While in this model's command range, enemy models pay double the focus or fury point cost to cast or upkeep spells. This model can remove friendly Risen in its command range from play to make an additional attack or to boost and attack or damage roll for each Risen model removed. When this model suffers damage, it can remove friendly non-damaged Risen models in its command range from play to heal 1 damage point for each Risen model removed. This model never flees (p. 85). All warcaster models have this advantage. This model is and Officer (p. 70). The Officer is the unit commander of its unit. * Craft Thrall Rune (* Action) - Choose a Risen Grunt in this unit in formation and replace it with a Thrall Warrior solo. Remove the Risen Grunt model from play. * Disbinding (* Action) - Enemy upkeep spells on this model and/or its unit immediately expire. * Dominate Undead (* Attack) - Dominate Undead is a RNG 10 magic attack. Take control of target enemy non-warcaster, non-warlock undead model hit. You can immediately make a full advance with the undead model followed by a nomral melee attack, then Dominate Undead expires. The undead model cannot be targeted by free strikes during this movement. When a living model is destroyed in this model's command range, this model gains one corpse token. At the end of your next Control Phase, remove all corpse tokens from this model and add one Risen Grunt to this unit for each corpse token removed. Risen Grunts must be place in formation. This unit cannot h ave more than 20 Risen Grunts in play at a time. This model is not a living model and never flees. This model can participate in combined melee attacks with other models in its unit (p. 62). This weapon is a magical weapon (p. 68). This model does not begin the game in play. This model is not a living model and never flees. This model cannot be included in an army that includes one or more models of the listed type. - Grave Summons (* Action) - When this model uses Grave Summons it can spend any number of soul tokens. For each soul token spent put one friendly Thrall Warrior solo into play anywhere completely within 3" of this model. - Hellfire (* Attack) - Hellfire is a RNG 10, POW 14 magic attack. A model/unit hit by Hellfire must pass a command check or flee. Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability. This weapon is a magical weapon (p. 68). Add this model's STR to the POW of this ranged attack. 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). On a critical hit, the model hit is knocked down. When a model is hit by an attack with this weapon, it is knocked down. This weapon has a 2" melee range (p. 50). This weapon is a magical weapon (p. 68). - Battle Maneuvers - Money Shot This weapon is a magical weapon (p. 68). This weapon is a magical weapon (p. 68). This weapon is a magical weapon (p. 68). 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. This weapon is a magical weapon (p. 68). This model is and Officer (p. 70). The Officer is the unit commander of its unit. This model is and Officer (p. 70). The Officer is the unit commander of its unit. This weapon has a 2" melee range (p. 50). 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. 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. 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. When attacking with this weapon, this model can ignore intervening models except those within 1" of the target. This weapon is a magical weapon (p. 68). This weapon has a 2" melee range (p. 50). While within 5" of this model, non-myrmidon warjacks cannot channel spells or be allocated focus. When this model hits another model with an attack, upkeep spells and animi on the model hit expire and it loses the focus points on it. When this model hits a warjack with and attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.) 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. 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. This weapon is a magical weapon (p. 68). This weapon has a 2" melee range (p. 50). When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF. 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 wiht this weapon, add and additional die to its damage rolls. This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks. 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. If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed any distance directly toward this model. After the damaged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action. This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks. 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). 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. This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks. During this model's activation, when it makes and attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits. Each time this weapon is uised to make an attack, choose one of the folowing abilities: - Crater- The AOE is rough terrain and remains in play for one round. - Quake - On a direct hit against an enemy model, all models hit are 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. This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks. When making an attack with this weapon, ignore cover and the +2 DEF bonus for elevation. - Acid Bomb - Black Oil - Rust Choose a table edge and a distance up to 8". Enemy models currently in Gorten's control area are pushed the chosen distance directly towards the chosen table edge in the order you choose. For one round, affected models cannotr give or receive orders and suffer -3 SPD, RAT and DEF. 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. This weapon is a magical weapon (p. 68). This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack. This model can participate in combined melee attacks with other models in its unit (p. 62). This model is and Officer (p. 70). The Officer is the unit commander of its unit. This model can participate in combined melee attacks with other models in its unit (p. 62). This model can make one of the following fell calls anytime during its unit's activation. A friendly Faction model/unit can be affected by only one fell call each turn. - Call of Defiance - When a model in this unit that is in formation makes a Tough roll of 4, 5, or 6, it heals 1 damage point and is knocked down. Call of Defiance lasts for one round. - Call to Action - Knocked down models in th is unit in formation immediately stand up. - Rage Howler - Enemy models/units currently in this model's command range must pass a command check or flee. Warjacks and warbeasts currently in this model's command range suffer -2 to attack rolls for one round. This model is and Officer (p. 70). The Officer is the unit commander of its unit. After an enemy model casts a spell within 10" of this model, this model may immediately make a normal ranged attack targeting that model. This weapon is a magical weapon (p. 68). This weapon is a magical weapon (p. 68). Gain an additional die on attack and damage rolls with this weapon against models with an enemy upkeep spell on them. 