After resolving each ranged attack that hits an enemy model, Caine gains a cumulative +1 to his spe]Jstorm Pistol damage rolls. When a model is boxed by a Spell storm Pistol attack, center a 3" AOE on it and remove it from play. Models in the AOE are hit and suffer an unboostable POW 10 blast damage roll. Overkill expires at the end of Caine's activation. Friendly Arcane Tempest models gain Gunfighter. Caine makes a normal Spellstorm Pistol attack against every enemy model currently in his control area, ignoring intervening models. Caine cannot use Maelstrom while he is in melee. When resolving Maelstrom, Caine has no back arc and his front arc extends to 360°. The next time each enemy model suffers damage while in Siege's control area, halve its base when calculating damage from the damage roll. Breach lasts for one turn. Darius and the Halfjacks in his battlegroup currently in his control area can each completely repair one friendly Faction warjack with which he or it is B2B. Remove all damage from those warjacks At the end of your Control Phase, you can put one HaJfjack into play within 1" of this model if there are fewer than three Halfjacks in play in Datius' battlegroup. After resolving continuous effects during your Maintenance Phase, you can detonate any number of friendly mine markers anywhere on the table. Center a 4" AOE template on each detonated mine and remove the mine marker from the table. Models in the AOE are hit and suffer an unboostable POW 14 blast damage roll. Knocked down friendly models within 2" of this model immediately stand up and can activate normally this tum. Additionally, you can choose one friendly model within 2" of this model and place that model anywhere within 1" of its current location. This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model mllst be B2B with the damaged warjack and make a skill check. If sllccessful, remove d6 damage points from the warjack's damage grid. This model is included in any army that includes Captain E. Dominic Darius and is part of Darius' battlegroup. If Darius is destroyed or removed from play, remove this model from play. Place all three Halfjacks in play at the start of the game. Friendly Faction models beginning their activations in Haley's control area during their activations this tum regardless of a weapon's ROF. During your opponent's next Activation Phase, enemy models/units activating while in Haley's control area forfeit either their movement or their action during their activations, as their controller chooses. Affected models/ units activate at the start of their controller's next Activation Phase in the order you choose. Temporal Shift lasts for one round. One r,on-character warjack in HaJey's battJegroup can begin the game bonded to her. If this warjack begins its activation in Haley's control area, it gains +2" movement that activation. Friendly knocked down Faction warjacks currently in Kraye's control area that were not knocked down this tum immediately stand up. Friendly Faction warjacks currently in his control area can immediately turn to face any direction. Affected warjacks can charge without spending focus. Affected charging models gain +2" movement. Melee attack rolls made by affected warjacks are boosted. Horsepower lasts for one tum. Enemy warjacks and warbeasts currently in Nemo's control area suffer a POW 14 electrical damage roll. Warjacks damaged by Electrical Storm suffer Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.) Friendly Stormsmith Stormcallers have Stormcall [9] and gain +2 to Stormcall damage rolls. Each warjack in Nemo's battlegroup currently in his control area is allocated up to 3 focus points. Target friendly model/ unit gains +3 DEF against ranged and magic attack rolls. Target friendly model/ unit gains an additional die on each model's first ranged attack roU this tum. When target friendly model makes a normal attack with a non-spray ranged weapon, the weapon gains Magical Weapon. If the weapon was AOE -it becomes AOE 3. An affected model cannot participate in a combined ranged attack. Models in the AOE other than the model that was directly hit suffer blast damage but do not suffer any other effects of the attack. Explosivo expires immediately after resolving this model's next ranged attack. Explosivo lasts for one turn. Instead of suffering a normal damage roll, a non-incorporeal model Force Hammer hits is slammed d6" directly away from the spell's point of origin regardless of its base size and suffers a POW 12 damage roU. Collateral damage from this slam is POW 12. Place a 5" AOE anywhere completely in this model's control area. Models completely in the AOE have cover and do not suffer blast damage. When drawing LOS to a model not completely within the AOE, ignore intervening models completely within the AOE. Place a 5" AOE completely in this model's control area. While a model is within the AOE, models in this model's battlegroup ignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it. The AOE is rough terrain and remains in play for one round. Target friendly model's / unit's ranged weapons