When Ace makes a normal Rune Shot Cannon attack while it is in Caine’s control area, choose one of the following Rune Shot abilities: Shadow Fire – The model hit does not block LOS this turn. Thunderbolt – Enemy models hit are pushed d3˝ directly away from the attacking model. On a critical hit, the enemy model is knocked down after being pushed. Trick Shot – If this attack directly hits, choose a model within 4˝ of the model hit. The chosen model suffers an unboostable POW 10 magic damage roll. The point of origin for this damage is the model hit. This model can be included in Caine's theme forces. It can also be bonded to Caine. Once per game during its activation, this model can use Infiltrate. This model gains Stealth . While its controlling warcaster is B2B with this model, that warcaster also gains Stealth. Infiltrate lasts for one round. 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. * 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 does not begin the game in play. 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). While in Nemo's control area, friendly models gain an additional die on electrical damage rolls. Eye of the Storm lasts for one turn. Warjacks: Lancers, Cygnar non-character warjacks with Immunity: Electricity, Thunderhead Units: Field Mechaniks, Cygnar units with Immunity: Electricity Solos: Journeyman Warcaster, Cygnar solos with Immunity: Electricity Battle Engines: Storm Strider After deployment but before the start of the game, you can pJace any number of your Stormwalls' Lightning Pods anywhere within 20" of the rear edge of your deployment zone. Your deployment zone is extended 2" forward. During your first Control Phase of the game, warjacks in Nemo's battlegroup are each allocated 1 focus point. 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. 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. Brutal Damage - Gain an additional die on this weapon's damage rolls. Fire Beacon - This attack becomes AOE 5 and POW for this attack. While a model is within the AOE, it loses Camouflage and Stealth, and other models can ignore cloud efects when determining LOS to it. The AOE lasts for one turn. Snipe - This attack gains +4 RNG. Make a ranged attack with this weapon with AOE 4. Models hit suffer a POW 12 magical damage roll. The AOE is a cloud effect that remains in play for one round. Models entering or ending their activation in the AOE suffer a POW 12 magical damage roll. This model does not suffer damage from Mage Storm. 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. • Brutal Damage -Gain an additional die on this weapon's damage rolls. • Snipe -This attack gains +4 RNG. 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. • Brutal Damage -Gain an additional die on this weapon's damage rolls. • Snipe -This attack gains +4 RNG. When this model destroys one or more models with a melee attack during its combat action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range This model and friendly Privateer models in its command range cannot be knocked down. Warjacks: Cygnar non-character light warjacks Units: Arcane Tempest Units, Rangers Solos: Arcane Tempest Solos You can redeploy one unit/ model after both players have deployed but before the first player's first tum. The redeployed models must be placed on the table in a location they could have been deployed initially. Your deployment is extended 2· forward. Friendly models/ units can begin the game affected by Caine's upkeep spells. These spells and their targets must be declared before either player sets up models. Caine does not pay focus to upkeep these spells during your first turn. Warjacks: Cygnar non-character warjacks with SPD 6 or more Units: Trencher Commandos, Trencher Infantry Solos: Non-character Trencher solos For every two Trencher units, place one wall template anywhere within 20" of the back edge of Caine's deployment zone after terrain has been placed but before either player deploys his army. Walls cannot be placed within 3" of another terrain feature, including another wall template. The walls are linear obstacles that grant cover. Models in this army gain Pathfinder during your first turn of the game. Warjacks controlled by Trencher 'Jack Marshals gain Advance Deployment. 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. Evasive Action (*Action) - RNG 5. Target friendly Faction warjack. If the warjack is in range, it gains Evasive for one round. (A model with Evasive cannot be targeted by free strikes. It can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing.) Power Booster (*Action) - RNG 5. Target friendly Faction warjack. If the target warjack is in range and has no focus points, it gains 1 focus point. If the warjack is Disrupted, it is no longer Disrupted. Advancing enemy models that end their movement in Montador's control area are knocked down. While in Montador's control area, enemy models suffer -3 on attack rolls. Typhoon lasts for one round. This model gains a cumulative +1 STR and ARM for each living enemy model it destroys with a melee attack during its activation. This bonus lasts for one round. When this model makes an attack with this weapon, before the attack roll it can spend 1 focus point to give the attack a 3" AOE. While in Damioano's control area, friendly Faction models gain +3 STR and ARM and can only move or be moved during your turn. During this model's activation, you can mark one or more coin boxes on its card. For each coin box you mark, you can use Paymaster once. When you do, choose one of the following incentives. Incentives are RNG CMD and can target only friendly Steelhead units. A Steelhead unit can be affected by an incentive only once per turn. When all five of its coin boxes have been marked, this model loses Paymaster for the rest of the game. - Battle Maneuvers - Affected models gain Reform this turn. (After all models in a unit with Reform have completed their actions, each can advance up to 3".) - Money Shot - Affected models gain +2 to ranged attack and damage rolls for one turn. 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. Warjacks: Cygnar non-character warjacks, Thunderhead Units: Field Mechaniks, Sword Knights Solos: Journeyman Warcaster, Squire, Captain Arlan Strangewayes Models in Darius' battlegroup gain Pathfinder during your first turn of the game. Your deployment is extended 2" forward. Warjacks: Cygnar non-character warjacks Units: Field Mechaniks, Rangers, Stormblades, Stormsmith units Solos: Squire, Stormblade solos, Stormsmith solos Warjacks: Cygnar non-character warjacks Units: Field Mechaniks, Rangers, Cygnar Light Cavalry units, Black 13th Gun Mage Strike Force Solos: Gun Mage Captain Adept, Cygnar Light Cavalry solos, Ranger solos You gain +1 on your starting roll for the game. For each Ranger unit, place one wall template or 4" AOE forest anywhere completely within 20" of the back edge of Kraye's deployment zone after terrain has been placed but before either player deploys his army. Wall templates and forests cannot be placed within 3" of another terrain feature. Wall templates are linear obstacles that grant cover. 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. Warjacks: Cygnar non-character warjacks with ranged weapons, Lancers Units: Arcane Tempest Gun Mages, Field Mechaniks, Long Gunner Infantry, Rangers Solos: Journeyman Warcaster Models in the army gain Pathfinder during your first turn of the game. You can redeploy models in Sloan's battlegroup after both players have deployed but before the first player's first turn. The redeployed models must be placed on the table in a location they could have been deployed initially. While in Sloan's control area, friendly Faction models gain boosted ranged attack rolls. When a model in Sloan's battlegroup that is in her control area hits an enemy model with a normal ranged attack during its activation, immediately after that attack is resolved a model in Sloan's battlegroup that is in her control area can make one normal ranged attack. A model can make only one Firing Squad attack. Firing Squad lasts for one 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 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 one of those warjacks become the target and automatically be hit by the attack instead. Warjacks: Cygnar non-characters warjacks with ranged weapons, Lancers, Thorn Units: Field Mechaniks, Long Gunner Infantry, Precursor Knights, Sword Knights Solos: Gun Mage Captain Adept, Journeyman Warcaster Models/units in the army gain Pathfinder during your first turn 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. Warjacks: Cygnar non-character warjacks, Thunderhead Units: Field Mechaniks, Storm Knight units Solos: Journeyman Warcaster, Squire, Storm Knight solos, Stormsmith solos You gain +1 on your starting roll for the game. During your first turn of the game, models in Nemo's battlegroup gain +2 SPD. 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.) Warjacks: Cygnar non-character warjacks, Ol' Rowdy Units: Field Mechaniks, Long Gunner Infantry, Trencher Infantry, Stormblade Infantry Solos: Journeyman Warcaster, Stormblade solos Up to one heavy warjack gains Advance Move for each Field Mechanik unit in the army. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.) You gain +1 on your starting roll for the game. Friendly models/units can begin the game affected by Stryker's upkeep spells. These spells and their targets must be declared before either player sets up models. Stryker does not pay focus to upkeep these spells during your first turn. While in Stryker's control area, friendly Faction m'odels gain +5 ARM for one round. Warjacks: Cygnar non-character warjacks Units: Rangers, Stormsmith units, Trencher units Solos: Lieutenant Allison Jakes, Squire, Stormsmith solos, Trencher solos Battle Engines: Storm Strider Trencher models/units in the army gain Pathfinder during the first round of the game Enemy non-warlock, non-warcaster models in Sturgis’ control area are pushed 3˝ directly toward Sturgis in the order you choose. Then enemy models within 3˝ of Sturgis suffer a POW 12 magical damage roll. For each model destroyed by Dead on Arrival, you can allocate 1 focus point to a warjack in Sturgis’ battlegroup in his control area. If this model hits the same target with both its initial melee attacks, after resolving the attacks you can immediately place this model anywhere completely within 3˝ of its current location. Warjacks: Cygnar non-character warjacks, Gallant Units: Sword Knights, Field Mechaniks, Morrowan units Solos: Journeyman Warcaster, Archduke Alain Runewood, Morrowan solos Heavy warjacks in Blaize's battlegropu without ranged weapons 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.) Blaize gains one soul token for each friendly living Faction warrior model destroyed by an enemy attack or collateral damage of an enemy attack in her control area for one round. While in her control area, friendly living Faction warrior models gain +1 ARM for each soul token on Blaize. When Blaize replenishes her focus during your next Control Phase, replace each soul token on her with 1 focus point, then Divine Intervention expires. While this model is in play, models in its unit gain Combined Ranged Attack. This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If it passes, the warjack gains Pathfinder and must use its normal movement and combat action to charge or make a slam power attack during its activation this turn. If it fails, the warjack does not benefit from 'Jack Marshal this turn. This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid. 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. 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. After determining the point of impact, roll deviation for two additional 4" AOEs from that point. A model hit by one of the additional AOEs suffers a POW 7 blast damage roll. This weapon's base stats become AOE - and POW 7 for this attack. When calculating damage from this attack, halve the base ARM stats of models with medium or larger bases. For this attack, this model gains +2 to damage rolls against models with small bases. When this model h its with an attack with this weapon, it can spend 1 focus point to use Back Blast. If it does, center a 3" AOE on the model hit. Models in the AOE suffer a POW 10 blast damage roll. This damage is not considered to have been caused by a melee attack. While in Madhammer's control area, friendly Faction models gain an additional die on blast damage rolls and AOE ranged attack rolls this turn. When this model would suffer blast damage, it gains 1 focus point instead of suffering the damage. It cannot gain focus points beyond its FOCUS as a result of Blast Armor. 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. While in Nemo’s control area, Dynamo can reroll missed attack rolls from weapons with Damage Type: Electricity. Attack rolls can be rerolled only once as a result of this affinity. This model can be included in Nemo's theme forces. It can also be bonded to Nemo. 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 model cannot be included in an army that includes one or more models of the listed type. For one round, enemy models roll one less die when making attack and damage rolls while in Fiona's control area. Choose one friendly Sea Dog unit at the beginning of the game to be Cultists. Cultists are Thamarite models and gain Fearless. During your Control Phase, after replenishing focus, this model gains 1 additional focus point if it is within 1" of one or more friendly Cultists. Wh8en 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. When a friendly Stormsmith Stormcaller makes a Surge or Triangulation Stormcall, this model is considered to be another friendly Stormsmith Stormcaller. Firefly warjacks gain Advance Move. (Before the start of the game but after both players have deployed, a model wiht Advance Move can make a full advance.) Friendly Sea Dogs models/units in this model's command range never flee and immediately rally. While in this model's command range, friendly Sea Dog models gain an additional damage die on Hand Weapon attacks against warrior models. When 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. Warjacks: Cygnar non-character warjacks, Thunderhead Units: Field Mechaniks, Stormguards, Stormsmith units Solos: Journeyman Warcaster, Squire, Stormsmith solos Friendly models/units can begin the game aiffected by Nemo's upkeep spells. These spells and their targets must be declared before either player sets up models. Nemo does not pay focus to upkeep these spells during your first turn. 