7 8 5 4 15 14 6 3 9 SP 6 1 - - H 4 12 H 4 12 H A living model hit by this weapon has its base DEF reduced to 7 and cannot run or charge. Paralysis lasts for one round. Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon. This model's front arc extends to 360°. 7 7 5 4 15 14 7 3 9 Enemy models lose Camoflage and Stealth while within 5" of this model. Hunting Howls lasts for one round. Other friendly Faction models gain +2 to ranged attack rolls against enemy models within 5" of this model and in its LOS. 4 11 H 4 11 H 1 8 - - NO YES If target enemy model advances during its activation, immediately after ending this movement this model can advance up to 3". A model can move only once per turn as a result of Hound. Hound lasts for one round. 5 7 7 4 14 16 8 6 17 7 14 while in Baldur's control area, friendly models gain cover. While in Baldur's control area, enemy models never have Pathfinder and treat open terrain as rough terrain. When a model is damaged by this weapon it sufers -3 SPD and DEF for one round. Warbeasts: Circle non-character construct warbeasts, Megalith Units: Druids of Orboros, Druid Stoneward & Woldstalkers, Sentry Stone & Mannikins, Shifting Stones Solos: Blackclad Wayfarer, Druid Wilder Requirements: The army can only include the models listed above. Benefit: Sentry Stone & Mannikin Units can be placd up to 20" from the back edge of Baldur's deployment zone. Requirements: The army includes one or more Shifting Stone units and one or more Sentry Stone & Mannikin units. Benefit: Up to one warbeast in Baldur's battlegroup gains Advance Deployment for each Shifting Stone or Sentry Stone & Mannikin unit in the army. Requirements: The army includes two Druid Stonewalker & Woldstalker units. Benefit: Druid Stonewalker & Woldstalker units 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.) Requirements: The army includes Megalith. Benefit: Reduce the point cost of heavy warbeasts by 1. 5 6 6 4 13 17 8 6 18 7 14 Friendly models currently in Baldur's control area again Roots of the Earth for one round. (A model affected by Roots of the Earth gains +3 ARM, cannot be knocked down, and cannot move or be placed.) During your Control Phase place one Wurm token on this model. For each Wurm token on this model it gains +1 STR. At the end of this model's activation it suffers 1 damage point for each Wurm token on it. This damage cannot be transferred. Warbeasts in this model's battlegroup with Construct beginning their activations in this model's contorl area can charge and make power attacks without being forced. This model can heal friendly warbeasts in its battlegroup that have Construct. Remove all Wurm tokens from this model. When a model is damaged by this weapon it suffers -3 SPD and DEF for one round. 6 6 7 4 14 13 9 5 4 10 • Hunter's Mark - (*Attack) Hunter's Mark is RNG 10 magic attack that causes no damage. Friendly models can charge or make a slam power attack against an enemy model hit by Hunter's Mark without being forced or spending focus. A friendly model charging an enemy model hit by Hunter's Mark gains +2" of movement. Hunter's Mark lasts for one turn. • Phase Jump (*Action) - If it is within 2" of friendly Shifting Stone model, place thie model anywhere completely within 12" of its current location. Otherwise, place it within 2" of a friendly Shifting Stone model anywhere on the table. After using Phase Jump, this model's activation ends. • Stone Spray (*Attack) - Stone Spray is a RNG SP 8, POW 12 magic attack. On a critical hit, the model hit is knocked down. 5 7 6 6 14 16 8 6 17 Choose a table edge and a distance up to 5". Models in Thorle's battlegroup that are in his control area are pushed the chosen distance directly toward the chosen table edge in the order you choose. At the end of your turn, choose a distance up to 5". Models in Thorle's battlegroup that are in his control area are pushed the chosen distance directly away from the chosen table edge in the order you choose. When a warbeast with Construct in this model's battlegorup is forced to use its animus while in this model's control area, reduce the COST of the animus by 1. This model can attempt repairs on any damaged friendly Faction construct. To attempt repairs, this model must be B2B with the damaged construct and make a skill check. If successful, remove d6 damage points from the construct. Only warbeasts with Construct can be part of this model's battlegroup. 8 3 - 13 6 13 6 9 5 5 11 17 8 4 10 When Brennos the Elderhorn destroys one or more enemy models with a melee or ranged attack during its combat action while in Morvahna's control area, Morvahna heals 1 damage point. When Brennos the Elderhorn suffers damage from an enemy melee or ranged attack while in Morvahna's control area, Morvahna heals 1 damage point. 1 SELF * - NO NO When a friendly Faction warbeast in this model's command range is forced to use its animus, reduce the COST of the animus by 1. Rites of Dawn lasts for one turn. 12 1 - 11 - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy models is knocked down after being pushed. 4 13 H 6 15 - 6 6 6 4 14 16 8 6 20 6 12 5 16 10 When a living or undead model is boxed by this weapon, center a 3" AOE on it and then remove the model from play. The AOE is a froest that remains in play for one round. This model ignores the firing into melee penalty when making magic atacks against models in Wurmwood's command range. This model ignores forests when determining LOS. While in a forest, this model gains +2 DEF against melee attack rolls and can advance through obstructions and models if it has enough movement to move completely past them. This model gains one soul token for each living model destroyed in its command range. This model can have up to five soul tokens at a time. If this model is in Cassius the Oathkeeper's control area at the start of his activation, at that time Cassius can remove soul tokens from it to put fury on himself at 1 fury point per soul token removed. This model gains +1 ARM for each soul token currently on it. This model is included in any army that includes Cassius the Oathkeeper. If Cassius is destroyed or removed from play. remove this model from play. This model is part of Cassius' battlegroup. This model has no movement or action and cannot be knocked down or moved. It's front arc extends to 360°. It has no melee range, cannot engage, and is automatically hit by melee attacks. This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect. When this model would suffer damage, you must assign that damage to Cassius the Oathkeeper. This model does not suffer the damage assigned to Cassius. This damage can be transferred. Place this model after normal deployment, up to 6" beyond the established deployment zone. 5 10 - 6 10 18 10 20 8 1 4 15 - 12 1 - 14 SP 10 1 - 12 This model's front arc extends to 360°. This model gains 1 fury point at the start of each of your Control Phases. It can have up to 3 fury points at a time. If this model is in a friendly warlock's control area, the warlock can leach fury points from it during your Control Phase. During its activation, this model can spead fury ponts to boost attack or damage