroyed as a result of Roth's Mercy, the originally disabled model heals 1 damage point.
4
8
3
13
NO
YES
Models hit by Scourge are knocked down.
3
10
-
-
No
Yes
Target enemy warjack immediately advances its current SPD in inc.hes in a direction determined by the deviation temp.late. During this movement, it moves through models with smaller bases if it has enough movement to move completely past their bases. Models it moves through are knocked down. The warjack is knocked down if it contacts an obstacle, an obstruction, or a model with a base equal to or larger than its own. A warjack can be affected by Scramble only once per turn.
2
6
-
-
YES
NO
Target friendly model/unit gains +2 to melee attack damage rolls. Affected models gain Critical Corrosion on their normal melee attacks.
2
6
-
-
YES
NO
When an enemy model advances and ends its movement in the LOS of a target friendly Faction model, the affected model can immediately make one normal ranged attack, then Sentry expires.
3
SELF
CTRL
-
NO
NO
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.)
2
6
-
-
YES
NO
When target friendly Faction model/unit directly hits and boxes an enemy model with a ranged or melee attack, center a 3" AOE on the boxed model, then remove that model from play. Models in the AOE are hit and suffer an unboostable POW 8 damage roll.
3
8
*
13
NO
YES
On a direct hit against an enemy model, center a 4" AOE on the model hit. After resolving the damage roll, models in the AOE are hit and suffer 1 point of damage.
2
SELF
CTRL
-
YES
NO
While in this model's control area and B2B with one or more models in this model's battlegroup, models in this model's battlegroup cannot be knocked down and gain +1 DEF for each other model in the battlegroup with which they are B2B.
3
6
-
-
Yes
No
Target warjack in this model’s battlegroup cannot be knocked down, pushed, placed, or slammed and gains +2 DEF. While this model is B2B with target model, it cannot be knocked down, pushed, placed, or slammed and gains +2 DEF.
2
6
-
-
YES
NO
Target friendly model/unit's melee weapons gain Grievous Wounds. (When a model is hit by a weapon with Grievous Wounds, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.)
2
6
-
-
Yes
No
Target friendly model's / unit's ranged weapons gain +4 RNG.
2
6
-
-
YES
NO
Target friendly Faction model/unit gains concealment and Immunity: Cold.
2
SELF
CTRL
-
YES
NO
1
SELF
CTRL
-
NO
NO
Remove up to 1 fury point from each frienldy living Faction warbeast currently in this model's control area. Soothing Song can only be cast once per turn.
3
CTRL
-
-
NO
NO
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.
2
6
-
-
YES
NO
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.
2
10
-
12
NO
YES
When a living non-soulless model is boxed by Soulfire, this model gains 1 focus point and the boxed model is removed from play.
3
6
-
-
YES
NO
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.)
2
SELF
CTRL
-
NO
NO
While within this model's control area, friendly Faction model/unit' weapons gain Magical Weapon and Blessed. Spellpiercer lasts for one round. (When making an attack with a weapon with Blessed, ignore spell effects that add to a model's ARM or DEF.)
3
SELF
CTRL
-
NO
NO
While in this model's control area enemy models gaion an additional die on attack rolls. Discard the highest die of each roll. Star-Crossed lasts for one round.
2
6
-
-
YES
NO
Target friendly warrior model gains +2 STR, MAT, and ARM and cannot be targeted by combined ranged attacks or combined melee attacks.
2
10
-
11
NO
YES
A model damaged by Stranglehold forfeits either its movement or its action during its next activation, as its controller chooses.
2
6
-
-
YES
NO
3
10
-
12
NO
YES
On a critical hit, the model hit suffer Shadow Bind for one round. (A model suffering Shadow Bind suffers -3 DEF, and for one round when it advances it cannot move except to change facing.)
2
6
-
-
YES
NO
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.
3
10
3
13
No
Yes
Models boxed by Sunburst are removed from play. Blast damage affects only enemy models.
2
10
-
12
NO
YES
An enemy warbesat damaged by Sunder Spirit loses its animus for one round.
3
6
-
-
YES
NO
Target friendly Faction warjack gains +2 SPD, MAT, and DEF and cannot be knocked down.
3
6
-
-
YES
NO
Target friendly Faction model gains +2 DEF and cannot be knocked down. While within 3" of the affected model, friendly Faction models also gain +2 DEF and cannot be knocked down.
2
SELF
CTRL
-
YES
NO
While in its control area, models in this model's battlegroup gain +1 cumulative bonus on melee attack and melee damage rolls for each other model in the battlegroup that hit an enemy model with a melee attack this turn while in this model's control area.
2
6
-
-
YES
NO
Target friendly model/unit can advance up to 3" after all models have ended their activations on your turn.
2
8
-
-
No
*
Place target model completely within 2" of its current location. When Telekinesis targets an enemy model, it is an offensive spell and requires a magiC attack roU. A model can be affected by Telekinesis only once per turn.
2
Self
-
-
No
No
Place this model anywhere completely within 8" of its current location, then its activation ends.