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. 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 model ignores gas effect. When determining LOS or resolving attacks, this model ignores cloud effects. Each time this model makes a norma lranged attack, choose one of the following abilities: - Acid Bomb - Models in the AOE are hit and suffer a POW 12 corrosion damage roll and teh Corrosion contuous effect. - Black Oil - This attack causes no damage. Instead, models in the AOE are hit and suffer Blind for one round. (A blind model cannot make ranged or magic attacks, suffer -4 MAT and DEF, cannot run or charge, and must forfeit either its movement or action during its next activation.) - Rust - This attack causes no damage. Instead warjacks in the AOE are hit and suffer -2 ARM for one turn. Place a 3" AOE clod effect in play. Its center point must be within 1" of this model. This AOE remains in play for one round. 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. 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. 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. Each time this model makes a normal ranged attack, choose one of the following abilities: Brutal Damage - Gain an additional die on this weapon's damage rolls. Phantom Seeker - This model ignores LOS when making ranged attacks. This model ignores concealment and cover when resolving ranged attacks. Snipe - This attack gains +4 RNG. 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. After an enemy model casts a spell within 10" of this model, this model may immediately make a normal ranged attack targeting that model. To make a Scattershot special attack, Herne and Jonne must be B2B. Make a normal attack with this weapon. After determining point of impact for that attack, roll deviation for two additional 3" AOEs centered on that point. Models in an AOE are hit and suffer a POW 7 blast damage roll. Enemy models hit are pushed d6" directly away from the attacking model. Models activating within 10" of this model lose Flight for one round. - Ayisla's Veil (* Action) - This model gains Stealth. While Holt is B2B with her, he also gains Stealth, Ayisla's Veil lasts for one round. - Kiss of Lyliss (* Attack) - Kiss of Lyliss is a RNG 10 magic attack. For one round, when a model/unit hit by Kiss of Lyliss suffers a damage roll add +2 to the roll. - Lurynsar's Touch (* Action) - RNG CMD. Target friendly model/unit. If the model /unit is in range, its weapons gain Magical Weapon for one turn. Warjacks: Cygnar non-character warjacks with ranged weapons, Lancers Units: Arcane Tempest Units Solos: Arcane Tempest Solos 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°. You gain +1 on your starting roll for the game. Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance. Warjacks: Cygnar non-character warjacks, Ol' Rowdy, Thunderhead Units: Field Mechaniks, Storm Knight units, Stormsmith Storm Towers Solos: Squire, Storm Knight solos Before the start of the game, after both players have deployed, hiendly Stormblade Infantry models can make a full advance. After all friendly models have completed their activations this turn, friendly Faction models/ units currently in Stryker's control area can advance up to 3" and then can make one normal melee attack. When resolving these attacks, affected models can spend focus points to boost attack and damage rolls at 1 focus point per boost. One non-character warjack in Stryker's battlegroup can begin the game bonded to him. The bonded warjack gains an additional die on its first melee attack roll during its activation each tum. Your deployment is extended 2" forward. Warjacks: Cygnar non-character heavy and colossal warjacks wiht SPD 5 or greater, Ol' Rowdy Units: Cygnar cavalry units Solos: Storm Knight solos, Arcane Tempest solos Battle Engine: Storm Strider Models/units in the army gain Pathfinder during your first turn of the game. When a friendly Faction model makes a mount attack or a charge attack while within Stryker’s control area, the attack automatically hits and gains an additional die on the damage roll. Lightning Charge lasts for one round. When a friendly Faction model/unit fails a command check in this modelæs command range, you can mark one of this model's five coin boxes to cause the model/unit to pass the failed check. This model gains +1 CMD for each of its unmarked coin boxes. During this model's activation, you can mark one or more coin boxes on its card. For each coin box you mark, you can use Paymaster once. When you do, choose one of the following incentives. Incentives are RNG CMD, and can target only friendly Sea Dog units. A Sea Dog unit can be affected by an incentive only once per turn. When all five of its coin boxes have b een marked, this model loses Paymaster for the rest of the game. - Money Shot - Affected models gain +2 to ranged attack and damage rolls for one turn. - Payday - Affected models' melee attack rolls are boosted. When an affected model destroys an enemy model with a normal melee attack, immediately after the attack is resolved the affected model can advance up to 1". Payday lasts for one turn. - Walk It Off - Affecte models gain Tough for one round. While within 5" of this model, friendly Storm Lance models gain +2 to their ranged attack and ranged damage rolls. Warjacks: Cygnar non-character warjacks Units: Field Mechaniks, Rangers, Trencher units Solos: Journeyman Warcaster, Trencher solos For each Trencher Commando or Trencher Infantry unit, place one 3" AOE cloud effect anywhere completely within 20" of the back edge of Siege's deployment zone after both players have finished deploying their armies but before the first player takes his first turn. These cloud effects leave play after the first round of the game. Warjacks: Cygnar non-character warjacks, Triumph Units: Field Mechaniks, Gun Mage units, Long Gunner Infantry Solos: Captain Arlan Strangewayes, Journeyman Warcaster, Lieutenant Allison Jakes, Squire The next time each enemy model suffers damage while in Siege's control area, halve its base ARM when calculating damage from the damage roll. Breach lasts for one turn. The models in this unit currently in this model's control area gain +2 FOCUS for one turn and immediately gain 2 focus points. This unit is made up of Haley Prime, Haley Past, and Haley Future. However, only Haley Prime begins the game in play. At any time during its unit’s activation, this model can spend 2 focus points to add either Haley Past or Haley Future to this unit if that model is not already in play. Place that model within 2˝ of Haley Prime. The placed model enters play with a number of focus points equal to its FOCUS. The placed model cannot activate this turn. When this model replenishes its focus points, this model can receive 2 fewer focus points for Haley Past and/or 2 fewer focus points for Haley Future. If this model does not receive 2 fewer focus points for another model in this unit, remove that model from play. Warjacks: Cygnar non-character warjacks, Thorn Units: Field Mechaniks, Long Gunner Infantry, Trencher Units Solos: Journeyman Warcaster, Trencher solos You can begin the game with Haley Past and/or Haley Future in play. For each model in this unit in play at the start of the game you can redeploy one model/unit after both players have deployed but before the first player’s first turn. The redeployed models must be placed on the table in a location they could have been deployed initially. Units in the army gain Prowl during the first round of the game. (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.) During your first turn of the game, models in Haley’s battlegroup gain +2 SPD. Warjacks: Cygnar non-character warjacks with ranged weapons, Lancers, Thorn Units: Field Mechaniks, Trencher units Solos: Trencher solos You can redeploy one Trencher model/unit after both players have deployed but before the first player's first tum. The redeployed models must be placed on the table in a location they could have been deployed initially. You gain +1 on your starting roll for the game. For each Trencher Commando or Trencher Infantry unit, place one trench template anywhere completely within 20" of the back edge of Haley's deployment zone after terrain has been placed but before either player deploys his army. Trench templates cannot be placed within 3" of a terrain feature but can be placed within 3" of each other. Your deployment is extended 2" forward. Warjacks: Warjacks with Damage type: Electricity or weapons with Electro Leap, Thorn Units: Stormblade units, Arcane Tempest units, Field Mechanic units, Stormsmith Storm Tower Solos: Stormcaller, Arcane Tempest solos, Arlan Strangewayes, Stormblade solos Battle Engines: Storm Strider For each Field Mechanik unit in the army 1 Storm Strider gains Advance Move. Each Warjack in Haley's battegroup is automatically allocated 1 focus point at the start of your first Control Phase. This focus is in addition to any points Haley allocates. 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. If this model attack with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon. Once per game during its activation, this model can use Double Powder Ration. Ranged attacks made by friendly Faction models while in this model's command range gain +2 RNG. Double Powder Ration lasts for one turn. If this model is included in an army, you can include one additional Sea Dog Deck Gun Crew unit over that unit's FA. This model cannot be hit by AOE attacks. If it would be h it by an AOE attack, it is instead knocked down. While this model is knocked down, ranged attacks targeting it automatically miss. Before the start of the game, choose one friendly warcaster, solo, or unit commander to be the Bokur's client. This model cannot be the client of another Bokur or have the same client as another Bokur. If its client leaves play, the Bokur loses all client benefits even if that client is replaced by another model. While within 6" of its client this model gains +2 to attack and damage rolls and never flees. If this model's client has Advance Deployment, this model gain Advance Deployment. This model can make slam power attacks. While B2B with Rowdy, Stryker gains +2 DEF against melee attack rolls and cannot be knocked down. While B2B with Stryker, Rowdy does not move when slammed. When a living enemy warrior model in the mlee range of two or more models in this unit is boxed by a melee attack made by this model, remove the enemy model from play. You can add one Grunt to a friendly Sea Dog Crew unit in this model's command range. The Grunt must be placed in formation and within 3" of this model. When a living enemy warrior model in the melee range of two or more models in this unit is boxed by a melee attack made by this model, remove the enemy model from play. You can add one Grunt to a friendly Sea Dog Crew unit in this model's command range. The Grunt must be placed in formation and within 3" of this model. 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 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. 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. This attachment can be added to a Sea Dog Crew unit. Living enemy models suffer -2 to melee attack rolls while in melee with this model. Once per game during its unit's activation, this model can use No Quarter. Models in this unit gain Fearless, Pathfinder and Terror. A model in this unit that charges gains +2" movement. No Quarter lasts for one round. Place this model after normal deployment, up to 6" beyond the established deployment zone. Make d6 ranged attacks targeting a primary target and any number of secondary targets within 2" of the first target. Ignore intervening models when declaring secondary targets. A secondary target cannot be targeted by more attacks than the primary target. Strafe counts as one attack for ROF. 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. Storm Stiders begin the game with 3 power tokens. This model can make one of the following stormcalls. Warjacks affected by a stormcall suffer Disruption. Single Strike (*Action) -RNG 10. Target model. This model makes a skill check. If it passes and the target model is in range, the target model suffers a POW 10 electrical danlage roll. Surge (*Action) -Choose a friendly Stormsmith Stormcaller. If when this model makes this special action the chosen model is within 20"' of it, this model can target up to two models whose bases are intersected by any line drawn between its base and that of the chosen Stormsmith Stormcaller. This model makes a skill check for each model targeted, If it passes, that model suffers a POW 10 electrical damage roll~. Models can be targeted only once per Surge special action. If the chosen model is not within 20" of this model when it makes this special action, nothing happens. Triangulation (*Action) -Choose two other friendly Stormsmith Stormcallers, If when this model makes this special action it and they are all within 20" of each other, this model can target up to three models whose bases are within the triangular area between all three Stormsmith Stormcallers. This model makes a skill check for each model targeted. If it passes, that model suffers a POW 10 electrical damage roll. Models can be targeted only once per Triangulation special action, If this model and the chosen models are not all within 20" of each other when this model makes this special action, nothing happens. Once per activation, after its normal movement, this model can place one Lighting Pod anywhere completely within 10" of this model if there are fewer than three Lightning Pods this model placed currently in play. At the time a Lightning Pod is placed, enemy models whose bases are intersected by a line drawn between the center of the Lightning Pod and the center of this model suffer a POW 10 damage electrical roll. Warjacks damaged by a Lightning Pod damage roll suffer Disruption. The S boxes of this model's damage grid represent its Lightning Pod system. While its Lighhling Pod system is crippled, this model cannot use Activate Lightning Pod. 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. - 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.) 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. Each time this model makes a normal ranged attack, choose one of the following abilities: Brutal Damage – Gain an additional die on this weapon’s damage rolls. Blessed – When making an attack with this weapon, ignore spell effects that add to a model’s ARM or DEF. Electro Leap – 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 suffers an unboostable POW 10 electrical damage roll. 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. RNG 5. Target friendly Mercenary Rhulic warjack. If the warjack is in range, its attack or damage rolls are boosted this turn. 'Jack marshaled warjacks and the units that control them gain Advance Deployment When an enemy model advances and ends its movement within 6" of target model in this model's battlegroup, the affected model can immediately advance up to 3", then Admonition expires. The affected model cannot be targeted by free strikes during this movement. When a damage roll resulting from a direct hit fails to exceed the ARM of the target enemy model/unit, the affected model hit suffers 1 damage point. Place 1 fury point on each enemy warbeast currently in this model's control area. This spell can only be cast once per turn. Target any model in this model's control area, ignoring LOS. When resolving Airburst, ignore cover, concealment, elevation, and Stealth. Models hit suffer a POW 8 blast damage roll. Models hit suffer a POW 10 damage roll. Models boxed by Annihilation are removed from play. This model gains a soul token for each living non-soulless enemy model removed from play this way. A magical energy blast radiates from a single point to strike all models in the AOE. Magical bolts of energy streak toward the target model. Target friendly Faction model / unit gain Whiplash. (When an enemy model misses a model with Whiplash 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. the model with Whiplash is the point of origin for all these attacks.) Target friendly model / unit gains +3 ARM. A warjack damaged by this attack becomes stationary for one round. Place a 5" AOE anywhere completely in this model's control area. While in the AOE, friendly models gain Pathfinder and can advance through obstructions and other models if they have enough movement to move completely past them. Enemy models treat the AOE as rough terrain. Artifice of Deviation lasts for one round. Target friendly faction warjack can charge or make slam or trample power attacks without spending focus. The warjacks gains +2" movment when it charges or makes a slam or trample power attack. Models slammed by the warjack are moved +2". When target enemy warjack that is part of a battlegroup is damaged, its controller suffers 1 damage point. Enemy upkeep spells on target friendly model / unit expire. Affected models cannot be targeted by enemy spells or animi. While in this model's control area, models in its battlegroup cannot be knocked down and gain +3 ARM but suffer -2 DEF. Batten Down the Hatches lasts for one round. When an enemy model is hit by Battering Ram, it can be pushed 3" directly away from the spell's point of origin. While in this model's control area, models in its battlegroupgain Counter Charge. (When an enemy model advances and ends its movement within 6" of a model with Counter Charge and its LOS, the model with Counter Charge can immediately charge it. If it does, it cannot make another counter charge until after your next turn. A model cannot make a coutner charge while engaged.) Target friendly Faction warrior model/unit gains Fearless and gains an additional die on melee damage rolls for one round. On a hit, you can immediately advance target enemy non-warcaster/non-warlock model up to 3". Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle. Target enemy warrior model/unit suffers -2 DEF. When a friendly Faction model destroys one or more affected models with a melee or ranged attack during its activation, immediately after the attack is resolved it can make one additional melee or ranged attack regardless of ROF. Attacks gained from Black Spot cannot generate additional attacks from Black Spot. Models hit lose Flight for one round. When Bleed destroys a living enemy model, this model heals d3 damage points. Target enemy warrior model/unit cannot make ranged or magic attacks and suffers -2 DEF for one round. Target friendly warrior model/unit gains an additional die on melee damage rolls but suffers -2 DEF. Blood Rain causes corrosion damage. Models hit suffer the Corrosion continuous effect. When a model is hit by Blow the Man Down, it is knocked down. On a critical hit, instead of suffering a normal damage roll a non-incorporeal model is slammed d6" directly away from the spell's point of origin regardless of its base size. Collateral damage from this slam is POW 15. Target friendly model/ unit gains +3 DEF against ranged and magic attack rolls. During its activation, target friendly model can charge without spending focus or being forced and gains +2" movement and Pathfinder when it charges. Boundless Charge lasts for one round. Models hit suffer a POW 12 corrosion damage roll. The AOE is a cloud effect that remains in play for one round. Models entering or ending their activation in the AOE suffer 1 point of corrosion damage. Models in this model's battlegroup currently in its control area can immediately make one normal ranged attack. Attacks gained from Broadside do not count against a weapon's ROF. Broadside can be cast only once per turn. Target frienldy model gains +2 DEF against ranged attack rolls and Dodge. (A model with Dodge can advance up to 2" immdeiately 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.) Friendly models gain +2 to attack and damge rolls against target enemy model/unit. Friendly Faction models gain +2 to melee attack rolls against enemy models in this model's control area. Carnage lasts for one round. Place a 3" AOE cloud effect completely in the model's control area. A model entering or ending its activation in the AOE suffers 1 points of corrosion damage. Caustic Mist lasts for one round. After determining the point of impact for this attack, roll deviation for an additional 3˝ AOE from that point. Models in that AOE are hit and suffer a POW 6 blast damage roll. 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. While in this model's control range, models in its battlegroup gain Future Sight. (A model with Future Sight can boost attack and damage rolls after rolling.) When Convection destroys a living enemy model, allocate 1 focus point to a warjack in this model's battlegroup that is in its control area. While within 5" of target friendly model/unit, enemy models cannot make ranged attacks. Friendly models/units beginning a charge in this model's control area gain +2" movement. Affected models can charge without spending focus points or being forced. Coup de Main lasts for one turn. Target model/unit suffers -2 SPD, STR, DEF, and ARM and cannot run or make special attacks. Target friendly Faction model/unit gains Pathfinder and Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.) Friendly Faction models beginning a charge while in this model's control area this turn gain +2" movement. Target model/unit suffers -2 ARM and cannot make free strikes. A model can advance through an affected model if it has enough movement to move completely past its base. This model immediately makes a full advance. It cannot be targeted b y free strikes during this movement. At the end of this movement, this model can make one melee attack against each model in its LOS that is in its melee range. Cyclone can be cast only once per turn. Heavy warjacks in the army 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.) Warjacks gain +2 SPD during your first turn of the game. While in this model's control area, friendly Faction models gain an additional die on their melee attack rolls this turn. While in this model's control area, friendly Faction warrior models cannot be targeted by free strikes. This model and friendly Faction warrior models activating in its control area gain +1 SPD. Dash lasts for one round. Target friendly model/ unit gains an additional die on each model's first ranged attack roU this tum. When Deadweight destroys an enemy living or undead model, choose an enemy model within 2" of the destroyed model. The chosen model must forfeit either its movement or its action during its next activation, as its controller chooses. Before dealing damage, count the number of models in this AOE. Add the result to each Death Knell damage roll. When a friendly Faction model misses target enemy model / unit with an attack, it can reroll the attack roll. Each attack roll can be rerolled only once as a result of Death Sentence. Target friendly Faction model/unit gains +2 ARM. If an affected warjack is damaged, you choose which column suffers the damage. While in this model's control area, friendly models gain +2 DEF and ARM against ranged attacks. Deceleration lasts for one round. Target friendly Faction model/unit gains +2 DEF and ARM. 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.) A model hit by Dissolution Bolt cannot channel spells for one round. Target enemy warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT 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. When Doom Spiral damages a warjack that is part of a battlegroup, its controller suffers d3 damage points. This model gains +2 STR and ARM. Models cannot reave fury from warbeasts destroyed by this model. When this model destroys an enemy model with fury points on it with an attack, this model gains a number of focus points equal to the fury points on the destroyed model. When a warrior model is boxed by Dust to Dust, center a 3" AOE cloud effect on it, then remove the model from play. The AOE remains in play for one round. Models hit by Earthquake are knocked down. Friendly Faction models beginning their activations in this model's control area gain Pathfinder. Easy Rider lasts for one turn. 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.) 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. Immediately after this attack is resolved, this model can advance up to 2" for each enemy model destroyed by the attack. 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. Warbeasts in this model's battlegroup beginning their activations in its contgrol area gain +2 movement. This model gians +2 ARM while one or more warbeasts in its battlegroup are within 3" of it. When a living enemy warrior model is boxed by Excarnate, remove it from play. You can then add one Grunt to a friendly Faction small-based undead unit in this model's control area. The Grunt must be placed in formation and within 3" of this model. 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. Target friendly warjack gains +2 ARM and does not suffer the effects of crippled systems. While in this model's control area, the ranged weapons of models in its battlegroup gain +2 RNG. Fire Group lasts for one turn. This model immediately makes one nrmal attack with one or its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous. Models gain concealment while in this model's control area. Target a model in this model's battlegroup in its control area. Enemy models currently within 2" o fthe target model are pushed 4" directly away from it in the order you choose. Models damaged by Force Blow are knocked down. 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. 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. 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. Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune. 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. Target model/unit without Immunity: Cold becomes stationary for one round. Frost Hammer causes Cold damage. On a critical hit, a model becomes Stationary for one round unless it has Immunity: Cold. 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 warjack in this model's battlegroup doubles its base SPD during its normal movement but cannot make ranged attacks. Target friendly model/unit gains +3 to melee damage rolls but suffers -1 DEF. When an enemy model is hit by this attack, it can be pushed d6" directly toward Gallows' point of origin. 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 gains Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be targeted by free strikes.) Target friendly Faction model gains +2 DEF and Poltergeist. (When an enemy model misses the model with Poltergeist with and attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from the model with Poltergeist.) When a warjack is hit by Grind, it suffers 1 damage point to its first available Movement system box. Center a 5" AOE on this model. Each other model in the AOE is hit and suffers a POW 13 damage roll. Each enemy model damaged by Ground Zero is pushed d6" directly away from this model in the order you choose. While in this model's control area, models in its battlegroup gain boosted ranged attack rolls for one turn. When an enemy attack destroys or removes from play one or more friendly Faction models within 5" of target warbeast in this model's battlegroup, after the attack is resolved the affected warbeast can charge an enemy model, then Hallowed Avenger expires. Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll. Target friendly model / unit cannot be knocked down or made stationary. This model cannot be targeted by charges. While within 5" of this model enemy models treat open ground as rough terrain. A model/unit hit by Hellfire must pass a command check or flee. If this attack misses, nothing happens. If it hits, before making the damage role, push models within 3" of the model hit 3" directly toward it in the order you choose. Then center a 3" AOE on the model hit. Models hit suffer a POW 12 damage roll. Models boxed by Hellmouth are removed from play. Enemy upkeep spells and animi on the model/unit directly hit by Hex Blast immediately expire. Target model in this model's battlegroup gains boosted ranged attack damage rolls. Target Enemy warrior model/unit without Immunity: Cold suffers -2 DEF and cannot run or make special attacks. Enemy models within 5" of this model are pushed 5" directly toward it in the order you choose. Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll. Take control of target enemy non-warcaster, non-warlock warrior model. The model immediately makes one normal melee attack, then Influence expires. While in this model's control area, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts for one round. Target friendly Faction model / unit gains +2 ARM and Fearless. Target friendly warjack can run, charge, or make slam or trample power attacks without spending focus and gains boosted melee attack rolls. Target friendly warrior model/unit gains +3 DEF but suffers -1 SPD. Target model in this model's battlegroup immediately makes one normal melee attack. Models in this model's battlegroup that are currently in its control area can immediately turn to face any direction. Affected models that are stationary or knocked down are no longer stationary and stand up. Models that were knocked down this turn are not affected by Jump Start. Friendly FAction models beginning a charge in this model's control area gain Pathfinder. Warbeasts in th is model's battlegroup beginning their activations in this model's control area can charge or make slam power attacks against enemy models without being forced. Killing Ground lasts for one turn. Enemy models pay double the focus or fury point cost to cast or upkeep spells while in this model's control area. 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.) Models hit suffer a POW 10 electrical damage roll. The AOE remains in play for one round. Models entering or ending their activations in the AOE suffer a POW 10 electrical damage roll. A model damaged by Lock the Target cannot run, charge, or be placed for one round. 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. While in this model's control area, living enemy models cannot cast spells or use feats. Mage Blight last for one round. 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. 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. Target model/unit suffers -2 SPD and DEF. Frendly Faction models with Construct charging an affected model gain +2" movement. While within 2" of this model, enemy models suffer -2 DEF and ARM. Target enemy model/unit suffers -2 DEF and loses Incorporeal and Stealth and cannot gain those abilities while affected by Marked for Death. Friendly Faction models can target an affected model regardless of LOS. This model gains an additional die on melee attack rolls and cannot be targeted by free strikes. Target friendly Faction model / unit gains Apparition. During your Control Phase, place models with Apparition anywhere completely within 2" of their current locations. If Mirage affects a unit, only model in formation can be placed. Models in this model's battlegroup currently in its control area gain +2 SPD and Pathfinder for one turn. Target warjack suffers 1 point of fire damage to each column on its damage grid. Target enemy model/unit suffers -2 DEF and ARM and cannot be healed. Mortality lasts for one round. While in this model's control area, friendly models gain Knockdown on their melee weapons. Mosh Put lasts for one turn. (When a model is hit with an attack by a weapon with Knockdown, it is knocked down.) While in this model's control range, models in its battlegroup gain Gun-and-Run. (At the end of its activation, if a model with Gun-and-Run destroyed one or more enemy models with ranged attacks this activation it can make a full advance.) Place a 5" AOE cloud effect anywhere completely in this model's control area. Any model that is not part of this model's battlegroup that enters or ends its activation in the AOE suffers an unboostable POW 8 damage roll. An enemy warbeast damaged by Muzzle cannot advance toward this model for one round. Target friendly model/unit ignores intervening models when making attacks. The weapons of affected models gain Magical Weapon. The force of this attack blasts apart the earth itself. Target friendly model/unit gains Stealth. Friendly Faction models beginning a charge in this model's control area gain Pathfinder. When target model in this model's battlegroup destroys one or more enemy models with an attack, immediately after the atack is resolved one model in this model's battlegroup that is in its control area can make a full advance, then Overrun expires. Overrun can be cast only once per turn and lasts for one turn. Target model/unit suffer -3 ARM and this model gains +1 ARM. When an enemy model is damaged by PErdition, immediately after the attack is resolved one warjack in this model's battlegroup that is currently in this model's control area can make a full advance toward the nearest enemy model. A model can advance as a result of PErdition only once per turn. When target friendly model/unit is targeted by a ranged attack, the attack suffers -5 RNG. Target model in this model's battlegroup ignores LOS when making charges, slams and attacks. That model ignores conceleament and cover when resolving attacks. Target friendly model / unit cannot be targeted by a charge made by a model in its front arc. Target friendly Faction warjack gains +2 to melee attack and melee damage rolls. While within 3" of the affected warjack, friendly Faction models gain +2 on melee attack and melee damage rolls. Positive Charge lasts for one turn. Target friendly Faction warjack gains +2 to melee attack and melee damage rolls. While within 3" of the affected warjack, friendly Faction models gain +2 on melee attack and melee damage rolls. Positive Charge lasts for one turn. On a critical hit, models hit lose their initial attacks and cannot make special attacks for one round. Choose a friendly Faction warbeast in this model's control area. Target an enemy model within 8" of the chosen warbeast and make a magice attack against it. The chosen warbeast is the attack's point of origin. If the enemy model is hit, it suffers a damage roll with a POW equal to the warbeast's base STR. When an enemy model casts a spells or use an animus while in this model's control area, the enemy model suffers 1 damage point and this models heals 1 damage point. Continuous effects, animi, and upkeep spells in this model's control area immediately expires. 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. Target friendly model/unit gains +2 SPD and +2 DEF against ranged and magic attack rolls. Take control of target enemy non-character warbeast. You can make one full advance with the warbeast and can then make one normal attack with it, then Rampager expires. While the warbeast is affected by Rampager, it cannot be forced and you cannot use its animus. Rampager can be cast only once per round. Target model in this model's battlegroup gains Berserk for one turn. While affected by Ravager, a model cannot make Chain Attacks. (When a model with Berserk destroys one or more models with a melee attacks during its combat action, immediately after the attacks is resolved it must make one additional melee attack against another model in its melee range.) Place the wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. When a model a enters or ends its activation in the wall area, it suffers 1 damage point. A blade of wind slices through the target model. Target enemy model / Ullit cannot give orders, receive orders, or make special attacks for one round . When target warjack in this model's battlegroup is disabled by an enemy attack anytime except while it is advancing, place it anywhere within 3" of its current location. Remove 1 damage point from each system, then Reconstruct expires. When target friendly Faction model hits an enemy model with an attack during its activation, immediately after its combat action ends the affected can make a full advance. It cannot be targeted by free strikes during this movement. Enemy upkeep spells and animi on the model/unit directly hit by Repudiate immediately expire. An enemy model maintaining an upkeep spell that expired as a result of Repudiate suffers d3 damage points. When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one normal melee or ranged attack, then Return Fire expires. Return Fire lasts for one round. Return one destroyed friendly Faction Grunt to play with one unmarked damage box. It must be placed in this model’s control area in formation and within 3˝ of another model in its unit. The AOE is rough terrain and remains in play for one round. Remove target friendly warrior model from play. Skarre gains d6 additional focus points during your next Control Phase. Ritual Sacrifice can be cast only once per turn. Place a wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover. When an enemy attack disables a living model in the target friendly unit, you can choose a non-disabled living model in the unit to be destroyed. If another model is destroyed as a result of Roth's Mercy, the originally disabled model heals 1 damage point. Models hit by Scourge are knocked down. 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. Target friendly model/unit gains +2 to melee attack damage rolls. Affected models gain Critical Corrosion on their normal melee attacks. When an enemy model advances and ends its movement in the LOS of a target friendly Faction model, the affected model can immediately make one normal ranged attack, then Sentry expires. Models in this model's battlegroup gain Dark Shroud and Stealth while in its control area. Shadowmancer lasts for one round. (While in the melee range of a model with Dark Shroud, enemy models suffers -2 ARM.) When target friendly Faction model/unit directly hits and boxes an enemy model with a ranged or melee attack, center a 3" AOE on the boxed model, then remove that model from play. Models in the AOE are hit and suffer an unboostable POW 8 damage roll. On a direct hit against an enemy model, center a 4" AOE on the model hit. After resolving the damage roll, models in the AOE are hit and suffer 1 point of damage. While in this model's control area and B2B with one or more models in this model's battlegroup, models in this model's battlegroup cannot be knocked down and gain +1 DEF for each other model in the battlegroup with which they are B2B. Target warjack in this model’s battlegroup cannot be knocked down, pushed, placed, or slammed and gains +2 DEF. While this model is B2B with target model, it cannot be knocked down, pushed, placed, or slammed and gains +2 DEF. Target friendly model/unit's melee weapons gain Grievous Wounds. (When a model is hit by a weapon with Grievous Wounds, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.) Target friendly model's / unit's ranged weapons gain +4 RNG. Target friendly Faction model/unit gains concealment and Immunity: Cold. Remove up to 1 fury point from each frienldy living Faction warbeast currently in this model's control area. Soothing Song can only be cast once per turn. Remove a friendly trooper model in this model's control are from play and replace it with target warjack in this model's battlegroup that is in its control area. LOS to that target is not required. The warjack cannot activate this turn after being placed by Soul Gate. When target friendly Faction model/unit destroys a living enemy model with a melee atack, this model gains the destroyed model's soul token regardless of the proximity of other models. When a living non-soulless model is boxed by Soulfire, this model gains 1 focus point and the boxed model is removed from play. Target warjack in this model's battlegroup gains +2 ARM and Ghostly. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be target by free strikes.) While within this model's control area, friendly Faction model/unit' weapons gain Magical Weapon and Blessed. Spellpiercer lasts for one round. (When making an attack with a weapon with Blessed, ignore spell effects that add to a model's ARM or DEF.) While in this model's control area enemy models gaion an additional die on attack rolls. Discard the highest die of each roll. Star-Crossed lasts for one round. Target friendly warrior model gains +2 STR, MAT, and ARM and cannot be targeted by combined ranged attacks or combined melee attacks. A model damaged by Stranglehold forfeits either its movement or its action during its next activation, as its controller chooses. On a critical hit, the model hit suffer Shadow Bind for one round. (A model suffering Shadow Bind suffers -3 DEF, and for one round when it advances it cannot move except to change facing.) When an enemy model advances and ends its movement within 6" of target friendly Faction non-warcaster warrior model and the affected model is not engaged, the affected model can immediately charge the enemy model, then Sudden Death expires. A trooper model that charges as a result of Sudden Death ignores unit formation while resolving the charge. If the trooper model is out of formation after the charge attack is resolved, it is destroyed before Sudden Death expires. Models boxed by Sunburst are removed from play. Blast damage affects only enemy models. An enemy warbesat damaged by Sunder Spirit loses its animus for one round. Target friendly Faction warjack gains +2 SPD, MAT, and DEF and cannot be knocked down. Target friendly Faction model gains +2 DEF and cannot be knocked down. While within 3" of the affected model, friendly Faction models also gain +2 DEF and cannot be knocked down. 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. Target friendly model/unit can advance up to 3" after all models have ended their activations on your 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. Place this model anywhere completely within 8" of its current location, then its activation ends. This model can channel spells through target friendly model as if it were a model in this model's battlegroup with Arc Node. Models hit by Tempest are knocked down and suffer a POW 12 damage roll. 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. 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 within 5˝ of a model in this unit, friendly models gain +2 DEF and enemy models suffer –2 DEF. Temporal Flux lasts for one round. Warjacks in this model's battlegroup that are currently in its control area can charge or make power attacks without spending focus and gain boosted melee attack rolls against living models. When an affected model targets a living model with a charge or slam power attack, it gains +2' movement. Terminal Velocity lasts for one turn. 