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. 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. This model is and Officer (p. 70). The Officer is the unit commander of its unit. When attacking with this weapon, this model can ignore intervening models except those within 1" of the target. This weapon has a 2" melee range (p. 50). This weapon is a magical weapon (p. 68). This model is and Officer (p. 70). The Officer is the unit commander of its unit. - Ayisla's Veil (* Action) - Kiss of Lyliss (* Attack) - Lurynsar's Touch (* Action) - Money Shot - Payday - Walk It Off This weapon causes fire damage (p. 68). 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 a model is hit by an attack with this weapon, it is knocked down. 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 a model is hit by an attack with this weapon, it is knocked down. This weapon has a 2" melee range (p. 50). This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks. 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. When attacking with this weapon, this model can ignore intervening models except those within 1" of the target. This weapon has a 2" melee range (p. 50). This weaspon has an integral buckler that gives the model a cumulative +1 ARM bonus; for example, a model with two of them gains a bonus of +2 arm. A model does not gain this bonus while the weapon system with the buckler is crippled or being held in a weapon lock or when resolving damage that originates in its back arc. This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks. This weapon has a 2" melee range (p. 50). This weapon has a 2" melee range (p. 50). - 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. This model is and Officer (p. 70). The Officer is the unit commander of its unit. This model cannot be included in an army that includes one or more models of the listed type. - Bone Shaker (* Attack) - Bone Shaker is a RNG 8, POW 12 magic attack. When this spell boxes a living or undead non-warcaster, non-warlock enemy warrior model, you can immediately take control of the model and make a full advance with the enemy model followed by a normal melee attack, then the boxed model is removed from play. The boxed model cannot be targeted by free strikes during this movement. - Death Field (* Action) - This model gains Dark Shroud. While within 3" of this model, frienldy models also gain Dark Shroud. Death Field lasts for one turn. (While in the melee range of a model with Dark Shroud, enemy models suffer -2 ARM.) When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal living model within 3" of this model directly hit instead. That model is automatically hit and sufers all damage and effects. This weapon is a magical weapon (p. 68). This model can attempt to Drive each warjack under its control in its command range. To Drive a warjack, thjis model must make a command check at any time during its activation. If it passes, the warjack can make one ranged attack this activation before its normal movement. After its normal movement, the warjack can only make melee attacks that activation. If it fails, the warjack does not benefit from 'Jack Marshal this turn. This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid. While this model is B2B with a friendly warcaster, this model can use one of the following special abilities: - Lucky Charm (* Action) - During his activation this turn, the warcaster can gain an additional die on an attack or damage roll. Discard the lowest die. - Reload (* Action) - During his activation this turn, the warcaster can make one additional ranged attack ignoring ROF. - Spyglass (* Action) - Measure the distance betwen two models within the warcaster's LOS. When attacking with this weapon, this model can ignore intervening models except those within 1" of the target. This weaspon has an integral buckler that gives the model a cumulative +1 ARM bonus; for example, a model with two of them gains a bonus of +2 arm. A model does not gain this bonus while the weapon system with the buckler is crippled or being held in a weapon lock or when resolving damage that originates in its back arc. When a model is hit by an attack with this weapon, it is knocked down. During this model's activation, when it makes and attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits. 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. While in Damiano's control area, this model gains 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 normal ranged attack. Attacks gained from Quick Work do not count against a weapon's ROF.) This weapon has a 2" melee range (p. 50). 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. This weapon is a magical weapon (p. 68). This weapon has a 2" melee range (p. 50). 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. This weapon has a 2" melee range (p. 50). RNG 3. Target this model's warcaster. If the warcaster is in range, it gains an additional die on magic attack and magic damage rolls for the next spell it casts. Discard the lowest die in each roll. Arcane Secrets lasts for one turn. This weapon is a magical weapon (p. 68). This weapon has a 2" melee range (p. 50). - Flame Blast (* Attack) - Flame Blast is a RNG 10, AOE 3, POW 13 magic attack that causes fire damage. On a critical hit, models hit suffer the Fire continuous effect. - Smoke Bombs (* Action) - Place a 3" AOE cloud effect in play. It's center point must be within 1" of this model. This AOE remains in play for one round. - Vortex of Flames (* Action) - This model gains Righteous Flames for one round. (An enemy model that ends its activation within 2" of a model with Righteous Flames suffers thge Fire continuous effect.) This weapon has a 2" melee range (p. 50). This model gains +2 to charge attack rolls with this weapon. 