gain +4 RNG. Place this model anywhere completely within 8" of its current location, then its activation ends. Instead of suffering a normal damage roll, a non-incorporeal model hit by Thunder Strike is slanuned d6" directly away from the spell's paint of origin regardless of its base size and suffers a POW 14 damage roll. Collateral damage from this slam is POW 14. Magical bolts of energy streak toward the target model. Place this model anywhere completely within 8" of its current location. After casting Gate Crasher, it cannot advance this activation. For the rest of this activation, this model's ranged attacks must target models in its melee range. Gate Crasher can be cast only once per activation. Target friendly model / unit cannot be knocked down or made stationary. If target friendly Faction model's next normal ranged attack directly hits, after resolving the attack choose a model within 4" of the model hit. The chosen model suffers an unboostable POW 12 magic damage roll. The point of origin for this damage is the model hit. After resolving this damage roll, Magic Bullet expires. Magic Bullet lasts for one turn. This model ignores concealment, Camouflage, and Stealth. A warjack damaged by this attack becomes stationary for one round. Target warjack in this model's battlegroup gains +2 ARM. The affected model and any friendly model B2B with it cannot be knocked down, pushed, or slammed. Warjacks in this model's battlegroup begimung their activations in its control area can run, charge, or make slam or trample power attacks without spending focus that activation. While in this model's control area, models in its battlegroup gain boosted melee attack rolls. Full Throttle lasts for one turn. Target model in this model's battlegroup immediately makes one normal melee attack. Target friendly model / unit gains +3 ARM. A model hit by Chain Lightning suffers a POW 10 electrical damage roll, and lightning arcs from that model to d6 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 4" of the last model it arced to, ignoring this model. Each model the Iightrung arcs to suffers a POW 10 electrical damage roll. Target enemy warjack immediately advances its current SPD in inc.hes in a direction determined by the deviation temp.late. During this movement, it moves through models with smaller bases if it has enough movement to move completely past their bases. Models it moves through are knocked down. The warjack is knocked down if it contacts an obstacle, an obstruction, or a model with a base equal to or larger than its own. A warjack can be affected by Scramble only once per turn. While in this model's control area, enemy models suffer -2 DEF. Enemy models beginning their activation in this model's control area cannot run or charge. Temporal Barrier lasts for one round . While in this model's control area, friendly models gain +2 DEF and ARM against ranged attacks. Deceleration lasts for one round. Take control of target enemy non-character warjack that has a functional cortex. You can make a full advance with the warjack and can then make one normal attack, then Domination expires. Domination can be cast only once per turn. Place target model completely within 2" of its current location. When Telekinesis targets an enemy model, it is an offensive spell and requires a magiC attack roU. A model can be affected by Telekinesis only once per turn. During its activation this turn, target friendly Faction model gains +2" movement and can make one additional attack regardless of a weapon's ROF. Temporal Acceleration can be cast only once per turn. A model hit by TIme Bomb suffers -2 SPD and DEF for one round. A magical energy blast radiates from a single point to strike all models in the AOE. Friendly Faction models beginning their activations in this model's control area gain Pathfinder. Easy Rider lasts for one turn. Target warjack in this model's battlegroup doubles its base SPD during its normal movement but cannot make ranged attacks. While in this model's control area, models in its battlegroup gain boosted ranged attack rolls for one turn. If target enemy model / unit advances during its activation, immediately after ending this movement one model in this model's battlegroup that is in its control area can make a full advance. While in this model's control area, friendly Faction warrior models gain +2 ARM against ranged and magic attack damage rolls. Deflection lasts for one round. Target friendly warjack gains +2 STR, and its melee weapons gain Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.) If target friendly model is hit by a melee attack, after the attack is resolved the attacker is pushed d3" directly away from the affected model and suffers an unboostable POW 14 electrical damage roll, then Electrify expires. This model spends up to 3 focus points to cast Locomotion. Target warjack in this model's battlegroup immediately advances up to 1" for each focus point spent. A warjack can be targeted by Locomotion only once per turn. Target warjack cannot advance and suffers -4 DEF. A warjack beginning an advance within 