rolls, at 1 fury point per boost. This model cannot be placed. This weapon's AOE is a cloud effect that remains in play for one round. When a model is hit with this weapon, you can have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to sufers an unboostable POW 10 electrical damage roll. On a Critical hit, the model hit becomes stationary for one round unless it has immunity: Cold. 6 6 6 4 14 13 9 6 4 0 6 12 15 4 4 10 10 1 - 12 This model is an Officer. The Officer is the unit commander of its unit. This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles. • Concentrated Fire (*Action) - This activation models in this unit gain a +1 cumulative bonus to ranged damage rolls for each other model in this unit that has hit an enemy model with a ranged attack this activation. • Zephyr (*Action) - Models in this unit that are in formation can immediately advance up to 3". They cannot be targeted by free strikes during this movement. If this model is disabled by an enemy attack, you can choose a non-disabled model in this unit within 3" of his model to be destroyed. If another model is destroyed as a result of Self-Sacrifice, this model heals 1 damage point. This model never flees and automatically passes command checks. This model is not a living model, never flees, and automatically passes comand checks. This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles. 6 5 5 4 14 11 7 5 3 8 Before the start of the game, attach this model to a friendly Faction warlock for the rest of the game. Each warlock can have only one model attached to it. While this model is in its warlock's control area, the warlock can force, leach, reave, heal and transfer damage to the warbeasts in its battlegroup that are in this models's command range. • Condition (*Action) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, place any number of fury points on or remove any number of fury points from it. • Spirit Tap (*Action) - This model immediately casts the animus of a friendly Faction warbeast in its command range as a spell. This model cannot cast an animush with a RNG of SELF. This model must make a special attack to cast an offensive spell. Other spells are cas by making a special action. 6 6 5 4 14 13 9 - 4 10 This model gains an additional +2 DEF when benefiting from concealment or cover. • Counter Magic (*Action) - This model cannot be targeted by enemy spells. While within 3" of this model +1" for each other model in this unit that is in formation, friendly models cannot be targeted by enemy spells and enemy models cannot cast spells. Counter Magic lasts for one round. • Force Bolt (*Attack) - Force Bolt is RNG 10, POW 10 magic attack. An enemy model hit by this attack can be pushed d3" directly toward or away from this model. Choose the direction before rolling the distance. On a critical hit, the enemy model is knocked down after being pushed. • Medicate (*Action) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, it heals d3 damge points. A warbeast can be affected by Medicate only once per turn. • Summon Vortex (*Action) - Center a 3" AOE cloud effect on this model. Enemy models suffer -2 to attack rolls while in the AOE Summon Vortex Lasts for one round. This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles. This model gains an additional +2 DEF when benefiting from concealment or cover. • Counter Magic (*Action) - This model cannot be targeted by enemy spells. While within 3" of this model +1" for each other model in this unit that is in formation, friendly models cannot be targeted by enemy spells and enemy models cannot cast spells. Counter Magic lasts for one round. • Force Bolt (*Attack) - Force Bolt is RNG 10, POW 10 magic attack. An enemy model hit by this attack can be pushed d3" directly toward or away from this model. Choose the direction before rolling the distance. On a critical hit, the enemy model is knocked down after being pushed. • Medicate (*Action) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, it heals d3 damge points. A warbeast can be affected by Medicate only once per turn. • Summon Vortex (*Action) - Center a 3" AOE cloud effect on this model. Enemy models suffer -2 to attack rolls while in the AOE Summon Vortex Lasts for one round. 6 6 6 4 14 13 9 5 4 10 This attachment can be added to a Druids of Orboros unit. This model can force friendly Faction warbeast in its command range as if it were their controlling warlock. This model gains an additional +2 DEF when benefiting from concealment or cover. • Elemental Protection (*Action) - Models in its unti gain Immunity: Cold, Immunity: Eectricity, and immunity: FIre for one round. • Medicate (*Action) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, it heals d3 damage points. A warbeast can be affected by Medicate only once per turn. • Summon Vortex (*Action) - Center a 3" AOE cloud effect on thsi model. Enemy models suffer -2 to attack rolls while in the AOE. Summon Vortex lasts for one round. • The Devouring (*Attack) - The Devouring is a RNG 10, AOE 4, POW 8 magic attack. Add 1 to the POW of the attack for each model in this unit. Models in this unit gain Advance Deployment. 6 11 7 3 14 16 7 4 9 3 14 H 4 15 L 4 15 R This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs. At the beginning of this model's activation, choose one of the following warp effects. Warp effects last for one round. If this model frenzies it must choose Warp Strength at the start of its activation. • Protective Plate - This model gains +2 ARM. • Warp Speed - This model gains +2 SPD. • Warp Strength - This model gains +2 STR. - 0 0 0 5 16 3 5 While this model is not engaged and is in a friendly Faction warlock's control area, the warlock can channel spells through it. While in this model's command range, enemy models lose Tough and cannot heal or be healed. This model has no movement or action and cannot be knocked down or moved. Its front arc extends to 360°. It has no melee range, cannot engage, and is automatically hit by melee attacks. Thsi model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect. Once per turn during its activation, place this model anywhere within 5" of its current location. This model cannot be placed except as a resault of Strange Growth. 6 11 7 3 14 17 8 4 8 3 14 H 6 17 - At the beginning of this model's activation, choose one of the following warp effects. Warp effects last for one round. If this model frenzies it must choose Warp Strength at the start of its activation. • Hyper Aggressive - When this model suffers damage from an enemy attack anytime except while it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model. • Snacking - When this model boxes a living model with a melee attack, this model can heal d3 damage points. If this model heals, the boxed model is removed from play. • Warp Strength - This model gains +2 STR. This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs. This model can be included in Kromac's theme forces. It can also be bonded to Kromac. While engaging an enemey model, this model gains +2 ARM. This model gains +2 to charge attack roll with this weapon. 6 11 6 3 12 18 7 4 9 4 15 H 3 14 L 3 14 R When an enemy model advances and ends its movement within 6" and in the LOS of this model, this model can immediately make a slam power attack agaist that model. If this model makes a counter slam, it cannot make another until after your next turn. This model cannot make a counter slam while engaged. When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved. This model can make slam power attacks without spending focus or being forced. Models slammed by this model are moved an additional 2". This model can add this weapon's POW to its head-butt and slam power attack damage rolls. 5 9 6 3 12 16 5 4 8 3 12 L 3 12 R While damaged this model can charge or make power attacks without being forced. 7 6 7 4 15 16 9 6 17 2 4 10 While in Grayle's control area, Friendly Faction models gain Stealth. When a friendly Factoin model in Grayle's control area destroys an enemy model with a melee attack during its activation, another friendly Faction model in Grayle's contorl area can advance up to 3". A model can advance only once this turn as a result of Darkest Night. Darkest Night lasts for one round. Friendly Wolf of Orboros models again Hunter. (A model with Hunter ignores forests, concealment and cover when determining LOS or making a reanged attack.) When this model hits an enemy model with an initial melee attack or a melee special attack that is not a power attack, it can advance up to 2˝ after the attack is resolved. 7 6 6 4 16 14 8 6 16 5 11 7 8 6 4 15 14 7 3 10 4 12 H Kaya can force warbeasts in her battlegroup even if they are outside her control area. At the end of the activation of each warbeast in her battlegroup, you can place that warbeast anywhere within 3" of Kaya. Call of the Hunt lasts for one turn. Living warbeasts in this model's battlegroup begining their activation in its control area can run, charge, or make a slam or trample power attack without being forced. 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. While engaging an enemy model, this model gains +2 ARM. This model is included in any army that includes Kaya the Moonhunter. If Kaya is destroyed or removd from play, remove this model from play. This model is part of Kaya's battlegroup. While this moel is within 3" of its warcaster or warlock and is not knocked down or stationary, its warcaster or warlock cannont be targeted by free strikes and gains +2 DEF against melee attack rolls, and models attacking the warcaster or warlock do not gain back strike bonuses. Laris is bonded to Kaya the Moonhunter. If Laris fenzies, he cannot choose Kaya as his target. While Laris is in Kaya's control area, she can channle spells through him. 7 5 6 4 16 13 8 6 16 6 11 Place up to 3 fury points on each friendly Faction warbeast in Kaya's battlegroup that is in her control area. She can immediatel leach fury points from warbeasts in her battlegroup in her control area. Living warbeasts in this model's battlegroup in it's control area gain +2 on melee attack rolls. On a critical hit, the model hit is knocked down. 6 6 6 4 15 14 9 7 17 6 9 8 4 15 17 3 7 17 2 5 11 2 5 14 Kromac suffers up to damag points. For each damage point he suffers, Kromac gains 1 fury point. Kromac's fury point total cannot exceed his current FURY as a result of Blood Rage. If Kromac is in human form when this feat is used, he can immediately take beast form; replace his human model with his beast model. Effects on the replaced model are applied to the beast model. When this model suffers damage from an enemy attack during an opponet's turn while in human form, immediately after the attack is resolved this model can spend 1 fury point to take beast form. Replace its human model with the beast model. Effects on the replaced model are applied to the beast model. At the start of your Maintenace Phase, choose a form for this model to take: human or beast. If it changes form, replace the model in play with its alternate form. Effects on the replaced model are applied to the alternate form. You decide with form this model starts th game in. At the start of your Maintenace Phase, choose a form for this model to take: human or beast. If it changes form, replace the model in play with its alternate form. Effects on the replaced model are applied to the alternate form. You decide with form this model starts th game in. This model cannot upkeep spells and cannot cast non-animus spells. After using its normal movement to make a fll advance but before performing an action, you can place this model anywhere completely within 5" of its current location. Any effects that prevent it from charging also prevent it from using jump. 6 5 6 6 15 15 9 7 16 10 3 - 12 7 12 This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movement to move completely past them. This model ignores intervening models whn declaring its charge target. Friendly Ciricle models/units in this model's command range never flee and immediately rally. Enemy models currently in Krueger's control area are pushd 3" directly away from Krueger and suffer -2 SPD for one round. You determine the order models are moved. During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits. A warjack hit loses its focus points and cannot be allocated focus or channel spells for one round. 6 5 5 6 15 14 8 7 16 10 1 - 13 7 12 Place three 3" AOEs anywhere completely in Krueger's control area. Enemy models in one or more of the AOEs when they are placed suffer a boostable POW 10 electrical damage roll. During each of your Maintenace Phases, remove one AOE. An enemy model entering or ending its activation in one or more AOEs suffers an unboostable POW 10 electrical damge roll. When a model is hit with this weapon, you can have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffer an unboostable POW 10 electrical damage roll. During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automtically hits. 5 8 8 7 12 17 10 8 10 1 - - 5 13 When this model makes its firest melee attack during its activation, it makes one melee attack with thsi weapon against each model in its LOS and this weapon's melee range. This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make oth its inital ranged and melee attakcs. When this attack hits an enemy model, immediately after the attack is resolved place thsi model B2B with the enemy model. 5 11 7 4 10 19 - 4 - 5 16 L 5 16 R If this model is in Baldur's control area at the start of Baldur's activation, Baldur automatically heals d3 damage points. During your Control Phase, remove d3 damage points from this model. During your Control Phase, remove 1 damage point from friendly Woldwardens B2B with it. Once per activation while in its controller's control area, thsi model can be forced to cast one of its warlock's spells with COST of 3 or less. This models's controller is considered to have cast the spell but this model is its point of orgin. When making a magic attack roll, this model uses its controller's FURY. This model cannot cast spells with a RNG of SELF or CTRL. When a model is damaged by this weapon it suffers -3 SPD and DEF for one round. 