6
4
6
5
15
14
9
5
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.
8
12
12
1
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12
6
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3
10
11
3
2
7
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3
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14
7
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10
This model does not begin the game in play.
8
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10
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).
8
4
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15
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9
10
6
5
6
4
13
13
9
5
This attachment can be added to a Small- or Medium-Based Mercenary unit.
This model is a Greylord model.
- Disbinding (* Action) - Enemy upkeep spells on this model and/or its unit immediately expire.
- Frostbite (* Attack) - Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll.
- Zephyr (* Action) - Models in this unit that are in formation can immediately advance up to 3". They cannot be targeted by free strikes during this movement.
This model is a Ranking Officer. While this model is in play, models in its unit are Khador models instead of Mercenary models.
4
9
6
6
6
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12
14
9
1
10
1
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10
10
1
3
-
If the attack misses, nothing happens. If it hits, center a 3" AOE gas effect on the model hit. The AOE remains in play for one round. While in the AOE, living models suffer -2 DEF and -2 to attack rolls.
6
6
6
5
12
14
9
1
This attachment can be added to an Assault Kommando unit.
When this model is disabled, center a 5" AOE on it, then remove this model from play. Models in the AOE suffer the Fire continuous effect.
SP 8
1
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12
2
8
5
6
5
4
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12
8
1
This model can make this special action only when B2B with a friendly Faction warjack. When this model makes an Assist Repair special action, choose another model in this unit 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. If it passes the Repair check, remove 1 additional damage point from the warjack for each model that used Assist Repair on the chosen model.
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.
2
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9
8
This attachment can be added to a Battle Mechanik unit.
While this model is in play, models in its unit can make a Repair special action to attempt to repair damaged Man-O-War models as if they werer warjacks. Models in this model's unit with Assist Repair can make an Assist Repair special action to assist in the repair of Man-O-War models.
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.
4
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-
While in Sorscha's control area, Beast can reroll failed slam power attack and charge attack rolls. Attack rolls can be rerolled only once as a result of this affinity.
This model can run without spending focus.
When this model suffers damage from an enemy except while it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.
During its activation, this model can spend 1 focus point to use Murderous. That acdtivation, this model gains an additional die on melee attack rolls against living enemy warrior models.
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15
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7
19
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4
12
6
4
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21
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This model has a Sub-Cortex system that controls the operation of its bombards. The S boxes of this warjack's damage grid represent its Sub-Cortex can be allocated up to 3 focus points in addition to normal focus allocations to this model. Focus points allocated to the Sub-Cortex can be used only to boost ranged attack and ranged damage rolls. Focus points allocated to this model's primary Cortex cannot be used to boost ranged attack or ranged damage rolls. If the Sub-Cortex is crippled, this model cannot make ranged attacks. Cortex damage effects do not affect the Sub-Cortex. This model can make melee and ranged attacks in the same activation. This model can make ranged attacks even while in melee, but it cannot target a model engaging this model. This model suffers -2 to ranged attack rolls while engaged and during activations it charges, slam power attacks, or trample power attacks. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks.
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14
0
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4
11
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18
-
This model can run or charge without spending focus or being forced.
At the end of any activation in which this model spent 1 or more focus points, roll a d6. If the roll is equal to or less than the number of focus points spent, this model explodes and models within 3" of it suffer an unboostable POW 14 blast damage roll. Remove this model from play.
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16
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If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one head-butt power attack against that model.
5
16
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If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one head-butt power attack against that model.
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12
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While in Harkevich's control area, this model gains boosted ranged attack rolls.
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14
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16
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6
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14
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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
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8
This model and friendly Privateer models in its command range cannot be knocked down.
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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.
SP 8
1
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12
7
14
6
6
7
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15
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9
6
16
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.
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12
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.
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18
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15
1
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15
S
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L
Instead of attacking with this weapon during this model's activation, if it is not currently crippled you can place two 3" AOEs anywhere completely within this weapon's RNG, centered on points in this model's LOS, ignoring intervening models. The AOEs must be placed within 1" of each other. A model entering or ending its activation in one or more of the AOEs suffers an unboostable POW 6 blast damage roll. 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 makes an initial attack with this weapon, after the initial attack has been resolved it can immediately make one additional attack against the target of the initial attack. This additional attack ignores this weapon's ROF.
12
1
3
12
R
Instead of attacking with this weapon during this model's activation, if it is not currently crippled you can place two 3" AOEs anywhere completely within this weapon's RNG, centered on points in this model's LOS, ignoring intervening models. The AOEs must be placed within 1" of each other. A model entering or ending its activation in one or more of the AOEs suffers an unboostable POW 6 blast damage roll. 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 makes an initial attack with this weapon, after the initial attack has been resolved it can immediately make one additional attack against the target of the initial attack. This additional attack ignores this weapon's ROF.
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22
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6
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11
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8
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11
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7
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9
5
While this model is in play, models in its unit gain Combined Ranged Attack.
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18
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25
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While one of its arm systems is crippled, this model's base ARM is 21; while both its arm systems are crippled, its base ARM is 17.If this model makes an attack other than a head-butt, slam, or trample power attack, its base ARM is 17 until the start of its next activation. This model's arms cannot be locked.
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8
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R
On a critical hit, warjack head and arm systems that suffer damage from this attack are crippled.
4
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25
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While one of its arm systems is crippled, this model's base ARM is 21; while both its arm systems are crippled, its base ARM is 17. If this model makes an attack other than a head-butt, slam, or trample power attack, its base ARM is 17 until the start of its next activation. This model's arms cannot be locked.
Models B2B with this model suffer a POW 18 blast damage roll. Other models within 3" of this model suffer a POW 9 blast damage roll. When this model charges, instead of making a charge attack it can make a Rain of Death attack. A Rain of Death attack does not need a target. After a Rain of Death attack, this model can make additional melee attacks.
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16
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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.
10
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12
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9
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5
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.
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6
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9
5
This attachment can be added to a Doom Reavers unit.
While this model is in play, models in its unit do not have to make Berserk attacks.
While this model is in play, models in its unit gain Tough.
- Frostbite (* Attack) - Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll.
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11
7
3
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18
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This model can run or charge without spending focus or being forced.
While Drago is in Vladimir's control area, you can choose to not to make Unstable rolls for it. When Drago is in Vladimir's control area and makes an attack, gain an additional die on attack and damage rolls. Discard the lowest die of each roll.
During its activation, this model can spend 1 focus point to use Run Riot. This activation, after resolving an attack in which this model destroyed one or more enemey models with a normal melee attack, if there are no enemy models within its melee range it can advance up to 1".
At the end of any activation in which this model spent 1 or more focus points, roll a d6. If the roll is equal to or less than the number of focus points spent, this model explodes and models within 3" of it suffer an unboostable POW 14 blast damage roll. Remove this model from play.
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16
L
If this model hits the same target with both its initial attacks with this weapon, after resolving the attacks it can immediately make one melee attack with this weapon against each model in its LOS that is in this weapon's melee range.
On a critical hit, warjack head and arm systems that suffer damage from this attack are crippled.
5
16
R
If this model hits the same target with both its initial attacks with this weapon, after resolving the attacks it can immediately make one melee attack with this weapon against each model in its LOS that is in this weapon's melee range.
On a critical hit, warjack head and arm systems that suffer damage from this attack are crippled.
6
7
6
5
15
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8
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17
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.
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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.
12
1
4
14
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.
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13
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.
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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.
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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.
8/6
7
8
4
13
16/14
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10/5
While in this model's command range, friendly Doom Reaver models gain Silence.
This model does not have to make Berserk attacks.
6
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8
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15
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.
6
11
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5
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.
4
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6
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17
Damage to enemy models without Immunity: Cold currently in Sorscha's control area that exceeds ARM is doubled this turn.
RNG CMD. Target Friendly Winter Guard unit. If the Winter Guard unit is in range, it gains +2" movement during its activation this turn.
Friendly Winter Guard models gain Combined Arms. (When a model with Combined Arms misses an attack roll when making a combined ranged attack, it can reroll that attack roll. Each attack roll can be rerolled only once as a result of Combined Arms.)
One non-character warjack in Sorscha's battlegroup begins the game bonded to her.The warjack gains Immunity: Cold. When an enemy model ends its activation within 2" of the bonded warjack, the enemy model becomes stationary for one round unless that model has Immunity: Cold.
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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.
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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.
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*
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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.
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12
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.
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9
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While this model is in play, models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
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While this model is in play, models in its unit gain Steady. (Models with Steady cannot be knocked down.)
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While this model is in play, models in this unit gain Circular Vision. (Front arc of a model with Circular Vision extends to 360 degrees.)
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8
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.
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◦ Frostbite (★ Attack) — Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll.
◦ Winter's Wind (★ Action) — RNG 5. Target friendly Faction model with Immunity: Cold. When an enemy model without Immunity: Cold ends its activation within 2" of the target model, the enemy model becomes stationary for one round. Winter's Wind lasts for one round.
This model always has concealment.
5
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1
◦ Blizzard (★ Action) - RNG 5. Target friendly Faction model. If the model is in range, center a 3" AOE cloud effect on it. The AOE remains centered on the model for one round. If the target model is destroyed or removed from play, remove the AOE from play.
◦ Frostbite (★ Attack) - Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll.
◦ Ice Cage (★ Attack) - Ice Cage is a RNG 10 magic attack. A model hit suffers a cumulative -2 DEF for one turn unless it has mmunity: Cold. When a model without Immunity: Cold is hit with three or more Ice Cage attacks the same turn, it becomes stationary for one round.
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The AOE is rough terrain and remains in play for one round.
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The AOE is rough terrain and remains in play for one round.
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11
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When declaring and resolving attacks with this weapon, this model's front arc extends to 360 degrees.
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When a model is hit by an attack with this weapon, it is knocked down.
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 attack with this weapon.
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This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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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.
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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.
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This model and firendly Iron Fang models in its command range cannot be knocked down.
TNG 5. Target friendly Faction unit. If the unit is in range, when it receives the Shield Wall order, the models in the unit gain +2" movement that activation. Shield March lasts for one turn.
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This attachment can be added to an Iron Fang Pikemen unit.
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Once per game during its unit's activation, this model can use Defensive Formation. Immediately after models in this unit complete their actions this
turn, models in this unit other than this one can make a full advance, any previous orders this unit was issued expire, and this unit is affected by the Shield Wall order.
Models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
7
13
This attachment can be added to an Iron Fang Pikemen unit.
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5
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.
Models in this unit gain Precision Strike. (When a model with Precision Strike damages a warjack or warbeast with a melee attack, choose which column or branch suffers the damage.)
7
13
While this model is in play, models in its unit gain Fearless.
8
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9
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4
1
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15
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7
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4
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8
5
*
Models in Karchev's battlegroup currently in his control area gain Pathfinder and can charge or make power attacks without spending focus. At the start of their activations, affected models can turn to face any direction before their normal movement. Total War lasts for one turn.
At the start of this model's activation, it gains either +2" movement and Pathfinder for one turn or 1 focus point.
Karchev is a living model, but he is neither a warjack nor a warrior model. He has a damage grid and suffers damage like a warjack. Karchev can make slam, trample, throw, headlock/weapon lock, and push power attacks without spending focus. Karchev cannot make throws or headlock/weapon locks while his Open Fist is crippled. Effects modifying the amount of damage to or the manner in which damage is applied to a warjack also apply to him. The B boxes of Karchev's damage grid represent his Body system. When Karchev spends focus points to heal damage, he can heal damage only to his Body system. If another models heals Karchev through a means other than repair, damage can be removed only from his Body system. While his BOdy system is crippled, he cannot allocate focus. Karchev is affected by deep water like a warrior model. Apply damage he suffers from deep water only to his system.
SP 10
1
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12
3
15
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7
19
R
6
6
7
4
14
11
8
1
4
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6
6
8
4
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11
9
5
This unit can be added to a Kayazy Assassins unit.
Models in this unit gain +2 DEF against melee attack rolls.
Once per game during its unit's activation, this model can use Kill Stroke. This activation, models in this unit currently in formation can advance through other models if they have enough movement to move completely past them, ignore intevening models when declaring a charge, and cannot be targeted by free strikes
4
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9
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8
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2
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-
This model can run without spending focus.
Center a 3" AOE cloud effect on this model. Living models currently in the AOE are hit and suffer a POW 12 damage roll. The AOE remains in play for one round. A vent Steam attack does not need a target. After a Vent Steam attack, this model can make additional melee attacks.
4
16
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4
16
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6
5
6
5
15
15
9
7
16
Enemy models beginning their activations in Zerkova's control area lose their initial ranged attacks and cannot run, charge, make special attacks, give or receive orders, or make special actions. Howling Wind lasts for one round.
When this model casts a spell, you can choose one of the following abilities. Each ability can be used once per activation and expires after the spell is cast.
- Focus Sphere - Reduce the COST of the spell by 1.
- Ghost Stone - This model's front arc extends to 360 degrees, it ignores LOS when targeting models in its control area, and it ignores Stealth.
- Lens of Tarvodh - The spell gains +3 RNG.
When a model targets this model with an offensive spell, the spell suffers -3 RNG. If a model directly hits this model with an offensive spell, after the attack is resolved the attacking model suffers d6 damage points.
8
1
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13
6
11
When a warjack is hit by this weapon it becomes stationary for one rund.
6
5
6
4
13
13
9
5
Friendly Greylord Ternion units gain Battle Wizard.
- Frostbite (* Attack) - Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll.
- Ice Cage (* Attack) - Ice Cage is a RNG 10 magic attack. A model hit suffers a cumulative -2 DEF for one turn unless it has Immunity: Cold. When a model without Immunity: Cold is hit with three or more Ice Cage attacks the same turn, it becomes stationary for one round.
- 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.
5
10
6
6
7
6
15
15
10
7
17
While in Irusk's control area, friendly Faction warrior models/units gain Fearless, Tough, and +2 to melee and ranged attack rolls and cannot be knocked down. When a friendly Faction warrior models makes a Tough roll of 4, 5, or 6 while in Irusk's control area, that model heals 1 damage point. Undying Loyalty lasts for one round.
10
2
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13
6
12
6
7
7
6
15
16
8
6
6
While in Harkevich's control area, models in his battlegroup gain +3 ARM. Models in Harkevich battlegroup beginning their activaiton within his control area can charge or slam power attack wthout spending focus. If a model in Harkevich's battlegroup in his control area declares a charge or slam against an enemy model, it can make a normal ranged attack before advancing. Attacks gained from Hour of the Wolf do not count against a weapon’s ROF. Hour of the Wolf lasts for one round.
Models in this model's battlegroup gain Pathfinder.
12
1
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12
7
14
5
8
9
5
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18
7
*
20
Zoktavir gains one rage token each time an enemy model is destroyed in his control area. After all friendly models have completed their activations, no more tokens can be gained and Zoktavir can give up to three rage tokens to any friendly non-warcaster Faction model in his control area. Then remove any rage tokens remaining on Zoktavir. A model can spend one rage token once to make a full advance followed by one normal melee attack. Rage tokens can also be spent to make normal melee attacks or to boost melee attacks or melee damage rolls at one token per attack or boost. Remove unspent rage tokens from play at the end of the turn.
For each round, Zoktavir's base FOCUS is d6+1, rolled at the beginning of the game and at the beginning of each of your Control Phases before this model replenishes its focus. If he destroyed three or more enemy models with melee attacks since the beginning of your previous turn, do not roll to determine his base FOCUS; it is automatically 7. Zoktavir's control area is always 12".
Warjacks in this model's battlegroup beginning their activations in its control area can charge or make power attacks without spending focus. When this model destroys one or more enemy models during its activation, warjacks in its battlegroup beginning their activations in its control area gain +2 SPD and MAT for one turn.
When this model makes a normal melee attack during its activation, it makes one melee attack against each model in its LOS and melee range. If there are no enemy models in this model's melee range after resolving a normal melee attack in which it destroyed one or more, it can advance up to 1".
8
16
8
1
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12
6
6
6
5
16
14
9
6
17
Enemy models without Immunity: Cold currently in Sorscha's control area and LOS become stationary for one round.
12
1
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12
7
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6
7
7
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9
6
17
Friendly Faction models that charge or slam power attack an enemy model while that model is in Strakhov's control area gain +4" movement and Pathfinder. Warjacks in Strakhov's battlegroup can charge and slam power attack an enemy model while the enemy model is in Strakhov's control area without spending focus. Iron Fist lasts for one round.
Friendly Assault Kommando models gain Pathfinder.
6
1
3
14
10
1
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12
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9
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7
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20
Zoktavir gains up to 6 focus points. He cannot have more focus points than his current FOCUS as a result of Red Haze. Enemy models/units in Zoktavir's melee range automatically fail command checks for one round.
While this model is in play, models in its unit gain Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance 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.)
This unit is made up of Zoktavir and two War Argus.
8
1
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12
8
16
6
7
5
4
14
14
6
8
While this model is in play, models in this unit gain Relentless Charge. (Models with Relentless gain Pathfinder during activations they charge.)
4
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1
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During this model's activation, it can make one of the following speeches. When it does, choose a friendly Winter Guard Unit. The speech affects this model and will affect the unit if it is in this model's command range at the time this model made the speech.
- Bear's Strength - Affected models gain +3 STR one turn.
- Courage of Forefathers - Affected models gain Fearless and Tough for one round.
- For the Motherland - Affected models' attack rolls are boosted this turn.
When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Winter Guard model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
12
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12
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9
5
- 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.
4
6
6
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6
5
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.
SP 8
1
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12
4
10
4
11
5
3
11
18
-
At the start of its activation, this model can spend 1 focus point to use Jury-
Rigged. This model gains +2 SPD this activation. At the end of this activation, it suffers 1 damage point to its first available Movement system box. This model cannot use Jury-Rigged if its Movement system is crippled. Jury-Rigged can be used only once per activation.
3
14
L/R
6
4
4
4
14
12
9
5
5
6
7
5
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7
6
17
Models in Magnus' battlegroup currently in his control area can make a full advance or run after all friendly models have completed their activations this turn. Warjacks do not have to spend focus to run during this movement. During this movement models cannot be targeted by free strikes.
7
13
5
11
SP 8
1
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6
7
5
14
17
8
6
17
Choose two table edges. Enemy models beginning an advance in Magnus' control area cannot advance toward those table edges for one round.
One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
SP 8
1
12
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11
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16
9
8
10
1
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14
Make a melee attack with this weapon. Gain an additional die on the damage roll.
7/4
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11
19/17
9
10/8
6
1
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8
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9
8
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 attack rolls for the warjack's initial attacks are boosted during that activation. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
If this model is included in an army, you can include one additional Man-O-War Shocktrooper ro Man-O-War Demolition Corps unit over that unit's FA.
This model can make slam power attacks.
8
1
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14
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8
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L
4
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5
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8
5
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.
4
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6
1
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1
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10
This unit is made of up Zerkova and 2 Reaver Guards.
6
5
6
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15
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7
16
Each friendly Faction model currently in Zerkova’s control area can immediately cast one spell without spending focus, performing a special action, or performing a special attack.
Friendly Greylord models/units in this model’s command range never flee and immediately rally.
7
12
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7
4
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7
5
5
12
For each Greylord unit in the army, one warjack gains Advanced Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.)
Warjacks: Khador non-character warjacks
Units: Doom Reaver units, Greylord units, Winter Guard units
Solos: Doom Reaver solos, Greylord solos
You gain +1 on your starting roll for the game.
5
9
6
3
13
17
8
8
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.
6
15
1
10
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7
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3
15
14
8
7
16
While in the Old Witch's control area, enemy models cannot run, charge, or make special attacks. Enemy models that advance and end their movement in the Old Witch's control area immediately suffer an unboostable POW 14 damage roll. Field of Talons lasts for one round.
This model and warjacks in its battlegroup ignore cloud effects and forests when determining LOS.
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.
During your Control Phase, this model can upkeep one spell without spending focus or fury.
6
13
2
6
-
-
YES
NO
Target this model or Scrapjack. The affected model gains +2 to melee attack rolls. When it destroys an enemy warrior model with a melee attack during its activation, after the attack is resolved the affected model can advance up to 1" and make an additional melee attack.
2
CTRL
-
-
NO
NO
Unseen Path can be cast only while Scrapjack is in this model's control area. When Unseen Path is cast, immediately place this model within 2" of Scrapjack or place Scrapjack within 2" of this model. A model cannot advance this turn after being placed by Unseen Path.
6
8
5
3
14
16
-
This model is included in any army that includes the Old Witch. If the Old Witch is destroyed or removed from play, remove this model from play. This model is part of the Old Witch's battlegroup.
This model is bonded to the Old Witch. When the Old Witch is damaged by an enemy attack, this model gains +2 SPD and +2 to attack and damage rolls for one round.
4
12
6
4
6
4
14
12
8
5
- Arc Lightning (* Attack) - Arc Lightning is a RNG 10 magic attack. A model hit by this spell suffers a POW 10 electrical damage roll, and ligntining arcs from it to d3 consecutive additional models. The lightning arcs to the nearest model it has not arced to within 4" of the last model it araced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll.
- Null Magic (* Action) - For one round, models cannot cast spells while within 12" of this model.
- Stealth (* Action) - This model gains Stealth for one round.
When an enemy model casts a spell while within 12" of this model, this model gains one power token. It can have up to three power tokens at a time. During its activation, this model can spend power tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
5
8
9
5
14
18
7
6
20
While in the Butcher's control area, friendly Faction models gain an additional die on attack damage rolls this turn.
8
1
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12
8
16
6
6
5
4
13
12
8
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.
3
9
6
6
5
4
13
12
8
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.
3
9
4
11
5
3
11
18
-
8
1
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15
L
1
12
L
4
15
R
6
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6
4
14
12
9
5
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.
3
8
5
7
6
6
13
15
9
8
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.
6
13
4
1
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14
7
2
2
2
16
9
4
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.
4
12
8
3
10
20
-
While in Zoktavir’s control area, Ruin gains Boundless Charge. (During its activation, a model with Boundless Charge can charge without spending focus or being forced and gains +2˝ movement and Pathfinder when it charges.)
This model can be included in Zoktavir’s theme forces. It can also be bonded to Zoktavir.
When a model targets this model with an offensive spell, the spell suffers –3 RNG.
If a model directly hits this model with an offensive spell, after the attack is resolved the attacking model suffers d6 damage points.
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.
4
16
L
6
18
R
6
5
5
4
13
12
7
6
5
5
4
13
12
7
This attachment can be added to a Sea Dog Crew unit.
14
1
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10
3
8
6
6
6
4
13
12
8
5
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.
8
1
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12
3
8
8
1
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10
3
8
4
5
5
4
13
12
7
14
1
3
13
3
8
4
12
6
4
10
19
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10
1
3
10
Instead of making an attack with this weapon, you can place a 3" AOE anywhere completely within 10" of this model, with a center point in this model's LOS, ignoring intervening models. While a model is within AOE, it loses Camoflagoue and Stealth and models can ignore cloud effects when determining LOS to it. The AOE remains in play for one turn.
2
14
L
6
18
R
8
6
7
6
13
17
9
10
10
6
12
6
6
5
4
13
13
8
5
11
8
6
5
5
13
16
8
5
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.
5
11
10
6
6
5
5
13
12
8
3
9
10
1
11
6
6
7
6
15
15
10
7
17
Friendly Faction models currently in Irusk's control area ignore cloud effects and forests when determining LOS and gain Pathfinder. Affected models currently knocked down immediately stand up. Enemy models/units beginning their activations in Irusk's control area suffer -2 SPD and cannot give or receive orders. Desperate Ground lasts for one round.
While in this model's command range, friendly living non-warcaster Faction warrior models gain Tough.
One non-character warjack in Irusk's battlegroup begins the game bonded to him. The warjack gains +2 DEF and cannot be knocked down.
12
1
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12
7
13
6
4
5
4
13
13
9
5
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.
3
7
4
6
6
4
11
16
9
5
- 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.)
7
13
5
6
6
5
12
14
9
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.
SP 6
1
-
12
2
8
4
12
7
5
10
20
-
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.
This model can be included in Strakhov's theme forces. It can also be bonded to Strakhov.
SP 6
1
-
12
L
4
16
L
6
18
R
8
6
8
4
13
18
9
10
Friendly Iron Fang Uhlan units gain Practiced Maneuvers. (A model with Practiced Maneuver 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.)
Friendly Iron Fang Uhlan models/units in this model's command range never flee and immediately rally.
10
16
Center a 4" AOE on a model directly hit by this attack. Models in the AOE are h it and suffer a POW 10 blast damage roll. This damage is not considered to have been caused by a melee attack. On a critical hit, models in the AOE are knocked down. This model is not affected by the Warhead.
4
10
12
4
18
6
4
7
20
-
20
1
5
15
S
Attacks made with this weapon cannot target any model within 6" of it.
Each time this model makes a normal Siege Mortar attack, choose one of the following abilities:
Crater – The AOE is rough terrain and remains in play for one round.
Flare – Models hit by this attack suffer –2 DEF for one round.
Incendiary – This attack causes fire damage, and models hit suffer the Fire continuous effect.
10
1
-
12
L/R
4
22
L/R
8
6
7
5
15
17
9
7
18
While in Vladimir's control area, friendly Faction warjacks and cavalry models gain Side Step and Sprint. Charge of the Horse Lords lasts for one turn. (When a model with Side Step 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. A model with Side Step cannot be targeted by free strikes during this movement.) (At the end of its activation, if it destroyed one or more enemy models with melee attacks during its activation, a Model with Sprint can make a full advance.)
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.
6
12
7
13
12
6
6
7
5
15
16
9
7
18
Choose d3 + 3 friendly Faction non-character warrior models currently in Vladimir's control area. Those models gain +2 SPD, STR, MAT, RAT, DEF, ARM, and CMD for one round.
When this model suffers 1 or more damage points from an enemy attack, it gains one blood token. During your next Control Phase, after this model replenishes its focus but before it allocates focus, replace each blood token with 1 focus point.
When Vladimir is first damaged, he gains +1 SPD, STR, DEF, and CMD for the rest of the game. If he is reduced to 10 or fewer unmarked damage boxes, this bonus increases to +2 for the rest of the game. If he is reduced to 5 or fewer, this bonus increases to +2 for the rest of the game. These benefits remain even if Vladimir heals. If a friendly model damages him with an attack, Vladimir loses Might of Kings for the rest of the game.
8
14
Gain an additional damage die on this weapon's damage rolls against undead models.
6
6
7
5
15
16
9
7
18
Warjacks in Vladimir's battlegroup beginning their activations in his control area double their base SPD and can run or charge without spending focus. Forced March lasts for one turn.
7
13
Once per activation, immediately after resolving an attack in which it destroyed a living enemy model with this weapon, this model can cast a spell with COST 3 or less without spending focus.
4
10
4
SELF
-
-
NO
NO
Vladimir gains +3 SPD, STR, MAT, and ARM for one round.
4
SELF
CTRL
-
NO
NO
While in this model's control area, friendly Faction models gain an additional die on attack and damage rolls. Discard the lowest die in each roll. Signs & Portents lasts for one turn.
7
7
6
1
13
14
6
5
While this model is within 3" of its warcaster or warlock and is not knocked down or stationary, its warcaster or warlock 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.
Immediately after resolving a charge attack, this model can make a full advance toward its warcaster. This model cannot be targeted by free strikes during this movement.
4
11
6
5
4
8
14
11
9
5
While in this model's command range, friendly Widowmaker models gain Swift Hunter. (When a model with Swift Hunter destroys an enemy model with a normal ranged attack, immediately after the attack is resolved it can advance up to 2".)
14
1
-
12
3
8
6
5
4
7
14
11
8
1
14
1
-
10
3
8
4
5
5
5
12
13
8
1
3
8
16
1
-
14
4
5
5
5
12
13
8
1
3
8
8
1
-
12
8
1
-
12
3
8
This attachment can be added to a Winter Guard Infrantry unit.
6
5
6
6
12
13
9
5
Affected models make a full advance during their normal movement this activation and gain +2 DEF for one round.
Models in this unit gain Combined Melee Attack.
8
1
-
12
3
8
6
5
5
5
12
13
8
1
While this model is in formation, models in its unit can make a Grape Shot special attack. A Grape Shot special attack is a ranged attack with RNG SP 8, AOE -, and POW 10. When making a Grape Shot special attack, models cannot participate in combined ranged attacks.
8
1
-
12
3
8
6
5
5
5
12
13
8
1
This attachment can be added to a Winter Guard Infrantry unit.
14
1
3
12
When attacking with this weapon, this model cannot participate in a combined ranged attack.
3
8
8
1
-
12
4
5
5
5
12
13
8
1
3
8
8
1
-
12
4
5
5
5
12
13
8
1
3
8
20
1
4
16
Attacks made with this weapon cannot target any model within 8" of it.
6
5
5
5
12
13
8
1
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. After all models in this unit have completed their normal
movement, 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 destroyed or removed from play.
14
1
-
10
3
8
6
8
8
4
14
14
9
5
Friendly Kossite Woodsmen and Manhunters gain Treewalker.
This model ignores forests when determining LOS. While in a forest, this model gains +2 DEF against melee attack rolls and can advance through obstructions and other models if it has enough movement to move completely past them.
5
13
2
6
-
-
YES
NO
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.
3
8
-
-
YES
YES
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.
3
SELF
CTRL
-
NO
NO
Place 1 fury point on each enemy warbeast currently in this model's control area. This spell can only be cast once per turn.
3
CTRL
3
8
NO
YES
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.
2
12
-
11
NO
YES
Magical bolts of energy streak toward the target model.
3
6
-
-
YES
NO
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.)
2
10
-
12
NO
YES
A warjack damaged by this attack becomes stationary for one round.
3
CTRL
5
8
NO
YES
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.
3
6
-
-
YES
NO
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".
3
8
-
-
YES
YES
When target enemy warjack that is part of a battlegroup is damaged, its controller suffers 1 damage point.
2
6
-
-
YES
NO
Enemy upkeep spells on target friendly model / unit expire. Affected models cannot be targeted by enemy spells or animi.
3
SELF
CTRL
-
NO
NO
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.
2
6
-
12
NO
YES
When an enemy model is hit by Battering Ram, it can be pushed 3" directly away from the spell's point of origin.
2
SELF
CTRL
-
YES
NO
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.)
3
6
-
-
NO
NO
Target friendly Faction warrior model/unit gains Fearless and gains an additional die on melee damage rolls for one round.
10
-
-
NO
YES
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.
3
SP 8
-
13
NO
YES
Models hit lose Flight for one round.
3
10
-
-
NO
YES
Target enemy warrior model/unit cannot make ranged or magic attacks and suffers -2 DEF for one round.
2
6
-
-
YES
NO
Target friendly warrior model/unit gains an additional die on melee damage rolls but suffers -2 DEF.
3
8
-
15
NO
YES
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.
2
6
YES
NO
Target friendly model/unit gains +3 DEF against ranged and magic attack rolls.
2
6
-
-
NO
NO
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.
3
SELF
CTRL
-
NO
NO
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.
2
6
-
-
YES
NO
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.)
3
8
-
-
YES
YES
Friendly models gain +2 to attack and damge rolls against target enemy model/unit.
3
SELF
CTRL
-
NO
NO
Friendly Faction models gain +2 to melee attack rolls against enemy models in this model's control area. Carnage lasts for one round.
2
SELF
CTRL
-
YES
NO
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.)
2
10
-
12
NO
YES
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.
2
6
YES
NO
While within 5" of target friendly model/unit, enemy models cannot make ranged attacks.
3
SELF
CTRL
-
NO
NO
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.
2
6
-
-
YES
NO
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.)
3
SELF
CTRL
-
NO
NO
Friendly Faction models beginning a charge while in this model's control area this turn gain +2" movement.
2
SELF
-
-
NO
NO
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.
2
SELF
-
-
NO
NO
This model immediately makes a full advance. It cannot be targeted by free strikes during this movement. At the end of this movement, this model can make one melee atack against each model in its LOS that is in its melee range. Cyclone can be cast only once per turn.
2
SELF
CTRL
-
NO
NO
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.
2
6
-
-
NO
NO
Target friendly model/unit gains an additional die on each model's first ranged attack roll this turn.
2
8
-
12
NO
YES
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.
3
6
-
-
YES
NO
Target friendly unit gains +2 MAT and Vengeance. (During your
Maintenance Phase, if one or more models in a unit with Vengeance
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.)
2
8
-
-
YES
YES
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.
3
SELF
CTRL
-
NO
NO
While in this model's control area, friendly models gain +2 DEF and ARM against ranged attacks. Deceleration lasts for one round.
2
6
-
-
YES
NO
Target friendly Faction model/unit gains +2 DEF and ARM.
2
SELF
CTRL
-
NO
NO
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.
2
8
-
12
NO
YES
A model hit by Dissolution Bolt cannot channel spells for one round.
2
8
-
-
NO
YES
Target enemy warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT for one round.
3
8
-
-
NO
YES
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.
3
SELF
CTRL
-
NO
NO
Friendly Faction models beginning their activations in this model's control area gain Pathfinder. Easy Rider lasts for one turn.
3
8
3
13
NO
YES
Immediately after this attack is resolved, this model can advance up to 2" for each enemy model destroyed by the attack.
3
8
3
13
NO
YES
Immediately after this attack is resolved, this model can advance up to 2" for each enemy model destroyed by the attack.
*
SELF
CTRL
NO
YES
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.
3
8
3
14
NO
YES
Models hit sufer a POW 14 fire 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 an unboostable POW 14 fire damage roll.
2
SELF
CTRL
-
YES
NO
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.
1
6
-
-
NO
NO
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 target model's next ranged attack. Explosivo lasts for one turn.
3
6
YES
NO
Target friendly warjack gains +2 ARM and does not suffer the effects of crippled systems.
3
6
-
-
YES
NO
Boost the attack and damage rolls of target friendly Faction model's first ranged attack each activation.
2
SELF
CTRL
-
NO
NO
While in this model's control area, the ranged weapons of models in its battlegroup gain +2 RNG. Fire Group lasts for one turn.
1
SELF
-
-
NO
NO
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.
3
SELF
CTRL
-
YES
NO
Models gain concealment while in this model's control area.
3
CTRL
*
-
NO
NO
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.
3
10
-
12
NO
YES
Models damaged by Force Blow are knocked down.
2
6
-
-
YES
NO
Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune.
4
8
-
-
NO
YES
Target model/unit without Immunity: Cold becomes stationary for one round.
2
SP 8
-
12
NO
YES
Frost Hammer causes Cold damage. On a critical hit, a model becomes Stationary for one round unless it has Immunity: Cold.
3
SELF
CTRL
-
NO
NO
Warjacks in this model's battlegroup beginning 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.
2
6
-
-
YES
NO
Target friendly model/unit gains +3 to melee damage rolls but suffers -1 DEF.
3
10
-
13
NO
YES
When an enemy model is hit by this attack, it can be pushed d6" directly toward Gallows' point of origin.
3
6
-
-
NO
NO
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.)
2
6
-
-
YES
NO
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.)
3
10
-
14
NO
YES
When a warjack is hit by Grind, it suffers 1 damage point to its first available Movement system box.
3
SELF
5
13
NO
NO
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.
3
SELF
CTRL
-
NO
NO
While in this model's control area, models in its battlegroup gain boosted ranged attack rolls for one turn.
2
6
-
-
YES
NO
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.
2
6
-
-
YES
NO
Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll.
3
8
3
14
No
Yes
Hoarfrost causes cold damage. On a critical hit, models in the AOE become stationary for one round unless they have Immunity: Cold.
2
6
-
-
YES
NO
Target model in this model's battlegroup gains boosted ranged attack damage rolls.
2
8
-
-
YES
YES
Target Enemy warrior model/unit without Immunity: Cold suffers -2 DEF and cannot run or make special attacks.
2
SELF
*
-
NO
NO
Enemy models within 5" of this model are pushed 5" directly toward it in the order you choose.
2
6
-
-
YES
NO
Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll.
1
10
-
-
NO
YES
Take control of target enemy non-warcaster, non-warlock warrior model. The model immediately makes one normal melee attack, then Influence expires.
3
SELF
CTRL
-
NO
NO
While in this model's control area, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts for one round.
2
6
-
-
YES
NO
Target friendly Faction model / unit gains +2 ARM and Fearless.
3
6
-
-
YES
NO
Target friendly warjack can run, charge, or make slam or trample power attacks without spending focus and gains boosted melee attack rolls.