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). The Commodore Cannon & Crew can be included only in armies that include Captain Phinneus Shae. This model never flees (p. 85). All warcaster models have this advantage. - Canister Shot - Cannonball - Incendiary Shot A model hit by this attack suffers the Fire continuous effect (p. 69). This weapon causes fire damage (p. 68). 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. This weaspon has an integral buckler that gives the model a cumulative +1 ARM bonus; for example, a model with two of them gains a bonus of +2 arm. A model does not gain this bonus while the weapon system with the buckler is crippled or being held in a weapon lock or when resolving damage that originates in its back arc. On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round. On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal. The model is a terrifying entity (p. 84). Models and units - friendly and enemy - within 3" of this model must pass a command check or flee. This model can advance through other model if it has enough movement to move completely past their bases. This model cannot be targeted by free strikes. This model ignores intervening models when declaring its charge attack. Place this model after normal deployment, up to 6" beyond the established deployment zone. While B2B with this model, friendly warcastes and solos gain +1 CMD. You can choose not to deploy this model at the start of the game. If it is not deployed normally, you can put it into play at the end of any of your Control phases after your first turn. When you do, choose any table edge except the back of your opponent's deployment zone. Place this model within 3" of the chosen table edge. This model ignores the effects of deep and shallow water and can move through them witrhout penalty.- While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS. When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. This model cannot be included in an army that includes one or more models of the listed type. This model is a channeler (p. 79). Ifg its warcaster is in this model's command range during your Contreol Phase, the warcaster can upkeep one spell without spending focus. This model can immediately negate any spell that targets it or a model within 3" of it by spending 1 soul token before the RNG of the spell is measured. The negated spell does not take effect, but its COST remains spent. When attacking with this weapon, this model can ignore intervening models except those within 1" of the target. 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. Choose a friendly Faction model. While in this model's command range, the chosen model gains +2 to AOE ranged attack rolls. When the chosen model's AOE ranged attacks deviate, you can reroll the direction and/or distance of the deviation. Each roll can be rerolled only once as a result of Artillerist. Artillerist lasts for one turn. 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 other at the start of this model's activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in mele penalty. If the target is not in melee range after moving, this model can make the Assault ranged attack before it's activation ends. Affected models must charge or run. As part of a 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 this model's activation.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 mele penalty. If the target is not in melee range after moving, the affected model can make the Assault ranged attack before it's activation ends. Before start of the game, attach this model to a friendly warcaster for the rest of the game. Each warcaster can have only one model attached to it. This model gains an additional die on its back strike damage rolls. Make two attack with this weapon. Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action. 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". When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF. This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack. This model gains +2 to charge attack damage rolls with this weapon. This weaspon has an integral buckler that gives the model a cumulative +1 ARM bonus; for example, a model with two of them gains a bonus of +2 arm. A model does not gain this bonus while the weapon system with the buckler is crippled or being held in a weapon lock or when resolving damage that originates in its back arc. During this unit's activation, affected models make their combat actions before their normal movement. Affected models must make a full advance as their normal movement this activation. This model gains an additional +2 DEF when benefiting from concealment or cover. If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push or throw power attack against that target. This attack ignores the Buckler and Shield weapon qualities and Shield Wall. Please refer to pages 20 to 23 of Colossals for full rules for colossals. When this model misses and attack roll for a combined ranged attack, it can reroll that attack roll. Each attack roll can be rerolled only once as a result of Combined Arms. This model can participate in combined melee attacks with other models in its unit (p. 62). This model can participate in combined ranged attacks with other models in its unit (p. 62). A friendly Faction model or unit in this model's command range can replace its current CMD with current CMD of the commander when making command checks (p. 84). Models with the Commander advantage should not be confused with units commanders that lead individual units (p. 71). All warcaster models have this advantage. This model is not a living model, never flees, and automatically passes command checks. All warjack models have this advantage. A model hit by this attack suffers the Corrosion continuous effect (p. 69). A model hit by this attack suffers the Fire continuous effect (p. 69). On a critical hit, the model hit by this attack suffers the Corrosion continuous effect(p. 69). 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. On a critical hit, instead of suffering a normal damage roll, each model in the AOE is thrown d6" directly away from the attacker regardlessof its base size. Move models furthest from the attacker first. The model directly hit by the attack sufers a POW 15 damage roll. Other model shit by the attack suffer a POW 8 damage roll. The POW of collateral damage is equal to the POW of the damage roll suffered by the thrown model. On a critical hit, the model hit by this attack suffers the Fire continuous effect (p.69). On a critical hit, the model hit is knocked down. On a critical hit, after the attack is resolved this model can make one additional attack against the model hit. 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. On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round. 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. This weapon causes cold damage (p.68). This weapon causes corrosion damage (p. 68). This weapon causes electrical damage (p. 68). This weapon causes fire damage (p. 68). While this model is B2B with one or more models in its unit, it gains +2 ARM. Once per turn, when an enemy model advances into and ends its movement in this model's melee range, this model can immediately make one normal melee attack against it. This model can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement. If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed any distance directly toward this model. After the damaged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action. 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 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 it fails, the warjack does not benefit from 'Jack Marshal this turn. When this model forfeits its movment to gain the aiming bonus it can also make one additional ranged attack this activation. When a warjack or warbeast is hit by this weapon it is knocked down. RNG 5. Target enemy warcaster or warlock. If the enemy warcazster or warlock is in range, firendly models/units in this model's command range can immediately make a full advance and a normal attack. This model ignores cloud effects (p. 69) and forests (p. 87) when determining line of sight. This model ignores concealment (p. 57) and Stealth when making attacks. This model never flees (p. 85). All warcaster models have this advantage. This model cannot be targeted by ranged or magic attacks while knocked down. This model can use Flak Field once per turn at any time during its activation but cannot interrupt its normal movement to do so. When this model uses Flak Field, models B2B with it suffer an unboostable POW 12 blast damage roll and other models within 2" of it suffer an unboostable POW 6 blast damage roll. When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continous effect. 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. 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. 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. When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls. This model gains +1 ARM for each sould token currently on it. This model can make power attack slams without spending focus or being forced. Models slammed bu this model are moved an additional 2". When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage. While knocked down, this model is not automatically hit by melee attacks and its DEF is not reduced. While this model is within 3" of its warcaster and is not knocked down or stationary, its warcaster cannot be targeted by free strikes and gains +2 DEF against melee attack rolls, and models attacking the warcaster do not gain back strike bonuses. 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 can add this weapon's POW to its head-butt and slam powe attack damage rolls. 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. This model is not a warrior model. It does not activate but can advance up to 1" for each Crewman B2B with it at the beginning of its unit's activation. If this model is moved during its unit's activation, Crewmen in the unit cannot make a Fire! special attack that activation. This model is automatically hit by melee attacks. This model cannot be knocked down or made stationary. This model ignores forests, concealment, and cover when determining LOS or making a ranged attack. 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. This model does not suffer cold damage (p. 68). This model does not suffer corrosion damage and is immune to the Corrosion continuous effect (p. 68). This model does not suffer electrical damage (p. 68). This model does not suffer fire damage and is immune to the Fire continuous effect (p. 68). 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. Other models, including slammed, pushed, or thrown models, can move through this model without effect if they have enough movement to move completely past it. This model does not count as an intervening model. This model suffers damage and effects only from magical weapons, magic attacks, animi, spells, and feats and is immune to continous effects. This model cannot be move by a slam. When this model makes a melee or ranged attack, before the attack roll is made it loses Incorporeal for one round. Friendly X models/units in this model's command range never flee and immediately rally. You gain +1 to the starting roll determining the order of deployment and play. If one or more enemy models are in this model's command range during your Maintenance Phase, one friendly warrior model in this model's command range can advance up to 3". 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 is not a warcaster but has the following warcaste special rules: Battlegroup Commander, Control Area, Focus Manipulation, Power Field, and Spellcaster. When a model is hit by an attack with this weapon, it is knocked down. This model and friendly warrior models B2B with it cannot be knocked down. 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. This model must be B2B with a friendly living Faction Warrior model to make an attacks with this weapon. Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability. This weapon is a magical weapon (p. 68). Friendly living Faction warrior models with small or medium bases can ignore friendly Faction warrior models in this model's command range when determining LOS and can advance through friendly Faction warrior models in this model's command range if they have enough movement to move completely past them. This model can attempt to repair friendly non-Faction warjacks and battle engines. This model will work for Cryx. This model will work for Cygnar. This model will work for the Four Star Contract. This model will work for Khador. This model will work for Protectorate. This model will work for Retribution. This model will work for the Talion charter contract. If you can have two or more warlocks in your army, this model and warjacks in its battlegroup can take the place of a Skorne warlock. This model counts toward the maximum number of warlocks allowed in an army and counts as a warlock for FA. This model will work for the Blindwater Congregation pact. This model will work for the Thornfall Alliance pact. This model will work for Circle. This model will work for Skorne. This model will work for Trollbloods. 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. This model is and Officer (p. 70). The Officer is the unit commander of its unit. An attack with this weapon can be made only once per game. This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks. This model cannot be targeted by free strikes. 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). 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. During its activation, this model can make melee attacks with its ranged weapon, with a 1/2" melee range. Do not add this model's STR to damage rolls made with ranged attacks. Charge attacks made with ranged weapons are not boosted. Gains an additional die on this weapon's damage rolls against living models. When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack. This model gains +2 to charge attack rolls with this weapon. 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. Gain an additional die on attack and damage rolls with this weapon against models with an enemy upkeep spell on them. 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. While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon. Friendly Faction models can ignore this model when determining LOS. 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. This weapon has a 2" melee range (p. 50). 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. This model can upkeep spells on models in its battlegroup without spending focus. When included in a Retribution army, this model is a Retribution model instead of a Mercenary model. This model can control and reactivate only friendly Mercenary Rhulic warjacks. This model can have only Mercenary Rhulic warjacks in its battlegroup and can reactivate only frienldy Mercenary Rhulic warjacks. This model can be included only in a battlegroup controlled by a Mercenary Rhulic warcaster or assigned to a Mercenary Rhulic 'jack marshal. This model can be reactivated only by a friendly Mercenary Rhulic warcaster or a friendly Mercenary Rhulic 'jack marshal. When this model is missed by an enemy melee attack, immediately after the attack is resolved it can make one normal melee attack against the attacking model. This model cannot be targeted by enemy spells. 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 nemey model cannot be targeted by free strikes duringt his movement. A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model. This weapon is a shield that gives the model a cumulative +2 ARM bonus; for example, a model with two of them gains a bonus of +4 ARM. A model does not gain this bonus while the weapon system with the shield is crippled or being held in a weapon lock or when resolving damage that originates in its back arc. 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, this model can become the target of the attack and be automatically hit instead. This model cannot use Shield Guard if it is incorporeal, knocked down, or stationary. For one round, each affected model gains a +4 ARM bonus while B2B with another affected model in its unit. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall. A model directly hit by this weapon cannot cast spells for one round. When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a combined ranged attack loses Sniper until the attack is resolved. This model gains one soul token when a living enemy model is destroyed in it's command range. This model can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost. While its warcaster is in this model's command range, when the warcaster casts a spell and is the point of origin for the spell, the spell gains +2 RNG. 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. This model is a standard bearer (p. 70). 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. This model can forfeit its movement to give this weapon +4 RNG this activation and gain the aiming bonus. If this model is directly hit by an enemy ranged attack, choose a friendly living non-incorporeal warrior model within 2" of it to be directly hit instead. That model is automatically hit and suffers all damage and effects. During this model's activation, when it makes and attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits. When this model makes a melee attack during its activation, its fron arc extends to 360 degrees, and it can make one melee attack against each model in its LOS that is in its melee range. While in this model's command range, friendly Steelhead models ignore other friendly Steelhead models when determining LOS. Friendly Steelhead models can advance through other friendløy Steelhead models in this model's command range without effect if they have enough movement to move completely past them. 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. If this model is destroyed or removed from play, you can choose a Grunt in this unit within 1" of this model to take its place. Effects on this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the tabel instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt. This model is a terrifying entity (p. 84). 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. This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range. Add this model's STR to the POW of this ranged attack. 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. Gain an additional damage die against knocked down targets. This model is not a living model and never flees. While engaging an enemy model, this model gains +2 ARM. 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. When attacking wiht this weapon, add and additional die to its damage rolls.