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. A model hit by TIme Bomb suffers -2 SPD and DEF for one round. If during its normal movement this model advances within 2" of a friendly warjack, at the end of that movement you can place the warjack B2B with it, completely within its back arc. Up to three warjacks can be placed by Tow each time this model ends its normal movement. While in this model's control area, friendly Faction non-warcaster warrior models can spend 1 focus point on this model to boost a melee attack or melee damage roll during their activations. Friendly Faction warrior models/units beginning their activations in this model's control area gain +2" movement and Pathfinder during their activations. True Path lasts for one turn. This model ignores concealment, Camouflage, and Stealth. The AOE is a cloud effect that remains in play for one round. While in this model's control area, this model and warjacks in its battlegroup gain boosted melee attack and melee damage rolls, and their melee weapons gain Magical Weapon. Unearthly Rage lasts for one turn. While in ths model's control area, models in its battlegroup gain Bulldoze. Unstoppable Force lasts for one turn. (When a model with Bulldoze advances into B2B contact with an enemy model during its activation, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per activation. Bulldoze has no effect when this model makes a trample power attack.) Place a 4" AOE cloud effect anywhere completely in this model's control area. This AOE does not block friendly Faction models' LOS. While in the AOE, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them. This model can spend up to 3 focus points to advance up to 2" immediately for each focus point spent. Velocity can be cast only once per turn. Venom causes corrosion damage. Models hit suffer the Corrosion continuous effect. While in the AOE, enemy models cannot channel spells, be allocated focus or be forced. The AOE remains in play as long as its upkeep is paid. 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. Damage rolls against enemy models in this model's melee range are automatically boosted. When a friendly Faction model in this model's control area destroys one or more enemy models with a melee or ranged atack during its activation, immediately after the attack is resolved, one warbeast in this model' battlegroup that is in its control area can advance up to 3". A warbeast can advance only once per turn as a result of Warpath. When an enemy model advances and ends its movement within 6" of this model, choose a warjack in htis model's battlegroup that is in its control area. That warjack can immediately make a full advance and then can make one normal melee or ranged attack targeting the enem model. The attack and damage rolls against that model are boosted. After the attacks is resolved, Watcher expires. Target friendly model/unit gains Camouflage and Pathfinder. (A model with Camouflage gains an additional +2 DEF when benefiting from concealment or cover.) Target friendly living warbeast in this model's battlegroup can run, charge, or make slam or trample power attacks without being forced and gains boosted melee attack rolls. Place a 5" AOE anywhere completely in this model's control area. Cload effects overlapping the AOE expire. Models suffer -3 RAT while within the AOE. The AOE remains in play for one round. This model can immediately make a full advance and gains +2 DEF for one round. Wind Rush can be cast only once per turn. This model cannot make ranged attacks, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of this model, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round. 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. 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. When this model begins its activation within 3" of one or more friendly models of the listed type, it is allocated 1 focus point. 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. When this model directly hits an enemy model with a melee or ranged attack, the d3 nearest enemy models within 5" of the model hit suffer a POW 10 magical damage roll. 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. This model is immune to continuous effects. Varies for model. This model can be forced during its activation to gain +2 STR for one turn but suffers d3 damage points. This model can run or charge without spending focus or being forced. This model ignores gas effects. When determining LOS or resolving attacks, this model ignores cloud effects. 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. If B2B with the Leader, the Grunt can forfeit its action to use Ammo Feeder. This activation, if the Leader makes a Strafe special attack, it makes +3 attacks. 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. RNG 5. Target friendly Faction warjack. If the warjack is in range, it immediately makes one normal melee or ranged attack. A warjack can make an Ancillary Attack special action only once per turn. 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). 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. When making attacks, ignore focus points overboosting the target's Power Field and spell effects adding to its ARM or DEF. If its warcaster is in this model's command range during your Control Phase, the warcaster can upkeep one spell without spending focus. When an enemy model casts a spell or uses an animus while in this model's command range, after the spell is cast the enemy model suffers 1 damage point and this model heals 1 damage point. Models that received this order can participate in a combined ranged attack this activation. The unit commander must be the primary attacker. When resolving this attack, the AOE of the unit commander's ranged weapon is 3". Do not choose an attack type for this attack. A unit can make only one Arcane Inferno attack per activation. When this model hits another model with an attack, upkeep spells and animi on the model hit expire and its loses the focus points on it. When this model hits a warjack with an attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its forucs points and cannot be allocated forcus or channel spells for one round.) If this model forfeits its movement during its activation to gain the aiming bonus, it ignores Stealth that activation. While this model's warcaster is within 5" of it, that warcaster can reroll one failed magic attack roll each turn. While this model's warcaster is within 5" of it, that warcaster's control area is extended by 2". 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. 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 this model's warcaster allocates 1 or more focus points to a warjack in this model's command range, the warjack is allocated 1 additional focus point. When attacking with this weapon, this model can ignore intervening models except those within 1" of the target. When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 to damage rolls against models with small bases. When calculating damage from this attack, halve the base ARM stats of models hit that have medium or larger bases. This attack gains +2 to damage rolls against models with small bases. Precursor Knight and Sword Knight units gain +2 SPD during your first turn of the game. 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. This model has concealment. Living enemy model's suffer -2 to attack rolls while within 2" of this model. 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. 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. 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. This model can make this special action only when B2B with a friend'ly Faction warjack. When this model makes an Assist Repair special action, choose another model in this tutit with the Repair ability also B2B with that warjack. The chosen model gains a cumulative +1 to its Repair skill on its next Repair skill check to repair that warjack this activation. !fit passes the Repair check, remove 1 additional damage point from the warjack for each model that used Assist Repair on the chosen modeL 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 attachment can be added to an X unit. Each time this model makes a normal ranged attack, choose one of the following abilities: Critical Brutal Damage - On a critical hit, gain an additional die on this weapon's damage roll against the model directly hit. Snipe - This attack gains +4 RNG. Thunderbolt - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model is knocked down after being pushed. Make 2d3 ranged attacks targeting a primary target and any number of secondary targets within 2" of the first target. Ignore intervening models when declaring secondary targets. A secondary target cannot be targeted by more attacks than the primary target. Auto Fire counts as one attack for ROF. Make d3 ranged attacks targeting a primary target and any number of secondary targets within 2" of the first target. Ignore intervening models when declaring secondary targets. A secondary target cannot be targeted by more attacks than the primary target. Auto Fire counts as one attack for ROF. When a model hits this model with a free strike attack, immediately after the attack is resolved the attacking model suffers d6 damage points. This model gains an additional die on its back strike damage rolls. Make two attack with this weapon. When this model is destroyed, each living warbeast B2B with it heals d3 damage points. When a model in this unit is damaged by an enemy attack, after the attack is resolved models in this unit gain +2 STR and ARM and Pathfinder for one round. Huge Base. Front arc is divided into two 90 degree arcs of fire. A battle engine never gains the DEF bonus from concealment, cover, or elevation. Cloud effects and forest terrain do not block line of sight to a battle engine. A model targeting a battle engin with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a battle engine in melee, that miss is not rerolled against another model. It misses completely. A battle engine can be targeted by combined ranged attacks while it is in melee. Predeployment. Must be placed before normal deployment. Massive. A battle engine cannot be slammed, pushed, thrown, knocked down, or made stationary. Pathfinder. Servicable. Friendly Faction models with the Repair ability can attempt to repair damaged battle engines. To attempt repairs, the model with Repair must be in base-to-base contact with the damaged battle engine and make a skill check. If successful, remove d6 damage points from the battle engine. During this model's activation, it can use one of the following plans. A friendly Faction model/unit can be affected by only one plan each turn. Overcome - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn. Path to Victory - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Fearless and +2 to charge attack rolls for one round. Reveille - Knocked down friendly Faction models in this model's conmmand range immediately stand up. Models that were knocked down this turn are not affected by Reveille. 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. RNG 3. Target friendly warrior model/unit. If the model/unit is in range, it gains boosted attack rolls against warbeasts for one turn. This model can force friendly Faction warbeasts in its command range as if it were their controlling warlock. 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 this model destroys one or more models with a melee attack during its combat action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range. Once per game during its activation, this model can use Binge Drinking. this model is knocked down. This attack ignores the firing into melee penalty. When this model makes an attack with this weapon, before the attack roll it can spend 1 focus point to give the attack a 3" AOE. When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF. When an enemy warbeast misses this model with a melee attack, immediately after the attack is resolved this model can mak one normal melee attack the warbeast. When it charges living warrior models without being forced. This model performs minor repairs to one damaged friendly Faction warjack with which it is B2B. Remove 1 damage point from the warjack. Models in this unit gain +1 STR and ARM for each model in this unit htat has been destroyed or removed from play. The bonuses for a model are lost if it returns to play. Refer to page 90. 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. Once per activation, after making a full advance but before performing an action, this model can spend one focus point to be placed completely within 5" of its current location. Any effects that prevent charging also prevent this model from using Bounding Leap. While in this model's command range, friendlyu Exemplar models cannot be knocked down or made stationary. 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. This model can make slam power attacks. A slammed model suffers a damage roll with POW equal to the current POW of this model's mount. The POW of collateral from a slam is equal to the current POW of the Mount. If this model makes a successful slam but moved less than 3", it makes an attack roll agtainst its target. If the target is hit, it suffers a damage roll with POW equal to the current POW of this model's Mount but is not slammed. After resolving a slam power attack, this model can make one normal melee attack. Affected models can make slam power attacks and must run, charge, or make a slam power attack this activation. A slammed model suffers a damage roll with POW of this model's Mount. The POW of collateral damage from a slam is equal to the current POW of the Mount. If an affected model makes a successful slam but moved less than 3", it makes an attack roll against its target. If the target is hit, it suffers a damage roll with POW equal to the current POW of this model's Mount but is not slammed. After a model in this unit resolves a slam power attack, that model can make one normal melee attack. When this model advances into B2B contact with an enemy model, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per activation. Bulldoze has no effect when this model makes a trample power attack. 