- Essence: begins the game with ESS essences ; can spend essence to: Make additional melee attacks (some rules allow additional ranged attack) ; Boost attack/damage roll (maximum once per roll) ; Shake effect (knocked down/stationary/effect). - Free actions: can run/charge/power attack (head-butt, slam, trample) without spending essence spent. - Tithe: must spend 1 essence at the end of its turn to remain in play (removed otherwise). - Damage webs: boxes are marked on the outermost ring, if it's full continue on the next inner ring ; ring is crippled if all the corresponding boxes are marked in the web. - Crippling rings: Outer ring (must spend essence to run/charge/power ttack) : Middle ring (1 fewer die on attack rolls) ; Center ring (disabled - Battlegroup commander: can allocate essence (maximum 3) to horrors of its battlegroup within control range (2*ESS) and cast spell. - Essence: starts the game with ESS essences ; can sacrifice/leech essence up to ESS during control phase ; can spend essence to: Make additional melee attacks (some rules allow additional ranged attack) ; Boost attack/damage roll (maximum once per roll) ; Shake effect (knocked down/stationary/effect) ; Cast spell(s) ; Heal himself or its horrors within control range by 1 damage per spent essence ; Summon horrors. - Sacrifice: choose a friendly living non-soulless model within control range (not out of formation troopers) and remove it from play to replenish essence up to ESS. - Leeching: gains 1 essence per damage point inflicted to itself (untransferable). - Summoning: can summon 1 horror during its activation each turn, choose a friendly marked soul within comman drange and spend the horror's ESS essence to replace it by the horror ; the summoned horror starts with 1 essence and must forfeit its combat action this turn. - Transfering damage: can immediatly spend 1 essence to transfer damage to its horror within control range (still considered damaged ; receives and can't transfer damage exceeding the horror). - Feat: can use its Feat once per game, at any time unless it runs. - Inscrutable: can't fall under opponent's control. - Destroyed: all its spells expire and its horrors are removed from play. - Terrifying monstrosity: can't be affected by Paralysis; can't gain Advance Deployment/Incorporeal/Stealth; can't be forced to/forfeit its normal movement or combat action except to aim. - Huge Base. - Massive: can't be pushed/knocked down/made stationary/moved by slam/throw. - Movement: can advance only during its Normal Movement (can't be placed). - Ranged attack: can make ranged attacks while in melee. - Power attacks: can make Sweep power attack.