2
6
-
-
YES
NO
This model can channel spells through target friendly model as if it were a model in this model's battlegroup with Arc Node.
2
6
YES
NO
4
8
4
12
NO
YES
Models hit by Tempest are knocked down and suffer a POW 12 damage roll.
4
10
4
14
No
Yes
During its activation this turn, target friendly Faction model gains +2"
movement and can make one additional attack regardless of a weapon's
ROF. Temporal Acceleration can be cast only once per turn.
4
Self
Ctrl
-
No
No
While in this model's control area, enemy models suffer -2 DEF. Enemy models beginning their activation in this model's control area cannot run or charge. Temporal Barrier lasts for one round .
2
Self
-
-
No
No
While within 5˝ of a model in this unit, friendly models gain +2 DEF and enemy models suffer –2 DEF. Temporal Flux lasts for one round.
3
SELF
CTRL
-
NO
NO
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.
4
8
-
14
No
Yes
Instead of suffering a normal damage roll, a non-incorporeal model hit by Thunder Strike is slanuned d6" directly away from the spell's paint of origin regardless of its base size and suffers a POW 14 damage roll. Collateral damage from this slam is POW 14.
A model hit by TIme Bomb suffers -2 SPD and DEF for one round.
2
SELF
-
-
YES
NO
If during its normal movement this model advances within 2" of a friendly warjack, at the end of that movement you can place the warjack B2B with it, completely within its back arc. Up to three warjacks can be placed by Tow each time this model ends its normal movement.
2
SELF
CTRL
-
YES
NO
While in this model's control area, friendly Faction non-warcaster warrior models can spend 1 focus point on this model to boost a melee attack or melee damage roll during their activations.
3
SELF
CTRL
-
NO
NO
Friendly Faction warrior models/units beginning their activations in this model's control area gain +2" movement and Pathfinder during their activations. True Path lasts for one turn.
2
Self
-
-
Yes
No
This model ignores concealment, Camouflage, and Stealth.
2
10
3
10
NO
YES
The AOE is a cloud effect that remains in play for one round.
3
SELF
CTRL
-
NO
NO
While in this model's control area, this model and warjacks in its battlegroup gain boosted melee attack and melee damage rolls, and their melee weapons gain Magical Weapon. Unearthly Rage lasts for one turn.
2
SELF
CTRL
-
NO
NO
While in ths model's control area, models in its battlegroup gain Bulldoze. Unstoppable Force lasts for one turn. (When a model with Bulldoze advances into B2B contact with an enemy model during its activation, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per activation. Bulldoze has no effect when this model makes a trample power attack.)
3
CTRL
4
-
YES
NO
Place a 4" AOE cloud effect anywhere completely in this model's control area. This AOE does not block friendly Faction models' LOS. While in the AOE, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them.
*
SELF
-
-
NO
NO
This model can spend up to 3 focus points to advance up to 2" immediately for each focus point spent. Velocity can be cast only once per turn.
2
SP 8
-
10
NO
YES
Venom causes corrosion damage. Models hit suffer the Corrosion continuous effect.
4
10
4
13
YES
YES
While in the AOE, enemy models cannot channel spells, be allocated focus or be forced. The AOE remains in play as long as its upkeep is paid.
3
8
*
-
No
Yes
Target warjack cannot advance and suffers -4 DEF. A warjack beginning
an advance within 3" of the model hit cannot run or charge and can
advance only directly toward it. Voltaic Snare lasts for one round. Voltaic
Snare can be cast only once per tum.
2
SELF
-
-
YES
NO
Damage rolls against enemy models in this model's melee range are automatically boosted.
2
SELF
CTRL
-
YES
NO
When a friendly Faction model in this model's control area destroys one or more enemy models with a melee or ranged atack during its activation, immediately after the attack is resolved, one warbeast in this model' battlegroup that is in its control area can advance up to 3". A warbeast can advance only once per turn as a result of Warpath.
3
SELF
-
-
YES
NO
When an enemy model advances and ends its movement within 6" of this model, choose a warjack in htis model's battlegroup that is in its control area. That warjack can immediately make a full advance and then can make one normal melee or ranged attack targeting the enem model. The attack and damage rolls against that model are boosted. After the attacks is resolved, Watcher expires.
2
6
-
-
YES
NO
Target friendly model/unit gains Camouflage and Pathfinder. (A model with Camouflage gains an additional +2 DEF when benefiting from concealment or cover.)
3
6
-
-
YES
NO
Target friendly living warbeast in this model's battlegroup can run, charge, or make slam or trample power attacks without being forced and gains boosted melee attack rolls.
2
CTRL
5
-
NO
NO
Place a 5" AOE anywhere completely in this model's control area. Cload effects overlapping the AOE expire. Models suffer -3 RAT while within the AOE. The AOE remains in play for one round.
2
SELF
-
-
NO
NO
This model can immediately make a full advance and gains +2 DEF for one round. Wind Rush can be cast only once per turn.
3
SELF
-
-
NO
NO
This model cannot make ranged attacks, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of this model, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.
8
1
12
12
1
12
10
1
11
SP 8
1
12