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. Each model in the unit that received this order must make a full advance as its normal movement, perform the Dig in special action, then can perform a combat action as its action. This model gains one sould token for each friendly Faction warrior model destroyed within 5" by a continuous effect, an enemy attack, or collateral damage of an enemy attack. This model can have up to three soul tokens at a time. During your Control Phase, you can remove all soul tokens from this model to allocate it focus points, 1 for each token removed. 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. If this model hits the same model with both its initial attacks with this weapon, LARGE BASE 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 this 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. Each time this model hits an enemy model with a melee or ranged attack during its activation, it gains a cumulative +1 to each of its subsequent damage rolls against that model that activation. This attack ignores the Buckler and Shield weapon qualities and Shield Wall. Place Major Katherine Laddermore and Storm Lance units after normal deployment. These models are placed at the same time as your models with Advance Deployment (if any). These models must be placed within your normal deployment zone. When a friendly warbeast frenzies in this model's control area, the warbeast can forfeit its activation. This model's front arc extends to 360 degrees. When this model destroys one or more enemy models with a melee attack during its activation, immediately 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. This model counts as a living model for the purposes of generating soul tokens. This model cannot make an initial attack with this weapon during an activation it charged at least 3". RNG CMD. Target friendly Faction model. If the model is in range, friendly models do not suffer ranged blast damage from its attacks this turn. - 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 colossal A colossalantuan 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 colossal with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a colossal in melee, that miss is not rerolled against another model. It misses completely. - Predeployment colossal must be placed before normal deployment. If both players have models to predeploy, they predeploy their models in standard deployment order. - Massive A colossal cannot be slammed, pushed, thrown, knocked down, or made stationary. - colossal movement A colossal can only advance during its normal movement and cannot be placed. - Pathfinder All colossals have Pathfinder - Controlling a colossal Colossals must be assigned to a battlegroup, and your opponent can never take control of your colossal by any means. - Great Machine A colossal can never gain Advance Deployment, Incorporeal, or Stealth. - Ranged attacks while in melee A colossal can make ranged attacks while in melee. A colossal never suffers the firing in melee penalty when targeting a model it is in melee with. A colossal cannot gain the aiming bonus when engaged. - Colossal melee range Colossal melee weapons and gargantuan melee attacks have a 2" melee range unless otherwise noted. This includes all power attacks made by a colossal. - Colossal power attacks A colossal can make all the power attacks available to a warjack along with two additional attacks available only to colossals: 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 colossal. 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. Damaging a colossal Colossals have two damage grids-right and left- but otherwise suffer damage like a smaller warjack. When a colossal is damaged, the damage grid to be marked is determined by the origin of the damage suffered. During a combat action it did not make a charge attack, this model can make one melee attack with its Mount. 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). Make a melee attack. On a hit, instead of making a normal damage roll the target model is slammed d6" directly away from this model and suffers a damage roll with POW equal to the STR of this model plus twice the POW of this weapon. The POW of collateral damage is equal to this model's STR. 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. Models within 2" of this model suffer a POW 12 fire damage roll and the Fire continuous effect. This model can make additional melee attacks after making this special attack. 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. RNG 5. Target friendly Faction warjack. If the warack is in range, spend up to three soul tokens to allocate it 1 focus point for each soul token spent. This model is included in any army that includes Rorsh. If Rorsh is Destroyed or removed from play, remove this model is part of Rorsh's battlegroupl. This model is included in any army that includes the listed warcaster. If the listed warcaster is destroyed or removed from play, remove this model from play. This model is part of the listed warcaster's battlegroup. When a friendly Stormsmith Stormcaller makes a Surge or Triangulation Stormcall, this model is considered to be another friendly Stormsmith Stormcaller. This model gains a cumulative +1 on magic attack rolls for each other model in this unit that is within 1" of it. This model is a Construct (pg. ) 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). RNG CMD. Target living enemy non-character trooper model. If the model is in range, it must pass a command check or it becomes a friendly Faction solo under your control for the rest of the game. The converted model cannot activate this turn. When a warjack is hit by this weapon, it suffers 1 damage point to its first available Cortex system box. Models who received this order must forfeit their actions. After this units normal movement, place a 3" AOE cloud effect in play with its center point within 1" of the Leader. If the Grunt is B2B with the Leader, place a 5" AOE instead. This AOE remains in play for one round. When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. If it does, it cannot make another counter charge until after your next turn. This model cannot make a counter charge while engaged. Place a 3" AOE anywhere completely within this weapon's RNG. The center point of the AOE must be in this model's LOS, ignoring intervening models. A model entering or ending its activation in the AOE suffers a damage roll with POW equal to the POW of this weapon. The AOE remains in play for one round or until this model is destroyed or removed from play. On a critical hit, gain an additional die on this weapon's damage roll against the model directly hit. On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged. On a critical hit, if the attack hit a small-based non-warlock/warcaster model the model hit is removed from play. 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 on a warjack, it suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.) On a critical hit, the model hit by this attack suffers the Fire continuous effect (p.69). On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold. On a critical hit, the model hit byu this weapon loses Tough, cannot heal or be healed, and cannot transfer damage for one round. On a critical hit, the model hit is knocked down. On a critical hit, instead of rolling damage normally you can choose to have this model throw the model hit. Treat the throw as if this model 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 equial to this model's STR. On a critical hit against an enemy model, it is knocked down and can be puished 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. 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. On a critical hit during this model's activation, attacks made with this weapon against the model critically hit by this weapon automatically hit it. If this model attacks another model with this weapon this activation, attacks against the last model critically hit with this weapon no longer automatically hit it. On a critical hit against an enemy model, center a 4˝ AOE on the model directly hit. Models in the AOE without Immunity: Electricity become Stationary for one round. This model gains one soul token for each friendly living Exemplar model destroyed in its command range by a continuous effect, an enemy attack, or collateral damage of an enemy attack. This model can have up to three soul tokens at a time. During its activation, this model can spend soul token to gain additional attacks or to boost attack or damage rolls at one token per attack or boost. This model gains one soul token for each living enemy model destroyed within 2" of it. When this model replenishes its focus during your next Control Phase, replace each soul token on it with 1 focus point. 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). When this model damages an enemy model with this weapon during its activation, after the attack is resolved you can place the enemy model anywhere completely within d6" of its current location, plus 1" for each focus point on this model. When this model is disabled, center a 5" AOE on it, then remove this model from play. Models in the AOE suffer a POW 14 blast damage roll. 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. RNG CMD. Target Friendly unit of the listed type. If the unit is in range, it gains +2" movement during its activation this tum. This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made construction. This model can begin the game dug in. When this model hits a warbeast with a melee attack, roll an additional damage die. When this weapon hits a model/unit, upkeep spells on the model/unit hit immediately expire. A warjack hit loses its focus points and cannot be allocated focus or channel spells for one round. Center a 4" AOE on Rorsh. Models in the AOE other Than Rorsh and Brine suffer a POW 6 blast damage roll. After these damage rolls are resolved, Rorsh can make a full advance. If Brine was also in the AOE, it can make a full advance as well. They cannot be targeted by free strikes during this movement. This model gains an additional die on melee attack and melee damage rolls. Discard the lowest die of each roll. 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. This model can make two additional attacks for each focus point spent to make additional attacks with this weapon. 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. This model can have only non-character Faction lesser warbeasts in its battlegroup. 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. While mounted, this model has base SPD 8 and base ARM 17. While dismounted, it has base SPD 6, base ARM 15. Refer to page 88. Refer to page 88. Refer to page 88. Refer to page 88. Refer to page 88. 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. Place two 3" AOEs anywhere completely within this weapon's RNG, cent~red on points in this model's LOS, ignoring intervening models. Place one less AOE for each crippled arm system on this rmldel. A model entering or ending its activation in the AOEs suffers a damage roll with POW equal to the POW of this weapon. The AOEs remain in play for one round. If this model is destroyed or removed from play, immediately remove the AOEs from play. When this model forfeits its movement to gain the aiming bonus it can also make one additional ranged attack this activation. This model gains +4 DEF against melee and ranged attack rolls made by warbeasts. Warbeasts cannot target this model with free strikes. This model gains +2 DEF against melee attack rolls. The Leader and models in this unit within 5" of it gain +2 RNG to ranged attacks and +2 to melee and ranged attack damage rolls. If this attack directly hits a model during this unit's activation, ranged attacks against that model made by models in this unit later this activation automatically hit it. After all models in this unit have completed their actions, its Leader can make one ranged attack. The attack has base RNG 10, AOE 3, and POW 6. It gains +1 POW for each model in this unit that hit an enemy model with a melee attack this activation. Damage from this attack is electrical. The AOE remains in play for one round. Models entering or ending their activations in the AOE suffer a POW 10 electrical damage 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 suffers an unboostable POW 10 electrical damage roll. Friendly Farrow Brigand models gain Combined Ranged Attack. Friendly Storm Lance models gain Reform. (After all models in a unit with Reform have completed their actions, each can advance up to 3˝.) Friendly Sword Knight units gain Reform. Models within 6" of this model are hit and suffer a POW 12 electrical damage roll. Energy Pulse does not require a target. When this attack hits an enemy model with 1 or more focus or fury points on it, that model loses 1 focus or fury point and this model gains 1 focus point. 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 cannot be targeted by free strikes. This model can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing. Once per turn during this model's activation, when it boxes a living enemy warrior model with a melee attack you can place a Wrack into play within 3" of this model. If you do, remove the boxed model from play. While within 5" of this model, enemy models lose Incorporeal. If the army includes a Journeyman Warcaster, the Journeyman Warcaster and any warjacks it controls gain Advance Deployment. 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 can have only Minion Farrow warbeasts in its battlegroup. This model never flees (p. 85). All warcaster models have this advantage. If this weapon damages a warjack that is part of a battlegroup, its controller suffers 1 damage point. This model cannot be targeted by ranged or magic attacks while knocked down. Models in this model's battlegroup gain Aggressive. (A model with Aggressive can run or charge without spending focus or being forced.) Models in this model's battlegroup gain the listed ability. 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 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 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 makes a melee attack against an enemy model within the melee range of a friendly model of the listed type, 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 mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die. Models hit by this attack suffer -2 DEF for one round. At the start of this model's activation, it can spend 1 focus point once to gain +2" movement for one turn. 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 when declaring its charge target. 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 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. Enemy models in this model's melee range cannot advance except to change facing. A model hit by this weapon becomes stationary for one round unless it has Immunity: Cold. If this model forfeits its movement during its activation to gain the aiming bonus, it can make d3 initial attacks with this weapon during its combat action that activation, ignoring ROF. 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. - 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 gains one soul token for each friendly living Faction warrior model destroyed in its command range by a continuous effect, an enemy attack, or collateral damage of an enemy attack. This model can have up to five 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. This model can have only Minion Gatorman warbeasts in its battlegroup. This model gains +1 ARM for each soul token currently on it. This model does not suffer blast damage. Friendly models B2B with it do not suffer blast damage. Once per game while in formation during its unit's activation, this model can use Go to Ground. For one round or until they move, are placed, or are engaged, models in this unit in formation gain cover, do not suffer blast damage, and do not block LOS. When a warbeast in this model's battlegroup destroys one or more enemy models with a melee attack during its combat action, immediately after the attack is resolved this model can force the warbeast to advance up to 2". This model can make power attack slams without spending focus or being forced. Models slammed bu this model are moved an additional 2". While this model is in play, models in its unit gain Practiced Maneuvers. (A model with Practiced Maneuvers can ignore other models in its unit when determining LOS and can advance through other models in its unit if it has enough movement to move completely past them.) 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.) While this model is in play, models in this unit gain True Sight. (A model with True Sight ingnores concealment, Camouflage, and Stealth.) When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage. During its activation, this model can spend corpse token to heal damage. For each corpse token spent remove d3 damage from this model. 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. 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 can make ranged attacks even while in melee. 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. The first time this model is disabled by an enemy attack, it heals all damage and is knocked down. This model does not suffer damage or effects from impact attacks or collateral damage. This model can add this weapon's POW to its head-butt and slam powe attack damage rolls. Choose a friendly living model B2B with this model. That model heals d3 damage points. This model gains a corpse token each time it destroys 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. 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. 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 model's command range. 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 automatically heals d3 damage points at the start each of its activations. This model has no movement or action and cannot be knocked down or moved. Its front arc extends 360 degrees. It has no melee range, cannot engage, and is automatically hit by melee attacks. 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 fire damage and is immune to the Fire continuous effect (p. 68). For one round, when a model/unit hit by this attack suffers a damage roll add +2 to the roll. When a friendly Faction model in its control area is destroyed by an enemy attack, this model heals 1 damage point. During its activation, this model can forfeit its normal movement or action to gain Impervious Wall is immune to continuous effects, does not suffer damage or effects from non-magical ranged or melee attacks, and cannot be knocked down. During its activation, this model can spend 1 focus point to gain Bushwack this activation. (During its activation, a model with Bushwack can make its combat action before its normal movement. If it does, it must make a full advance as its normal movement this activation. During its activation, this model can spend 1 focus point to use Disengage. For one round, wheJ;l this model is missed by an enemy melee attack anytime other than when it is advancing, this model can move up to 2". During this movement, it cannot be targeted by free strikes. During this model's activation, it can spend 1 focus point to use Grudge. For one round, when this model is hit by one or more melee attacks during an enemy model's combat action, immediately after that combat action ends this model can make one normal melee attack, then Grudge expires. This model suffers -4 to attack rolls with this weapon. 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. This model is Incorporeal. When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast. Opponents cannot take control of this model. Friendly Farrow models/units in this model's command range never and immediately rally. Friendly X models/units in this model's command range never flee and immediately rally. Friendly models B2B with this model gain Immunity: Electricity. 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". 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". While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot be kocked down. 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. Once per game during its unit's activation, this model can use Iron Zeal. For one round, while in formation models in this unit gain +4 ARM and cannot become stationary or be knocked down. This model is not a warcaster but has the following warcaste special rules: Battlegroup Commander, Control Area, Focus Manipulation, Power Field, and Spellcaster. After using its normal movement to make a full 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. When this model is hit by a melee or ranged attack made by an enemy model, it gains one power token, up to a maximum of three. During its activation, this model can spend power tokens to boost attack or damage rolls at one token per boost. When a model is hit by an attack with this weapon, it is knocked down. This weapon can be used only to make charge attacks. When this model charges, this weapon gains Reach until the charge is resolved. This model and friendly warrior models B2B with it cannot be knocked down. Friendly models of the listed type activating while in this model's command range gain Relentless Charge that activation This model cannot make power attacks. 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. 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 only be used once per attack. 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. When lightning arcs as a result of an attack made by a friendly model in this model's control area, ignore models with Immunity: Electricity when determining which model the lightning arcs to. When a model is hit with this weapon, lightning arcs from that model to d3 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 lightning arcs to suffers a POW 10 electrical damage roll. The only warbeast thta can be in this model's battlegroup is Skarath. This model gains an additional die on impact attack rolls. This model must be B2B with a friendly living Faction Warrior model to make an attacks with this weapon. This model can reroll missed attack rolls with this weapon. Eachg attack roll can be rerolled only once as a result of Luck. 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). Once per turn during its activation this model can remove 1 fuy point from warbeast in its battlegroup that is in its control area and add 1 fury point to its own current total. The warbeast suffers d3 damage points. This model can charge living warrior models without being forced. This model can make one additional Grenade Launcher ranged attack during its combat action for each Trencher model B2B with it, up to a maximum of two additional attacks. These additional attacks do not count against the Grenade Launcher's ROF. Other friendly Faction models gain +2 to ranged attack rolls against enemy models within 5" of this model and in its LOS. 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. 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. This model will work for the Blindwater Congregation pact. This model will work for Circle. This model will work for Legion. This model will work for Skorne. This model will work for the Thornfall Alliance pact. This model will work for Trollbloods. This model will work for Circle. This model will work for Skorne. This model will work for Trollbloods. Instead of suffering a normal damage roll, a small- or medium-based, non-incorporeal model hit by this attack is slammed d3" directly away from this model. The POW of the slam damage roll is equal to the POW of this weapon. The POW of collateral damage is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack are knocked down. When this model hits a warbeast with an attack, the warbeast suffers d6 points of damage to a branch of your choice. Once per game during its unit's activation, this model can use Morrow's Name. Models in this unit in formation gain an additional die on melee damage rolls this activation. 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. Myrmidons have two damage tracks: a set of boxes representing their force fields and another representing their damage grids.Mark the field boxes before marking the damage grids.The G Boxes of a myrmidon'sdamage grid represent its Field Generator.Once per turn during its activation, a myrmidon can spend 1 focus point to remove d3 damage points from its field damage track unless its Field Generator is crippled. This model does not have the Commander advantage. 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. While a moidel with Opportunist is completely within the back arc of an enemy model, it gains an additional die on its attack and damage rolls against that enemy model. Once per activation, you can roll one to three dice. This model gains a STR bonus equal to the total of that roll. Then roll the same dice again. This model suifers damage equal to the total of that roll. This bonus expires at the end of this model's activation. 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. When this model destroys one or more enemy warrior models with a normal melee attack, after the attack is resolved this model can immediately advance up to 1". While damaged this model can charge or make power attacks without being forced. 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). After hitting a warjack or warbeast with this model's melee attack, you can choose to have it suffer 1 damage point instead of a normal damage roll. This model cannot be targeted combined melee attacks, combined ranged attacks, or free strikes. Models do not gain back strike bonuses against this model. When knocked down, this model can stand up during its activation without forfeiting its movement or action if it is able to forfeit its movement or action to stand up. If this model is destroyed by an enemy attack or if Rorsh is destroyed or removed from play by an enemy attack, before this model is removed from the table it can advance up to 3" and make one melee attack it ignores the effects of lost aspects. It cannot be targeted b free strikes during this movement. 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. If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers a POW 10 electrical damage roll unless this model was destroyed or removed from play by the attack. 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. For one round, this model cannot be charged by a model beginning the charge in this model's front arc. This model can make trample power attacks. This model gains +2 to damage rolls with this weapon during activations it ends its normal movement at least 1" from where it began its activation. 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. The Leader of this unit can recite one of the following prayers each turn anytime during its unit's activation. Each model in this unit gains the benefits listed. • Heroic Call - Affected models gain Fearless and Tough for one round. • Hog Wild - Affected models can make one ranged attack this activation before this unit makes its normal movement. After their normal movement, models in this unit that make combat actions can only make melee attacks this activation. • March - Affected models gain Pathfinder for one turn. The Leader of this unit can recite one of the following prayers each turn anytime during its unit's activation. Each model in this unit gains the benefits listed. • Cold Blood - Affected models can reroll missed attack rolls against living models this turn. Each roll can be rerolled only once as a result of Cold Blood. • Dirge of Mists - Affected models gain +1 DEF and terror for one round. • March - Affected models gain Pathfinder for one turn. When this model damages a warjack or warbeast with a melee attack, choose which column or branch suffers the damage. 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. This model can use the animus of any friendly Faction non-character warbeast in its command range as if th animus were its own. Replace this model with a mine marker. You can have up to three mine markers in play at a time. 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. A model hit by this attack automatically suffers 1 damage point. Gain an additional die on attack and damage rolls with this weapon against models with an enemy upkeep spell on them. This model is a pyg. On a direct hit against an enemy model, all models hit are knocked down. 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. When this model destroys 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 destroys 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 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. When this model casts a spell and is the point of origin for the spell, the spell gains +5 RNG. 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. This model is a Ranking Officer. While this model is in play, models in its unit are Protectorate models instead of Mercenary models. 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 model can make one additional melee attack each combat action. This model gains an additional die on its damage rolls. This weapon has a 2" melee range (p. 50). Once per tum, immediately after this model's controller channels a spell through it, this model can advance 3". This model gains one soul token for each friendly living Faction warrior model destroyed by a continuous effect, an enemy attack, or collateral damage from an enemy attack in its control area. During your Control Phase, after this model replenishes its focus but before it allocates focus, replace each soul token with 1 focus point. RNG 5. Target friendly warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn. After the models in this unit have completed their actions, each can advance up to 3". 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 cast any spell cast by another model in its unit this activation as if that spell were one of its own. When a model in this unit is damaged by an enemy attack, models in this unit gain +2 SPD for one round. This model gains Pathfinder during activations it charges. 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. Other models can make Bodge or Repair special actions to repair this model as if it were a warjack. When this model hits an enemy model with this weapon during its activation, the model hit is pushed 1" directly away from this model. When this model is hit with a melee attack made by a model in its front arc, after the attack is resolved the attacking model is pushed 1" directly away from this model. This model loses Repel while this weapon system is crippled or locked. 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. When this model is hit with a melee attack, after the attack is resolved the attacking model is pushed 1" directly away from this model. Once pur tum during your Control Phase, after replenishing focus, if this model is within 5" of its controlling warcaster, you can mark one unmarked accumulator circle on this model's card to give 1 focus point to its warcaster. This model can upkeep spells on models in its battlegroup without spending focus. When a living friendly Faction model in this model's command range is destroyed by an enemy attack, after the attack is resolved this model heals 1 damage point. When this model is disabled, it cannot activate. If this model is disabled at the beginning of your Maintenance Phase, it is destroyed. When this model is hit by a melee attack made by an enemy model during your opponent's turn, after the attack is resolved this model can immediately make one nromal melee attack against that model. This model can make one Retaliatory Strike per turn. When included in a Retribution army, this model is a Retribution model instead of a Mercenary model. When a model misses this model with a charge or a power attack, the attacking model is knocked down. 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. This model can make ride-by attacks. Make a ranged attack with this weapon with AOE 3". When making a Rifle Grenade special attack, this model cannot participate in a combined ranged attack. 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. When a warjack controlled by this model makes a normal ranged attack during its activation, you can choose one attack type available to this unit to apply to the attack. This model cannot be targeted by enemy spells. When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Faction model of the listed type within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects. When this model would suffer damage from an enemy attack, you can choose one or more models in this unit to suffer any number of those damage points instead, divided as you choose. If you do, this model does not suffer that damage. A model cannot suffer more damage as a result of Sanguine Bond than it has unmarked damage boxes. 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. If this model is disabled by an enemy attack, you can choose a non-disabled model in this unit within 3" of this model to be destroyed. If another model is destroyed as a result of Self-Sacrifice, this model heals 1 damage point. 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. This model cannot make slam or trample power attacks and cannot be knocked down. A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model. A model hit by this weapon suffers -3 DEF and when it advances it cannot move except to change facing. Shadow Bind expires after one round. 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. Ua warjack in this model's front arc . hits it with a melee attack, immediately after the attack is resolved the attacker suffers 1 damage point to its first available Cortex system box. This model loses Shock Field while this weapon system is crippled or locked. 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. This model cannot be targeted by free strikes during this movement. A model directly hit by this weapon cannot cast spells for one round. Instead of making a normal damage roll, the model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's current STR plus the POW of this weapon. The POW of collateral damage from this slam is equal to this model's STR. This weapon's AOE is a cloud effect that remains in play for one round. Place a 3" AOE cloud effect in play. Its center point must be within 1" of this model. This AOE remains in play for one round. 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. 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 additional attacks from Snap Fire. This model can make one additional attack with each melee weapon for each focus point spent to make additional attacks. 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. Caine and Arcane Tempest models/units gain Stealth during the first round of the game. If Brine is outside this model's control area during your Control Phase, before you models leach fury Brine can make a full advance directly toward this model. 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. 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. Place a 5" AOE anywhere completely in this model's control area. The AOE remains in play for one round. When a living enemy model is destroyed in the AOE, this model gains one soul token. While the AOE is in play, this model cannot attack with Daeamortus and has no melee range. This model gains one soul token when a living enemy model is destroyed within 2' of it. 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. This model does not generate a soul token when it is destroyed. Varies by X. Any 1 time during its activation while B2B with its controlling warcaster, this model can spend 1 focus point to use Spell Barrier. If it does, the warcaster cannot be targeted by enemy spells for one round. This model cannot be targeted by spells. 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. 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. 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). This model cannot be knocked down. 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. When this model begins its activation within 3" of one or more friendly Stormblade Infantry models, it is allocated 1 focus point. While this model is in formation, when a model in its unit directly hits a model with a ranged attack the ranged weapon used in the attack becomes AOE 3". Make d3 ranged attacks targeting a primary target and any number of secondary targets within 2" of the first target. Ignore intervening models when declaring secondary targets. A secondary target cannot be targeted by more attacks than the primary target. Strafe counts as one attack for ROF. Refer to page 88. Refer to page 88. 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 your Control Phase, this model can allocate up to 5 focus points to one warjack in its battlegroup that is in its control area. When a friendly model attacks with a ranged weapon with Damage Type: Electricity, it gains +2 to attack rolls against enemy models within 5" of this model. This order can be issued only if two or more models with ranged weapons in this unit in formation are able to forfeit their actions. Each model in this unit in formation must forfeit its action. Other than the Standard Bearer, those models that do are participants. Place an AOE completely within 14" of all participants, with its center point in LOS of all participants, ignoring intervening models. The size of the AOE is based on the number of participants. If there are 2-4, the AOE is 3". If there are 5-7, the AOE is 4". If there are 8 or more, the AOE is 5". When a model enters or ends its activation within the AOE, it suffers a POW 10 damage roll. Suppressing Fire lasts for one round or until all participants have been desh'oyed or removed from play. 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. When this model destroys an enemy model whit a normal ranged attack, immediately after the attack is resolved it can advance up to 2". 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. While in this model's command range, friendly models of the listed type ignore other friendly models of the listed type when determining LOS. Friendly models of the listed type can advance through other friendløy models of the listed type in this model's command range without effect if they have enough movement to move completely past them. Models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.) Models in this unit gain Set Defence. (A model in the front arc of a model with Set Defence suffers -2 on charge, slam power attack, and impact attack rolls against the model with Set Defence.) Models in this unit gain the ability listed. 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. Other friendly Faction models gain +2 to magic attack rolls against enemy models within 5" of this model. 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. When it destroys a living enemy model with a melee attack, remove the enemy model from play, and this model gains a corpse token. This model can have up to three corpse tokens at a time. During its activation, this model can spend corpse tokens to boost attack or damage rolls at one token per boost. 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. After resolving this model’s impact attacks, if one or more impact attack rolls hit an enemy model, lightning arcs from this model to d3 consecutive 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 lightning arcs to suffers a POW 10 electrical damage roll. This model is not a warcaster but has the following warcaster special rules: Control Area, Focus Manipulation, Power Field, and Spellcaster. During your Control Phase, this model can allocate focus points to warjacks in Haley Prime’s battlegroup that are in her control area. This model can channel spells through warjacks in Haley Prime’s battlegroup with the arc node advantage that are in her control area. If this model destroys a living enemy model with a normal melee attack, this model's activation ends immediately after the attack is resolved and you can remove 1 fury point from this model. When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down. When 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. This model can charge and make charge attacks with this weapon. During a combat action it did not make a charge attack, this model can make one melee attacks with this weapon. Gain an additional damage die against knocked down targets. 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 model is a Trencher model. This model is a trollkin This model ignores conceleament, Camouflage, and Stealth. While in this model's command range, friendly Faction warrior models gain Unyielding. (While engaging an enemy model, a model with Unyielding gains +2 ARM.) This model is not a living model and never flees. While engaging an enemy model, this model gains +2 ARM. This model gains boosted attack and damage rolls against Legion or Blighted models. During your Maintenance Phase, if one or more models in this unit were destroyed or removed from play by enemy attacks during your opponent's last turn, each model in the unit can advance 3" and make one normal melee attack. Friendly trooper models of the listed type gain +2 to attack rolls while this model is in their LOS 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. If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Corrosion continuous effect unless this model was destroyed or removed from play by the attack. Brine is bonded to Rorsh. During its activation, this model can charge or make a slam power attack against an enemy model that was damaged by a melee or ranged attack made by Rorsh this turn without being forced. Granted: Fearless - A warcaster htat is part of a warcaster unit always has the Granted: Fearless ability. While the warcaster is in play, the models in his unit gain Fearless. Battlegroup - The other models in a warcaster's unit are part of his battlegroup. Attachments - Warcaster unit cannot have unit and weapon attachments, but warcaster units can have warcaster attachments like standard warcasters. If a warcaster unit has a warcaster attachment, the attachment remains an independent model and does not become part of the warcaster unit. 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. Attachments 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 and additional die to its damage rolls. This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee. If a model in this model's battlegroup in its control area is hit by an enemy magic attack, immediately after the attack is resolved one model in this model's battlegroup in its control area can make a full advance and make one normal attack. While knocked down, this model can make