3" of the model hit cannot run or charge and can advance only directly toward it. Voltaic Snare lasts for one round. Voltaic Snare can be cast only once per tum. Electrical Blast causes electrical damage. Warjacks damaged by Electrical Blast suffer Disruption. (A warjack suffering Disruption loses its focus paints and cannot be allocated focus or channel spells for one round.) This model spends up to 3 focus points to cast Energizer. Models in its battlegroup that are currently in its control area can immediately advance up to 1" for each focus point spent. Energizer can be cast only once per turn. Target friendly model / unit cannot be targeted by a charge made by a model in its front arc. Target warjack in this model's battlegroup gains +2 STR and its melee weapons gain Electro Leap. (When a model is hit by a weapon with Electro Leap, you can choose to have lightning arc the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll.) This model does not suffer blast or collateral damage and cannot be knocked down. When an enemy AOE ranged attack deviates from a point in this model's control area, after the deviation distance is rolled you choose the deviation direction. Target friendly warjack gains +2 ARM and does not suffer the effects of crippled systems. This model gains an additional die to its melee and ranged damage rolls against warjacks. This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal. This model is a channeler (p. 79). 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. Place a 4" AOE anywhere completely within this weapon's RNG. The center point of the AOE must be in this model's front arc. This model makes one ranged attack roll against each model in the AOE, ignoring concealment, elevation, and Stealth. This model cannot gain the aiming bonus on Ground Pounder attack rolls. Models hit suffer a POW 12 ranged attack damage roll. This model is not a warcaster but has the following warcaste special rules: Battlegroup Commander, Control Area, Focus Manipulation, Power Field, and Spellcaster. This weapon is a magical weapon (p. 68). When this model casts a spell and is the point of origin for the spell, the spell gains +5 RNG. This model performs minor repairs to one damaged friendly Faction warjack with which it is B2B. Remove 1 damage point from the warjack. This model is a Construct (pg. ) Replace this model with a mine marker. You can have up to three mine markers in play at a time. On a critical hit, the model hit is knocked down. Tremor affects every model within 2'" of this model and does not require a target. Make one melee attack roll. If the roll equals or exceeds the DEF of an affected model, it is knocked down. This attack roll cannot be reroIled. This model can make a Tremor special attack if it charges. This weapon has Reach (pg ). This model can immediately negate any spell that targets it or a model within 3" of it by spending 1 focus point before the RNG of the spell is measured. The negated spell does not take effect, but its COST remains spent. A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model. When an enemy model in this model's control area spends focus points to cast an offensive spell, this model can cast that spell on your next tum as if it were one of its own spells. This model can upkeep replicated spells. This model has Pathfnder (pg. ). This model carmot be targeted by free strikes. This model cannot be knocked down. Heavy warjacks in this model's battlegroup gain Cavalry model rules. Light warjacks in this model's battlegroup also gain Light Cavalry model rules and can run without spending focus. When a heavy warjack makes an impact attack, that attack has a base POW equal to its STR. The melee range of impact attacks is 0.5". A warjack hit loses its focus points and cannot be allocated focus or channel spells for one round. This weapon causes electrical damage (p. 68). When another model casts a spell in this model's control area, this model gains one power token, up to a maximum of three. During your Control Phase, after this model replenishes its focus but before it allocates focus, replace each power token with 1 focus point. During your Control Phase, after this model replenishes its focus but before it allocates focus, this model can spend focus to increase its control area for one round at 1 focus point for each I" increase. During your Control Phase, this model can allocate up to 5 focus points to one warjack in its battlegroup that is in its control area. This model can allocate focus points during its activation. Once per tum during its activation, you can remove focus points from warjacks in this model'S battlegroup that are in its control area and give those focus points to this model. This model carmot have more focus points than its FOCUS as a result of Focus Matrix. When a warjack is hit by this attack it carmot advance and suffers -4 DEE Warjacks beginning an advance within 3" of a warjack hit cannot run or charge and can advance only directly toward it. Tractor Field lasts for one round. When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack.