7 7 7 4 15 12 9 5 2 9 6 6 6 8 14 14 9 5 14 1 - 12 3 9 7 5 6 6 16 12 8 5 6 1 - 2 3 8 Add this model's STR to the POW of this ranged attack. 5 8 8 4 13 18 10 6 19 While in Durst’s control area, warjacks in Durst’s battlegroup gain +5 ARM. When a friendly Faction warrior model in Durst’s control area is directly hit by an attack during your opponent’s turn while B2B with a warjack in Durst’s battlegroup, you can choose to have the warjack directly hit instead. The warjack is automatically hit and suffers all damage and effects. Bastion of Faith lasts for one round. 7 15 If a model is boxed by an attack made with this weapon, center a 3˝ AOE cloud effect on the boxed model and then remove that model from play. The AOE remains in play for one round. Enemy models in the AOE when it was put in play are hit and suffer a POW 12 fire damage roll . Enemy models entering or ending their activation in the AOE suffer a POW 12 fire damage roll. Eruption of Ash damage rolls cannot be boosted. Warjacks: Protectorate non-character warjacks Units: Choirs of Menoth, Paladin units, Temple Flameguard Solos: Paladin solos, Temple Flameguard solos, Vassal solos 6 11 6 5 8 7 17 15 8 6 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. This weapon is a magical weapon (p. 68). When attacking with this weapon, add and additional die to its damage rolls. 6 4 4 4 13 13 9 5 2 6 - Empower - March - Warding 5 12 8 6 10 19 7 19 R 1 13 L 5 9 7 5 12 17 4 13 1 10 L 5 11 6 5 10 19 - 5 16 L 5 16 R 6 8 7 3 13 14 4 5 1 9 When attacking with this weapon, add and additional die to its damage rolls. On a critical hit, the model hit is knocked down. 5 8 6 5 13 15 8 8 10 1 3 12 4 12 This model and friendly Privateer models in its command range cannot be knocked down. Instead of making a normal damage roll on a hit, this model can throw the model hit as if it had hit with and passed the STR check of a throw power attack. The thrown model suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR. 6 7 7 5 15 16 8 6 17 SP 8 1 - 12 7 14 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. This weapon is a magical weapon (p. 68). 6 6 7 6 15 16 9 6 16 12 1 - 12 6 12 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. This weapon is a magical weapon (p. 68). When this model makes an attack with this weapon, before the attack roll it can spend 1 focus point to give the attack a 3" AOE. This weapon is a magical weapon (p. 68). 6 6 7 6 15 12 9 5 6 6 6 4 13 13 8 12 1 12 4 10 4 1 14 - - 4 10 This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal. This model is and Officer (p. 70). The Officer is the unit commander of its unit. 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 onbe of those warjacks become the target and automatically be hit by the attack instead. This model can participate in combined ranged attacks with other models in its unit (p. 62). A warjack hit by this attack suffers the Stall continuous effect. While a warjack is suffering Stall, its base DEF becomes 7 and it cannot run or charge. When a warjack or warbeast is hit by this weapon it is knocked down. If this model attacks with this weapon during its activation, it cannot attack with another melee weapon that activation. If this model attacked with another melee weapon this activation, it cannot attack with this weapon. Gain an additional damage die against knocked down targets. 5 11 6 5 10 19 5 16 L 5 16 R 6 4 4 4 12 12 8 1 2 6 RNG 3. Target friendly Faction warjack. Choose 1 hymn for all unit members. - Battle (* Action) - Passage (* Action) - Shielding (* Action) 6 5 7 6 13 11 8 10 1 10 5 10 6 5 6 5 13 11 7 10 1 10 3 8 Place this model after normal deployment, up to 6" beyond the established deployment zone. Place this model after normal deployment, up to 6" beyond the established deployment zone. A model directly hit by this weapon cannot cast spells for one round. This weapon is a magical weapon (p. 68). This model can advance through rough terrain (p. 86) without penalty and can charge and make slam and trample power attacks across obstacles (p. 87). This model can advance through rough terrain (p. 86) without penalty and can charge and make slam and trample power attacks across obstacles (p. 87). Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss. This model is not an intervening model (p. 43) when determining line of sight from a model greater than 5" away. Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss. This model is not an intervening model (p. 43) when determining line of sight from a model greater than 5" away. One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab. One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab. 4 11 6 5 10 19 3 14 L 7 18 R 6 5 6 6 15 13 9 5 8 1 10 3 8 10 1 12 4 11 6 7 6 6 13 15 9 8 This model is a gunfighter (p. 63). The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range. This model is and Officer (p. 70). The Officer is the unit commander of its unit. When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down. Make two attack with this weapon. This weapon has a 2" melee range (p. 50). After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey. While this model is in play, each model in its unit beginning its activation within 10" of the prey gains +2" movement that activation. While this model is in play, models in its unit gain +2 to attack and damage rolls against the prey. When the prey is destroyed or mreoved from play, choose another model/unit as the prey. Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play. Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play. Immediately after a normal attack with this weapon is resolved during this model's combat action, the nemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1". On a critical hit, the model hit is knocked down. When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF. 7 5 6 4 15 12 8 1 4 9 16 1 4 16 4 4 4 5 12 11 7 1 3 7 3 7 5 4 4 5 12 11 7 1 16 1 3 12 3 7 4 13 L 4 13 L 5 9 6 4 13 16 - 4 10 1 10 5 6 6 5 13 13 8 5 10 1 - 12 3 9 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. A warjack hit by this attack suffers the Stall continuous effect. While a warjack is suffering Stall, its base DEF becomes 7 and it cannot run or charge. 5 7 6 5 12 13 7 5 6 1 - 2 4 11 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. Gains an additional die on this weapon's damage rolls against living models. Add this model's STR to the POW of this ranged attack. 6 13 6 7 6 5 15 15 8 6 17 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. This weapon is a magical weapon (p. 68). This weapon has a 2" melee range (p. 50). When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage. 5 7 6 6 14 17 8 6 16 12 1 4 14 6 13 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. When attacking with this weapon, this model can ignore intervening models except those within 1" of the target. After determining the point of impact, roll deviation for two additional 4" AOEs from that point. A model hit by one of the additional AOEs suffers a POW 7 blast damage roll. This weapon's base stats become AOE - and POW 7 for this attack. When calculating damage from this attack, halve the base ARM stats of models with medium or larger bases. For this attack, this model gains +2 to damage rolls against models with small bases. This weapon is a magical weapon (p. 68). This weapon has a 2" melee range (p. 50). When this model h its with an attack with this weapon, it can spend 1 focus point to use Back Blast. If it does, center a 3" AOE on the model hit. Models in the AOE suffer a POW 10 blast damage roll. This damage is not considered to have been caused by a melee attack. 7 4 6 9 16 12 9 5 12 1 - 10 2 6 3 7 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. 7 4 6 9 16 12 9 5 12 1 - 10 2 6 3 7 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. 4 7 7 4 11 16 9 8 5 12 When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF. 4 7 7 4 11 17 9 8 5 12 6 6 8 7 12 16 9 5 When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF. 5 6 7 6 12 16 9 1 10 1 10 3 9 When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF. 5 8 7 12 16 9 5 5 6 7 6 12 16 9 1 When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF. 8 6 7 4 12 17 9 5 8 14 3 9 10 When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF. When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF. 6 7 6 5 15 17 9 6 16 6 13 SP 8 1 12 6 13 4 8 * 14 NO NO 2 SELF NO NO 3 SELF CTRL YES NO 2 6 YES NO 2 8 12 NO YES 6 7 7 5 15 17 9 6 16 7 14 3 8 3 14 NO YES 2 10 12 NO YES 2 SELF CTRL YES NO 2 SELF * 13 NO NO 2 6 YES NO SP 10 1 12 5 11 7 5 10 19 3 14 L 7 18 R 7 5 7 5 15 13 9 5 4 9 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. When attacking with this weapon, add and additional die to its damage rolls. 5 5 5 5 12 14 8 1 SP 8 1 12 3 8 5 5 6 6 12 14 8 5 SP 8 1 12 3 8 6 5 5 5 14 14 7 4 5 12 2 - 12 3 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. This weapon is a magical weapon (p. 68). 4 6 7 6 14 17 9 6 18 12 1 - 12 7 13 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. This weapon is a magical weapon (p. 68). On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll. 6 4 5 5 14 12 8 5 6 1 3 * 2 6 This model ignores gas effect. When determining LOS or resolving attacks, this model ignores cloud effects. Each time this model makes a normalranged 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. 5 6 7 4 14 16 9 7 18 2 SELF CTRL NO NO 2 8 12 NO YES 3 8 3 14 NO YES 2 6 YES NO 2 6 YES NO 8 14 When calculating damage from this attack, halve the base ARM stats of the models hit that have medium or larger bases. This attack gains +2 to damage rolls against model swith small bases. 5 5 4 5 14 14 9 8 16 4 8 * 10 NO YES 2 8 YES YES 2 6 YES NO 3 SELF CTRL YES NO 2 8 12 NO YES 2 6 YES NO 8 13 4 11 6 5 10 19 3 14 L 6 17 R 5 11 7 5 10 19 - While in Feora's control area, this model gains boosted ranged attack rolls. This model can be included in Feora's theme forces. It can also be bonded to Feora. Sp8 1 - 14 L 7 18 R 4 6 6 6 12 13 9 5 6 8 6 4 12 15 9 8 8 1 - 10 3 9 12 1 3 14 5 13 This model is and Officer (p. 70). The Officer is the unit commander of its unit. While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon. 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 5 4 6 14 14 10 8 16 5 5 4 6 14 14 10 8 16 2 SELF YES NO 2 10 YES YES 3 10 3 13 NO YES 2 6 YES NO 1 10 NO YES 8 1 10 8 13 5 5 5 4 13 13 7 5 3 8 6 8 7 4 16 14 8 6 17 2 SELF YES NO 2 SELF CTRL NO NO 2 SELF CTRL YES NO 6 14 5 7 7 4 14 17 7 6 17 7 14 2 SELF NO NO 3 10 3 13 NO YES 2 6 YES NO 3 6 YES NO 2 10 10 NO YES Warjacks: Protectorate non-character warjacks Units: Choirs of Menoth, Exemplar Cinerators, Flameguard Cleansers Solos: Hierophant, Reclaimers, Wracks, Vassal solos Requirements: The army can include only the models listed above. Benefit: Wracks can be placed up to 20" from the back edge of Reznik's deployment zone. Additionally, reduce the point cost of Reckoner warjacks by 1. Requirements: Reznik's battlegroup includes two or more heavy warjacks. Benefit: Warjacks in the army gain +2 SPD during your first turn. Requirements: This army includes two or more Flameguard Cleanser units. Benefit: Flameguard Cleanser units gain Advance Deployment. Requirements: This army includes three or more units. Benefit: Add three Wrack solos to the army free of cost. These solos ignore FA restrictions. 8/5 5 8 4 12 17/15 9 10/5 6 11 10 5 7 7 4 14 17 7 6 17 8 14 3 8 3 14 NO YES 2 6 YES NO 2 8 12 NO YES 3 SELF CTRL YES NO 3 SELF CTRL NO NO 6 7 9 4 13 16 10 5 8 15 6 4 4 4 12 12 8 1 5 1 3 12 3 7 - Fervor - Warding 6 6 5 5 12 12 9 5 3 5 5 4 10 15 9 3 5 5 4 10 15 9 3 8 16 1 3 14 3 8 When attacking with this weapon, this model can ignore intervening models except those within 1" of the target. This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking wiht whis model and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation. While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon. 4 6 7 4 10 16 9 5 11 This weapon has a 2" melee range (p. 50). When attacking with this weapon, add and additional die to its damage rolls. On a critical hit, this model can slam the model hit instead of rolling damage normally. The model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR. 6 6 6 5 13 12 8 1 6 6 7 6 13 12 9 5 6 6 6 5 13 12 8 5 10 1 11 10 1 11 4 10 4 10 4 11 6 5 10 19 - While within 5˝ of this model, enemy models cannot cast spells, channel spells, or upkeep spells. 1 12 L 6 17 R 8 6 8 4 14 17 10 7 18 8 14 12 When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF. 4 17 6 5 8 19 - 14 1 3 14 L 14 1 3 14 R SP 8 1 - 12 L SP 8 1 - 12 R 3 20 L 3 20 R 6 5 5 8 14 12 8 5 14 2 - 10 3 8 This weapon is a magical weapon (p. 68). 5 6 7 4 12 15 9 1 5 11 6 6 8 4 13 15 9 5 5 11 6 4 4 4 15 11 9 5 6 5 5 8 15 11 8 5 12 1 - 12 3 8 This model is a gunfighter (p. 63). The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range. This model is and Officer (p. 70). The Officer is the unit commander of its unit. - 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. Once during your opponent's turn, when an enemy model within 12" of this model that is in its LOS targets this model with a ranged attack, this model can make a ranged attack against the model beofre it makes its attack roll. If this model's ranged attack hits, the enemy model suffers no damage but its attack automatically misses. This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make both its initial ranged and melee attacks. 4 6 6 6 12 14 6 5 SP 8 1 - 12 4 10 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. A model hit by this attack suffers the Fire continuous effect (p. 69). This weapon causes fire damage (p. 68). 6 4 4 4 14 12 9 5 5 6 7 5 14 17 7 6 17 7 13 5 11 Models in Magnus' battlegroup currently in his control area can make a full advance or run after all friendly models have completed their activations this turn. Warjacks do not have to spend focus to run during this movement. During this movement models cannot be targeted by free strikes. This weapon is a magical weapon (p. 68). When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack. When a model is hit by an attack with this weapon, it is knocked down. 5 6 7 5 14 17 8 6 17 7 13 5 11 Choose two table edges. Enemy models beginning an advance in Magnus' control area cannot advance toward those table edges for one round. One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab. This weapon is a magical weapon (p. 68). When calculating damage from this attack, halve the base ARM stats of the models hit that have medium or larger bases. This attack gains +2 to damage rolls against model swith small bases. When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack. When a model is hit by an attack with this weapon, it is knocked down. 5 5 6 7 14 13 8 5 6 1 3 12 10 1 - 10 4 9 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. 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. 7 5 7 7 16 13 9 5 10 1 - 12 5 10 5 8 6 5 12 15 9 8 12 1 3 12 4 12 6 4 6 4 14 12 8 5 - Arc Lightning (* Attack) - Arc Lightning is a RNG 10 magic attack. A model hit by this spell suffers a POW 10 electrical damage roll, and ligntining arcs from it to d3 consecutive additional models. The lightning arcs to the nearest model it has not arced to within 4" of the last model it araced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll. - Null Magic (* Action) - For one round, models cannot cast spells while within 12" of this model. - Stealth (* Action) - This model gains Stealth for one round. This weapon has a 2" melee range (p. 50). When an enemy model casts a spell while within 12" of this model, this model gains one power token. It can have up to three power tokens at a time. During its activation, this model can spend power tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost. 6 7 8 4 13 16 9 5 7 14 6 6 5 4 13 12 8 3 9 6 6 5 4 13 12 8 3 9 Place this model after normal deployment, up to 6" beyond the established deployment zone. Place this model after normal deployment, up to 6" beyond the established deployment zone. When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down. When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down. This model is and Officer (p. 70). The Officer is the unit commander of its unit. When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. Take control of a living enemy non-warcaster, non-warlock warrior model B2B with this model. You can immediately make a full advance with the enemy model followed by a normal melee attack, then Seduction expires. The enemy model cannot be targeted by free strikes during this movement. When a living enemy warrior model in the mlee range of two or more models in this unit is boxed by a melee attack made by this model, remove the enemy model from play. You can add one Grunt to a friendly Sea Dog Crew unit in this model's command range. The Grunt must be placed in formation and within 3" of this model. When a living enemy warrior model in the mlee range of two or more models in this unit is boxed by a melee attack made by this model, remove the enemy model from play. You can add one Grunt to a friendly Sea Dog Crew unit in this model's command range. The Grunt must be placed in formation and within 3" of this model. When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. 5 9 6 4 13 16 - 4 13 L/R If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one additional melee attack against that model. If the additional attack hits, models within 2˝ of this model suffer a POW 12 fire damage roll and the Fire continuous effect. 6 7 7 4 15 15 9 5 Friendly Temple Flameguard models activating while in this model's command range gain Relentless Charge that activation. 5 12 1 8 5 11 6 5 10 19 12 1 13 L 6 17 R 5 5 6 4 13 13 8 5 5 10 5 9 6 5 12 17 - 4 13 16 3 3 12 5 9 6 5 12 17 - SP 9 1 12 4 13 This model ignores concealment, Camouflage, and Stealth. Additionally, this model's weapons gain Magical Weapon. While its S system is disabled, this model loses the benefits of Feretory. 10 1 4 15 L/R On a direct hit against an enemy model, this attack's AOE remains in play for one round. Models entering or ending their activation in the AOE suffer a POW 12 Fire damage roll and the Fire continuous effect. 14 1 - 12 L/R A model hit by this weapon loses Camouflage and Stealth for one round. 3 20 L/R 5 9 6 5 12 17 4 13 1 10 6 6 6 4 13 14 8 5 3 9 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. 6 7 7 5 13 16 8 3 8 6 1 4 12 10 2 - 12 4 11 5 11 6 1 12 17 6 4 8 4 15 H 3 14 L 3 14 R On a critical hit, the model hit is knocked down. 6 6 7 6 13 14 9 5 When this model makes a melee attack against an enemy model within the melee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additional damage die. When this model makes a melee attack against an enemy model within the melee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additional damage die. This model can attempt to Drive each warjack under its control in its command range. To Drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack can reroll one missed attack roll during its activation this turn. If the check fails, the warjack does not benefit from 'Jack Marshal this turn. 6 12 5 11 6 5 10 19 - 3 14 L 6 17 R 6 6 7 7 15 14 9 5 10 1 - 11 4 10 2 8 When it its a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast. 4 11 7 5 10 19 - 7 18 L 5 16 R 6 5 5 4 13 12 7 8 1 - 10 3 8 6 5 5 4 13 12 7 14 1 - 10 3 8 This attachment can be added to a Sea Dog Crew unit. 6 6 6 4 13 12 8 5 8 1 - 12 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. 4 5 5 4 13 12 7 3 8 3 8 This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking wiht whis model and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation. While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon. 8 6 7 6 13 17 9 10 6 12 10 This weapon has a 2" melee range (p. 50). Make two attack with this weapon. This model gains +2 to charge attack damage rolls with this weapon. 6 6 5 4 13 13 8 5 11 This model gains +2 to charge attack rolls with this weapon. This weapon has a 2" melee range (p. 50). A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model. 8 6 5 5 13 16 8 5 5 11 10 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. This weapon has a 2" melee range (p. 50). Make two attack with this weapon. This model gains +2 to charge attack damage rolls with this weapon. 6 6 5 5 13 12 8 3 9 6 5 5 7 15 12 8 5 10 1 - 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. - 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. This weapon is a magical weapon (p. 68). 4 11 6 5 10 19 6 17 R 1 12 L 6 5 6 4 13 13 8 1 5 10 6 5 7 4 13 13 9 5 6 5 6 4 13 13 8 1 5 10 5 7 6 4 14 16 8 5 18 2 6 YES NO 3 10 13 NO YES 2 6 YES NO 3 CTRL NO NO 7 14 5 5 4 4 12 12 10 5 6 4 3 1 14 14 10 10 17 4 8 5 20 NO YES 3 SELF CTLR NO NO 2 10 YES YES 2 6 NO NO 3 SELF CTRL NO NO 8 12 5 7 6 4 14 15 8 5 18 7 14 4 8 * 10 NO YES 1 CTRL 3 NO NO 2 8 12 NO YES 1 CTRL NO NO 7 6 8 4 17 14 9 6 15 5 11 5 11 4 11 6 5 10 19 10 1 4 14 L 5 16 R 5 5 5 4 13 13 8 5 3 8 5 5 5 4 13 13 6 5 - Ancillary Attack (* Action) - Arcane Bolt (* Attack) - Enliven (* Action) 5 10 - 6 10 20 10 24 12 1 - 15 - Cleansing Action - Doors of Judgment - Eruption of Faith 6 6 7 4 15 16 9 6 16 6 12 6 12 2 6 YES NO 2 8 12 NO YES 3 8 4 13 NO YES 1 CTRL NO NO 3 SELF CTRL NO NO When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF. 5 9 6 5 12 17 2 11 L/R 5 6 8 4 12 16 10 5 5 6 8 4 12 16 9 5 6 12 5 11 When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF. - 1 0 0 5 10 10 Wracks can be placed up to 20" from the back edge of Reznik's deployment zone. Single selection of "Wrack" provides 3 Wrack models 9 5 6 4 14 15 8 5 4 9 10 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 turn. 3 8 3 14 No Yes Cleansing Fire causes fire damage. On a critical hit, models hit suffer the Fire continuous effect . 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 When an enemy attack destroys or removes from play one or more friendly Faction models within 5˝ of target warjack in this model’s battlegroup, after the attack is resolved the affected warjack can charge an enemy model, then Hallowed Avenger expires. Warjacks with the Shield advantage are automatically allocated 1 focus point during your first Control Phase of the game. 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 +2 DEF. 2 6 YES NO 2 10 12 NO YES 2 6 YES NO 4 8 * 10 NO YES 5 5 4 6 14 14 10 8 16 3 SELF CTRL - NO NO 4 8 * 14 NO NO 8 1 12 2 6 YES NO 3 SELF CTRL - NO NO 2 6 YES NO 1 CTRL 3 NO NO 3 8 YES YES 3 SELF CTRL - NO NO 2 SELF CTRL NO NO 4 8 5 20 NO YES 2 8 12 NO YES 3 8 3 14 NO YES 2 10 12 NO YES 2 6 YES NO 2 SELF YES NO 3 8 - 12 NO YES 3 SELF CTLR NO NO 2 6 - - NO NO 2 8 - 12 NO YES 3 6 - - YES NO 2 8 YES YES 2 6 YES NO 2 8 NO YES 3 10 13 NO YES * SELF CTRL NO YES 2 SELF NO NO 2 SELF CTRL YES NO 1 6 - - NO NO 3 SELF CTRL YES NO 3 6 YES NO 2 10 YES YES 3 6 - - YES NO 2 SELF CTRL - NO NO 2 SELF * 13 NO NO 1 SELF NO NO 4 10 - 12 NO YES 2 6 YES NO 3 10 13 NO YES 3 SELF 5 13 NO NO 2 6 NO NO 2 6 YES NO 12 1 12 10 1 10 3 10 3 13 NO YES 3 SELF CTRL YES NO 2 6 YES NO 2 6 - - YES NO 2 6 YES NO 2 8 12 NO YES 1 10 NO YES 3 SELF CTRL - NO NO 2 6 YES NO 3 6 YES NO 1 6 NO NO 3 SELF CTRL YES NO 10 1 11 2 SELF CTRL - YES NO 4 10 4 15 NO YES 2 6 - - YES NO 2 10 10 NO YES 2 SELF - - NO NO 2 SELF * - YES NO 4 10 5 14 NO YES 2 6 - - YES NO 3 SELF CTRL NO NO 2 8 - - YES YES 3 6 YES NO 2 6 - - YES NO 3 CTRL NO NO 3 8 4 13 NO YES 3 8 4 13 NO YES 1 CTRL NO NO 2 6 YES NO SP 8 1 12 2 6 - - YES NO 2 6 YES NO 2 10 - 11 NO YES 3 6 - - YES NO 3 9 2 SELF CTRL YES NO 2 6 YES NO 3 SELF CTRL NO NO 2 10 3 10 NO YES 2 SELF CTRL - NO NO 2 6 YES NO 2 CTRL WALL YES NO 2 SELF CTRL - YES NO