5 4 5 6 14 14 8 8 15 SP 8 1 - 13 6 10 While in Mohsar's control area enemy models cannot be used to channel spells, cannot leach fury, and cannot have fury leached from them. Disjunction lasts for one round. This model's front arc extends to 360°. Once per turn during its activation this model can remove 1 fury point from a warbeast in its battlegroup that is in its control area and add 1 fury point to its own current total. The warbeast suffers d3 damge points Thsi model rolls an additional die on this weapon's damage rolls against non-living models. 6 5 6 4 15 13 9 7 14 7 12 When a friendly Faction model destroys a living or undead enemy model with a melee attack while in Morvahna's control area this trn, center a 3" AOE on the destroyed model and remove tht model from the table. The AOE is forest terrain that remains in play for one round. Enemy models in the AOE when it is put in play are hit and suffer an unboostable POW 13 blast damage roll. When this model is directly hit by an emeny ranged attack, you can choose to have one friendly, non-incorporeal Faction warrior model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects. An enemy model damage by this weapon suffers Harrow for one round. Once per turn this model can transfer damage from an enemy attack to an enemy model with Harrow. 8 5 6 4 15 15 9 7 16 7 12 12 Morvahna immediately suffers 1 or more damage points. This damge cannot be transferred. For each damage point she suffers, return one destroyd non-character living friendly Faction warrior model to play completely within her contorl area. Place returned trooper models in formation with their original units. Units cannot exceed the number of models they had t the start of the game as a result of Blood Sacrifice. Returned models forfeit their actions the turn they retun to play. When a friendly Faction model in its control area is destroyed by an enemy attack, this model heals 1 damage ponit. When a friendly Faction model makes an attack or damage roll during its activation while in this model's control area, this model can suffer d3 damage points to cause that model to reroll that roll. Each roll can be rerolled only once due to Scales of Fate. When an attack with this weapon hits, this model can suffer 1 damage point to gain an additional die on the damage roll against the model hit. Life Trader can be used once per attack. When an enemy model hit by this weapon, it is knocked down down and can be pushed 1" directly away from this model. If it is pushed, this model can immediately advance directly toward the pushed model up to th distance that model was moved. 6 10 6 5 14 17 7 4 10 SP 10 1 - 14 - 4 14 L 4 14 R At the begining of this model's activation, choose one of the following warp effects. Warp effects last for one round. If this model frenzies it must choose Warp Strength at the start of its activation. • Ghostly - This model can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. This model cannot be targeted by free strikes. • Spell Ward - This model cannot be targeted by spells. • Warp Strength - This model gains +2 STR Whiles in this model's command range, friendly Warpwolf models can use Ghostly as if it were a Controlled Warping effect on their cards. This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs. 6 8 6 1 14 15 6 3 8 4 12 R 4 12 L 4 12 \ 12 While making a trample power attack, this model ignores free strikes and does not stop when it contacts a model with a medium or larger base, an obstacle, or an obstruction. This model makes models regardless of their base size. This model can make trample power attacks. This model can add this weapon's POW to its trample power attack damage rolls. 6 6 6 7 13 13 8 5 12 1 - 10 3 9 5 11 This model gains an additional +2 DEF when benefiting from concealment or cover. This model ignores forests, concealment, and cover when determining LOS or making a ranged attack. While in this model's command range, friendly Reeves of Orboros models gain Camuflage. When this model destroy one or more enemy models with a melee attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon's ROF. When this model destroy one or more enemy models with a ranged attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Snap Fire do not count against a weapon's ROF and cannot generate additional attacks from Snap Fire. When this model destroys an enemy model with a normal ranged attack, immediately after te attack is resolved it can advance up to 2". This model gains +2 to charge attack rolls with this weapon. 6 5 5 5 13 13 8 12 1 - 10 3 8 This model ignores forests, concealment, and cover when determining LOS or making a ranged attack. When this model destroys one or more enemy models with a ranged attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Snap Fire do not count against a weapon's ROF and cannot generate additonal attacks from Snap Fire. 6 5 6 6 13 13 9 5 12 1 - 10 3 8 6 5 5 5 13 13 8 This attachment can be added to a Reeves of Orboros unit. This model can participate in combined ranged attacks with other models in its unit. This model is an Officer. The Officer is the unit commander of its unit. This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles. While this model is in play, models in this unit gain Swift Hunter. (When a model with Swift Hunter destroys an enemy model with normal ranged attack, immediately after the attack is resolved it can advance up to 2".) This model ignores forests, concealment, and cover when determining LOS or making ranged attack. When this model destroys one or more enemy models with a ranged attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Snap Fire do not count against a weapon's ROF and cannot generate additonal attacks from Snap Fire. Models in this unit gain Ranked Attacks. (Friendly Faction models can ignore models with Ranked Attacks when Determining LOS.) 6 12 6 3 12 19 7 4 9 4 16 H 4 16 L 4 16 R This model can add thsi weapon's POW to its head-butt and slam power attack damage rolls. If this model hits the same model with both its initial attacks with this weapon, after resoving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push, or throw power attack against that target. 6 8 6 1 14 15 6 3 8 Models within 2" of this model suffer a POW 8 damage roll. 2 6 - - NO NO At the end of target friendly Faction model's activation, that model can immediately perform a special action. Acceleration lasts for one turn. 3 11 L 3 11 R 6 8 6 1 14 15 6 3 8 4 12 H 3 11 L 3 11 R When checking to see if this model is in its contorller's control area, double the area. - 0 0 0 5 18 6 8 6 7 5 4 12 12 - SP 8 1 - 10 2 4 11 Place this model after normal deployment, up to 6" beyond the established deployment zone. This model is not a living model, never flees, and automatically passes comand checks. This model is an Officer. The Officer is the unit commander of its unit. Ranged and magic attacks declared against this model when the point of orgin of the attack is greater than 5" away automatically miss. Once per turn at any time during its unit's activation, this model can use Devour Magic. When it does, you can remove up to 1 focus or fury point from each enemy model in its command range. For each focus or fury point removed, placed 1 fury point on this model. A model can have focus or fury removed form it only once per turn as result of Devour Magic. This model can have up to 5 fury points at a time. This model has no movement or action and cannot be knocked down or moved. Its front arc extends to 360°. It has no melee range, cannot engage, and is automatically hit by melee attacks. This model can spend 1 fury point to use Phase once at any time during its unit's activation. When it does, place this model anywhere within 5" of its curent location. If there are fewer than 3 fury points on the Sentry Stone at the start of its activation, place 1 fury point on it. If there are fewer than three Mannikin Grunts in this unit in play at any time during its unit's activation, this model can spend a fury point to put a Manikin Grunt into playl Place the Mannikin Grunts in formation. Mannikin Grunts cannot activate the activation they are put in play. If this model is destroyed or removed from play, the Mannikin Grunts in its unit are removed from play. Place this model after normal deployment, up to 6" beyond the established deployment zone. This model is not a living model, never flees, and automatically passes comand checks. This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles. Center a 3" AOE on this model, then remove the model from play. This AOE is a forest that remains in play for one round. While in formation, this model can spend fury on its unit command during its unit's activation to boost attack or damage rolls. 6 10 6 3 13 17 6 4 9 4 14 H 3 13 L 3 13 R Once per activation, after making a full advance but before performing an action, this model can be forced to be placed completly within 5" of its current location. Any effects tha prevent charging also prevent this model from using Bounding Leap. When a model misses this model with a charge or a power attack, the attacking model is knocked down. A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model. This model can add this weapon's POW to its head-butt and slam power attack damage rolls. - 0 0 0 5 18 4 5 This model has no movement or action and cannot be knocked down or moved. Its front arc extends to 360°. It has no melee range, cannot engage, and is automatically hit by melee attacks. At the beginning of your Control Phase, before leaching, you can remove 1 fury point from a friendly Faction warbeast within 1" of this model. Choose one of th following effects at the start of this unit's activation: • Healing Field - Models in this unit that are in formation and friendly Faction model within 1" of one or more of them heal d3 damage points. Roll separately for each model. Healing Field can heal warbeasts with Construct. • Shifting - Place each model in this unit that i in formation anywhere within 8" of its current location. • Teleportation - If all three Shifting Stone models in this unit are in formation, place one friendly Faction model whose base is within the triangular area between them anywhere within 8" of its current location. The placed model must forfeit its movement after being placed this turn. A model can be affected by Teleportation only once per turn. 6 6 5 4 14 13 8 5 4 10 This Attachment can be added to a Shifting Stones unit. This model cannot advance this turn after being placed by Shifting. While this model is in play, models in its unit gain Stealth. • Rock Hammer (*Action) - Rock Hammer is a RNG 8, AOE 3, POW 14 magic attack. On a critical hit, models hit are knocked down. • Stone Form (*Action) - For one round or until it advances, this model gains +4 ARM, its base DEF is reduced to 5, and it is automatically hit by melee attacks. This model never flees and automatically passes command checks. 6 8 7 6 13 14 8 8 each 12 1 - 13 3 11 Before their normal movement, affected models can make one ranged attack. During their normal movement, affected models must charge or run. The ranged attack is made before declaring a charge target. 7 6 6 6 14 11 8 7 1 - 3 3 9 After deployment but before the first player's turn, choose and enemy model/unit to be this model/unit's prey. This model gains +2 to attack and damage rolls against its prey. When this model 10" of its prey, it gains +2" movement that activation. When the prey is destroyed or removed from play, choose another model/unit to be the prey. When attacking with this weapon, add an additional die to its damage rolls. Add this model's STR to the POW of this ranged attack. 7 6 8 7 14 11 9 5 7 1 - 3 3 9 This attachment can be added to a Tharn Bloodtracker unit. While this model is in play, after all models in its unit have completed their actions, each can advance up to 3". After deployment but before the first player's turn, choos an enemy model/unit to be this model/unit's prey. This model gains +2 to attack and damge rolls against its prey. When this model begins its activation within 10" of its prey, it gains +2" movement that activation. When the prey is destroyed or removed from play, choose another model/unit to be the prey. Models in this unit gain Quick Work. (When a model with Quick Work destroys one or more enemy models with a melee attack during its combat action, immediately after the attack is resolved it can make one nomal ranged attack. atacks gained from Quick Work do not count against a weapon's ROF.) Add this model's STR to the POW of this ranged attack. 7 6 6 4 14 11 8 3 9 When this model makes an attack with this wepaon during its activation, choose of the following abilities: • Blood Burst - When this attack boxes a living enemy model, center a 5" AOE on the boxed model, then remove the model from play. Enemy models in the AOE are hit and suffer a blast damage roll with a POW equal to the boxed model's STR. • BLood Spiller - Gain an additional damage die against a living model. • Dispel - When this weapon hits a model/unit, upkeep spells on that model/ unit immediately expire. 6 8 8 3 13 14 8 8 5 13 When this model destroys one or more enemy warrior models with a normal mele attack, after the attack is resolved this model can immediately advance up to 1". While in this model's command range, friendly Tharn Ravager models ignore other friendly Tharn Ravager models when determining LOS. Friendly Tharn Ravager models can advance through other friendly Tharn Ravager models in this model's command range without effect if they have enough movement to move completely past them. This model gains +2 to charge attack rolls with this weapon. 6 8 7 5 13 14 8 8 EA 5 13 This model gains a corpse token each time it destroys a living enemy model with melee attack. This model can have up to three corpse tokens at a time. It can spend corpse tokens during its activation to boost an attack or damage roll or to make an additional melee attack at one token per boost or additional attack. This model ignores forests whn determining LOS. While in a forest, this model gains +2 DEF against melee attack rolls and can advance through obstructions and other models if it has enough movement to move completely past them. This model gains +2 to charge attack rolls with this weapon. 6 8 8 5 13 14 9 8 5 13 This attachment can be added to a Tharn Ravagers unit. While this model is in play, the melee weapons of models in its unit gain Brutal Charge. (A model gains +2 to charge attack damage rolls when attacking with a weapon with Brutal Charge.) Models in this unit gain Advance Deploymnet.z This model gains +2 to charge attack rolls with this weapon. This model ignores forests whn determining LOS. While in a forest, this model gains +2 DEF against melee attack rolls and can advance through obstructions and other models if it has enough movement to move completely past them. 6 8 7 6 13 14 8 8 10 1 - 13 5 13 This attachment can be added to a Tharn Ravagers unit. As part of a charge, after moving but before making its charge attack, this model can make one ranged attack targeting the model charged unless they were in melee with each oher at the start of this model's activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in melee penalty. If the target is not in melee range after moving, this model can make the Assault ranged attack before its activation ends. When a model is hit with this weapon, you can have lightning arc to th nearest model wthin 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. This model gains +2 to charge attack rolls with this weapon. 71 1 - 3 9 6 6 6 15 14 8 5 ea 3 9 12 Affected models must charge or run. As part of charge, after moving but before making its charge attack, an affected model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of the affected models's activatoin. models that received this order cannot make combined ranged attacks this activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in melee penalty. If the target is not melee range after moving, the affected model must still make the ranged attack before its activation ends. This model ignores forests, concealment, and cover when determining LOS or making a ranged attacked. After deployment but before the first player's turn, choose an enemy model/unit to be this model/unit's prey. This model gains +2 to attack and damage rolls against its prey. When this model begins its activation within 10" of its prey, it gains +2" movement that activation. When the prey is destroyed or removed from play, choose another model/unit to be the prey. When attacking with this weapon, add an additional die to its damage rolls. This model can reroll missed attack rolls with this weapon. Each attack roll can be roll can be rerolled only once as a result of Luck. Add this model's STR to the POW of this ranged attack. 6 7 7 4 14 14 8 5 This model begins the game with one corpse token. When a damage roll against this model exceeds its ARM, it can spend a corpse token to suffer 1 damage point instead of the total rolled. While this model is in play, models in its unit gain Overtake. (When a model with Overtake destroys 6 13 6 6 7 4 14 14 8 5 This model begins the game with one corpse token. When a damage roll against this model exceeds its ARM, it can spend a corpse token to suffer 1 damage point instead of the total rolled. While this model is in play, models in its unit gain Prowl. (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.) 5 11 6 6 7 4 14 14 8 5 This model begins the game with one corpse token. When a damage roll against this model exceeds its ARM, it can spend a corpse token to suffer 1 damage point instead of the total rolled. While this model is in play, models in htis unit gain Gang. (When making a melee atack targeting an enemy model in melee range of another model in its unit, a model with Gang gains +2 to melee attack and melee damage rolls.) 3 9 6 5 5 6 15 13 8 4 5 While in this model's control area, models in its battlegroup extend their front arcs 360 degrees and when determining LOS ignore cloud effects, forest terrain, and intervening models. The only warbeasts that can be included in this model's battlegroup are warbeasts with Flight. Reduce the point cost of warbeasts with Flight in this model's battlegroup by 1. CTRL 1 - 10 4 9 7 7 6 0 13 12 7 5 4 11 Wen making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee damage rolls. This model ignores forests, concealment, and cover when determining LOS or making a ranged attack. Once per turn if this model is not in melee, when a friendly Reeve of Orboros hits an enemy model with an attack, immediately after the attack is resolved this model can change the model hit. This model's charge attack roll boosted. 5 8 6 3 12 16 9 8 EA 5 13 When a model in this unit is damaged by an enemey attack, models in this unit gain +2 SPD for one round. While engaging an enemy model, this model gains +2 ARM. 5 8 7 3 12 16 9 8 5 13 This attachment can be added to a Warpborn Skinwalker unit. While this model is in play, models in its unit gain Blood Drinker. (Immediately after model with Blood Drinker resolves a melee attack in which it destorys one or more living models, it can end its activation to heal d3 damage points.) When a model in this unit is damaged by an emeny attack, models in this unit gain +2 SPD for one round. When this model is hit by a melee attack made by an enemy model during your opponet's turn, after the attack is resolved this model can immediately make one normal melee attack against that model. This model can make one Retaliatory Strike per turn. Models in this unit gain Rapid Strike. (A model with Rapid Strike can make one additional melee attack each combat action.) While engaging an enemy model, this model gains +2 ARM. 6 10 6 3 14 17 7 4 9 4 14 L 6 16 R At the begining of this model's activation, choose one of the following warp effects. Warp effects last for one round. If this model frenzies it must choose Warp Strength at the start of its activation. • Berserk - When this model destroys one or more models with a melee attack during its combat action, immediately after the attck against nother model in its mele range. • Prowl - This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect. • Warp Stregth - This model gains +2 STR This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs. 7 8 5 4 15 14 6 3 9 SP 6 1 - 12 H SP 6 1 - 12 H 4 12 H 4 12 H This model's front arc extends to 360 On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold 4 12 6 1 9 20 - 3 - 5 17 L 5 17 R A friendly Faction warlock can transfer damage to this model even if this model has a number of fury points equal to its current FURY. This model does not suffer blast damge. Friendly models B2B with it do not suffer blast damage. When an enemy model is hit by this weapon, it is knocked down and can be pushed 1' directly away from this model. If it is pushed, this model can immediately advance directly toward the pushed model up to the distance that model was moved. 5 11 6 4 10 18 - 3 - 4 15 L 4 15 R Once per activation while in its controller's control area, thsi model can be forced to cast one of its warlock's spells with COST of 3 or less. This models's controller is considered to have cast the spell but this model is its point of orgin. When making a magic attack roll, this model uses its controller's FURY. This model cannot cast spells with a RNG of SELF or CTRL. If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one additional melee attack against that model. If the additional attack hits, the target is slammed d6' directly away from thsi model. The POW of the slam damage roll is equal to the STR of this model + the POW of this weapon. The POW of collateral damage is equal to the STR of this model. 5 8 5 5 10 17 - 2 - 10 1 - 12 - 4 12 L 4 12 R Once per round, when a friendly model is directly hit by a ranged attack during your opponent’s turn while within 2˝ of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard if it is incorporeal, knocked down, or stationary. During its activation, this model can be forced to use Stone Form. FOr one round or until it advances, this model gains +4 ARM, its base DEF is reduced to 5, and it is automatically hit by melee attacks. When a living or undead model is boxed by this weapon, center a 3" AOE on it and then remove the model from play. The AOE is a forest that remains in play for one round. When a living or undead model is boxed this weapon, center a 3" AOE on it and them remove the model from play. The AOE is a forest that remains in playh for one round. 5 16 6 5 7 20 - 4 - 14 1 - 15 - 3 19 L 3 19 R This model cannot be targeted by spells When a model is directly hit with this weapon, center 3" AOE on it. You can then have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. After this damage roll is resolved, center a 3" AOE on the model the lightning arced to. The AOE remain in play for one round. Models entering or ending their activations in an AOE suffer a POW 10 electrical damage roll. When an enemy model is directly hit by an attack made with thi weapon, center a 4" AOE on the model drectly hit. Models in the AOE are knocked down. 7 6 3 6 13 16 - 3 - 10 3 - 10 - After an enemy model casts spell within 10" of this model, this model can immediately make a normal ranged attack targeting that model. Gain an additional die on attack and damge rolls with this weapon against models with an enemy upkeep spell on them. 8/6 7 8 4 14 17/15 9 Mounted 10 - Dismounted 5 6 13 12 When this model destroys one or more enemy models with a melee attack during its activation, immediatel after the attack is resolved the model can make one additional melee attack. This model can gain only one additional attack from Cleave each activation. While mounted, this model has base SPD 8 and base ARM 17. While dismounted, it has base SPD 6, base ARM 15. When this model makes 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 gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or th AOE of a cloud effect. 6 5 6 4 13 13 8 4 9 This model gains +2 to charge attack rolls with this weapon. 6 5 7 4 13 13 8 5 6 5 6 4 13 13 8 4 9 This attachment can be added to a Wolves of Orboros unit. Thi model can particaipate in combined melee attacks with othr models in its unit. This model is an Officer. The Officer is the unit commander of its unit. This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles. This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles. Once per game during its unit's activation, this model can ue Power Swell. During this activation, models in this unit gain an additional die on melee damage rolls. Models in this unit gain Ranked Attacks. (Friendly Faction models can ignore models with Ranked Attacks when determining LOS.) This model is a standard bearer. This model gains +2 to charge attack rolls with this weapon. 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 10 - - YES YES Warbeasts in this model's battlegroup can charge or make slam power attacks against target enemy model without being forced and regardless of LOS. When a warbeast does, it gains +2" movement and gains Pathfinder while resolving that charge or slam. 3 SELF CTRL - NO NO Enemy animi and enemy upkeep spells on models in this model's battlegroup that are in its control area immediately expire. While within 5" of a model in this model's battlegroup in its control area, enemy models cannot cast, channel, or upkeep spells. Mystic Wards lasts for one round. 3 8 4 13 NO YES The AOE is rough terrain and remains in play for one round. 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. 3 SELF - - YES NO When an enemy model advances and ends its movement within 6" of this model, choose a warbeast in this model's battlegroup that is in its control area. That warbeast can immediately make a full advance and then can make one normal melee or ranged attack targeting the enemy model. The attack and damage rolls against that model are boosted. After the attack is resolved, Watcher expires. In WARMACHINE, this denotes a non-warcaster model that can control warjacks. This model is a terrifying entity. Models and units-friendly and enemy-within 3" of this model must pass a command check or flee Place this model after normal deployment, up to 6" beyond the established deployment zone. This model can run or charge without spending focus or being forced. In WARMACHINE, this advantage denotes a warjack with an Arc Node. Arc Nodes enable warjacks to channel spells. Immediately after a normal attack with this weapon is resolved during this model's combat action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1". This attack ignores the firing into melee penalty This weapon has an integral buckler that gives the model a cumulative +1 ARM bonus. A model does not gain this bonus while the location the buckler is in is being held in a weapon lock or when resolving damage that orgiinates in its back arc. This model's front arc extends to 360 degrees. Thi model can particaipate in combined melee attacks with othr models in its unit. This model can participate in combined ranged attacks with other models in its unit. Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon. A friendly faction model or unit in this model's command range can replace its current CMD with the current CMD of the commander when making command checks. This model is not a living model, never flees, and automatically passes comand checks. A model hit by this attack suffers the Corrosion continuous effect. A model hit by this atack suffers the Fire continuous effect. On a critical hit, the model hit by this attack suffers the Corrosion continuous effect. on a critical hit, the model hit by this attack suffers the Fire continuous effect. 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 rollw ith 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. This weapon causes cold damage This weapon causes corrosion damage. This weapon causes electrical damage. This weapon causes fire damage. This model ignores cloud effects and forests when determining line of sight. This model ignores concealment and stealth. This model never flees. This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movemnt to move completely past them. This model ignores intervening models when declaring its charge target. - Huge base Occupies the space from its base to a height of 5" - Facing and Line of sight Front arc is divided into two 90 degree fields of fire. L and R can only fire into respective field. - Targeting a gargantuan A gargantuan never gains a DEF bonus from concealment, cover, or elevation. Cloud effects and forest terrain do not block line of sight to a gargantuan. A model targeting a gargantuan with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a gargantuan in melee, that miss is not rerolled against another model. It misses completely. - Predeployment Gargantuans must be placed before normal deployment. If both players have models to predeploy, they predeploy their models in standard deployment order. - Massive A gargantuan cannot be slammed, pushed, thrown, knocked down, or made stationary. - Gargantuan movement A gargantuan can only advance during its normal movement and cannot be placed. - Pathfinder All gargantuans have Pathfinder - Controlling a gargantuan Gargantuans must be assigned to a battlegroup, and your opponent can never take control of your gargantuan by any means. - Great Beast A gargantuan can never gain Advance Deployment, Incorporeal, or Stealth. - Ranged attacks while in melee A gargantuan can make ranged attacks while in melee. A gargantuan never suffers the firing in melee penalty when targeting a model it is in melee with. A gargantuan cannot gain the aiming bonus when engaged. - Gargantuan melee range Gargantuan melee weapons and gargantuan melee attacks have a 2" melee range unless otherwise noted. This includes all power attacks made by a gargantuan. - Gargantuan power attacks A gargantuan can make all the power attacks available to a warbeast along with two additional attacks available only to gargantuans: power strike and sweep. Power Strike - at least one Open fist. Its target must be in the Open Fist's field of fire and have a smaller base than the gargantuan. Melee attack, if hits slammed d6+2" directly away. POW of slam and collateral damage rolls equal to STR. Sweep - at least one melee weapon in left or right field of fire. One melee attack with weapon against each model in the weapon's field of fire and within its 2" melee range. Models hit suffer damage roll with POW equal STR. This model is a gunfighter. The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range. This model gains a corpse token each time it destorys a living enemy model with a melee attack. This model can have up to three corpse tokens at a time. It can spend corpse tokens during its activation to boost an attack or damage roll or to make an additional melee attack at one token per boost or additional attack. This model ignores forests, concealment, and cover when determining LOS or making a ranged attack. This model does not suffer corrosion damage and is immune to the Corrosion continuous effect. This model does not suffer electricla damage. This model does not suffer fire damage and is immune to the fire continuous effect. This model does not suffer cold damge. This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them. This model is not a warlock but has the following warlock special rules: Battlegroup Commander, Control Area, Damage Transference, Forcing, Fury Manipulation, Healing and Spellcaster. Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability. A magical weapon can damage and affect models with the Incoreal ability. Attacks made with magical weapons are not magic attacks. A battle engine cannot be slammed, pushed, thrown, kncoked down, or made stationary. This model is an Officer. The Officer is the unit commander of its unit. This weapon is an Open Fist. A warbeast's Open Fist enables it to make certain power attacks. A warbeast with an Open Fist can make arm lock, headlock, and throw power attacks; a warbeast with two Open Fists can also make double-hand throw power attacks.s This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles. This model gains +2 to charge attack rolls with this weapon. Battle engines must be placed before normal deployment. If both player have models to predeploy, they predeploy their models in standard deployment order. This weapon has a 2" melee range. Friendly Faction models with the Repair ability can attempt to repair damaged battle engines. To attempt repairs, the model with Repair must be in B2B contact with the damaged battle engine and make a skill check. If successful, remove d6 damage points from the battle engine. This weapon is a shield that gives the model a cumulative +2 ARM bonus. A model with the Special Issue rule can be inclued in the Theme Forces of th warlock specified on on its card. this applies to all versions of a particlar warlock and any versions of the warlock's Theme Forces. The model can also be bonded to the warlock specified on its card. This only gives th warbeast the potential to bond to the warlock using standard bonding rules despite the fact that character warbeasts cannot normally be bonded. It does not automatically add a warbeast bond. At the end of this model's activation, if it destroyed one or more enemy models with melee attacks this activation it can make a full advance. This model is a standard bearer. This model cannot be kncoked down. Ranged and magic attacks declared against this model when the point of orgin of the attack is greater than 5" away automatically miss. This model is a terrifying enitity. Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee. 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 ignores forests when determining LOS. While in a forest, this model gains +2 DEF against melee attack rolls and can advance through obstructions and other models if it has enough movement to move completely past them. This model is not a living model and never flees. Granted: Fearless A warlock that is part of a warlock unit always has the Granted: Fearless ability. While the warlock is in play, the models in its unit gain Fearless. Battlegroup The other models in a warlock's unit are part of its battlegroup. Atachments Warlock units cannot have unit and weapon attachments like other units, but they can have warlock attachments like standard warlocks. If a warlock unit has a warlock attachment, the atachment remains a solo and does not become part of the warlock unit. When attacking with this weapon, add an additional die to its damage rolls. 1 6 - - NO NO 2 SELF - - NO NO 3 SELF CTRL - NO NO 2 SELF * - NO NO 3 SELF CTRL - NO NO 2 6 - - NO NO 2 6 - - YES NO 3 10 - 10 NO YES 3 8 - 12 NO YES 3 8 - - YES YES 3 8 - - YES YES 4 8 4 10 NO YES 2 SELF CTRL - NO NO 2 10 - - yes yes 2 SELF - - NO NO 3 10 3 13 NO YES 1 SELF - - NO NO 3 10 - 13 NO YES 2 SELF - - NO NO 3 SELF CTRL - YES NO 2 6 - - YES NO 3 10 - 13 NO YES 3 SELF 5 13 NO NO 3 SELF CTRL - YES NO 4 8 * 12 NO YES 1 10 - - NO YES 2 6 - - YES NO 2 SELF - - NO NO 3 8 3 10 NO YES 2 6 - - NO NO 3 6 - - YES NO 3 6 - - YES NO 2 10 - 12 NO YES 2 6 - - YES NO 2 SELF - - NO NO 2 CTRL 3 - NO NO 2 6 - - NO NO 3 SELF CTRL - NO NO 2 CTRL 4 - YES NO 4 6 - - YES NO 2 6 - - YES NO 3 8 4 13 NO YES 2 CTRL Wall - YES NO 2 6 - - NO NO 2 SELF CTRL - NO NO 3 SELF CTRL - YES NO 2 SELF - - NO NO 2 SELF - - NO NO 2 SELF CTRL - YES NO 1 SELF CTRL - NO NO 3 CTRL - - NO NO 2 10 - 12 NO YES 2 SELF - - NO NO 2 6 - - YES NO 2 6 - - Yes NO 3 SELF CTRL - NO NO 2 10 - 11 NO YES 2 10 - 12 NO YES 3 SELF CTRL - YES NO 2 8 - - no * 4 10 - 13 NO YES 1 6 - - NO NO 2 SELF - - NO NO 2 CTRL - - NO NO 1 6 - - NO NO 2 SELF CTRL - YES NO 3 6 - - YES NO 2 SELF - - NO NO 2 CTRL 5 - NO NO 2 SELF - - NO NO 2 6 - - NO NO