2
6
-
-
YES
NO
Target friendly warrior model/unit gains +3 DEF but suffers -1 SPD.
1
6
NO
NO
Target model in this model's battlegroup immediately makes one normal melee. attack.
1
SELF
CTRL
-
NO
NO
Models in this model’s battlegroup that are currently in its control area stand up and are no longer stationary. Affected models can turn to face any direction. Models that were knocked down this turn are not affected by Jump Start.
2
SELF
CTRL
-
NO
NO
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.
6
5
6
4
13
13
9
5
◦ Disbinding (★ Action) - Enemy upkeep spells on this model and/or its unit immediately expire.
◦ Frostbite (★ Attack) - Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll.
◦ Zephyr (★ Action) - Models in this unit that are in formation can immediately advance up to 3". They cannot be targeted by free strikes during this movement.
This model is a Ranking Officer. While this model is in play, models in its unit are Khador models instead of Mercenary models.
This attachment can be added to a Small- or Medium-Based Mercenary unit.
4
9
2
10
-
10
NO
YES
A model damaged by Lock the Target cannot run, charge, or be placed for one round.
*
6
-
-
NO
NO
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.
2
CTRL
5
-
YES
NO
Place a 5" AOE completely in this model's control area. While a model is within the AOE, models in this model's battlegroupignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it.
2
6
-
-
NO
NO
If the 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 sufers 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.
3
8
-
-
YES
YES
Target model/unit suffers -2 SPD and DEF. Frendly Faction models with Construct charging an affected model gain +2" movement.
2
8
-
-
YES
YES
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.
2
SELF
-
-
YES
NO
This model gains an additional die on melee attack rolls and cannot be targeted by free strikes.
3
6
-
-
YES
NO
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.
2
SELF
CTRL
NO
NO
Models in this model's battlegroup currently in its control area gain +2 SPD and Pathfinder for one turn.
2
10
-
-
NO
YES
Target warjack suffers 1 point of fire damage to each column on its damage grid.
3
10
-
-
NO
YES
Target enemy model/unit suffers -2 DEF and ARM and cannot be healed. Mortality lasts for one round.
3
SELF
CTRL
-
NO
NO
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.)
2
SELF
CTRL
-
YES
NO
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.)
3
CTRL
5
*
YES
NO
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.
2
10
-
12
NO
YES
An enemy warbeast damaged by Muzzle cannot advance toward this model for one round.
2
6
-
-
YES
NO
Target friendly model/unit ignores intervening models when making attacks. The weapons of affected models gain Magical Weapon.
4
10
4
15
NO
YES
The force of this attack blasts apart the earth itself.
3
Self
Ctrl
-
No
No
While in this model’s control area, friendly Faction models gain an additional die on their magic attack rolls this turn.
2
6
-
-
YES
NO
Target friendly model/unit gains Stealth.
2
SELF
CTRL
-
YES
NO
Friendly Faction models beginning a charge in this model's control area gain Pathfinder.
2
6
-
-
NO
NO
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.
2
6
-
-
YES
NO
When target friendly model/unit is targeted by a ranged attack, the attack suffers -5 RNG.
2
6
-
-
YES
NO
Target model in this model's battlegroup ignores LOS when making charges, slams and attacks. That model ignores conceleament and cover when resolving attacks.
2
6
-
-
NO
NO
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.
4
10
5
14
NO
YES
On a critical hit, models hit lose their initial attacks and cannot make special attacks for one round.
2
CTRL
-
*
NO
YES
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.
2
6
-
-
YES
NO
Target friendly warrior model/unit gains +2 to melee attack and melee damage rolls but suffers -2 ARM. If an affected model is disabled by an enemy attack, center a 3" AOE on it and remove that model from play. Models in the AOE are hit and suffer an unboostable POW 14 blast damage roll.
3
SELF
CTRL
-
YES
NO
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.
3
SELF
CTRL
-
NO
NO
Continuous effects, animi, and upkeep spells in this model's control area immediately expires.
2
8
-
-
YES
YES
If target enemy model/unit advances during its normal movement, immediately after ending this movement one model in this model’s battlegroup that is in its control area can make a full advance.
3
6
-
-
YES
NO
Target friendly model/unit gains +2 SPD and +2 DEF against ranged and magic attack rolls.
3
10
-
-
NO
YES
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.
2
6
-
-
NO
NO
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.)
2
CTRL
WALL
-
YES
NO
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.
2
10
-
12
NO
YES
A blade of wind slices through the target model.
3
6
-
YES
NO
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.
2
6
-
-
YES
NO
Target warjack in this model's battlegroup gains +2 STR and SPD and can run, charge, or make power attack slams or tramples without spending focus. When it ends its activation, it suffers D3 damage points.
2
6
-
-
YES
NO
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.
1
6
-
-
NO
NO
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.
3
8
4
13
NO
YES
The AOE is rough terrain and remains in play for one round.
2
CTRL
WALL
-
YES
NO
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.
2
6
-
-
YES
NO
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.
1
Ctrl
-
-
No
No
Remove one friendly living Faction model in this model’s control area from play to allocate 1 focus point to each warjack in this model’s battlegroup that is currently in its control area. Sacrificial Lamb can be cast only once per turn.
2
6
-
-
YES
NO
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.
2
6
-
-
YES
NO
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.
3
8
*
13
NO
YES
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.
2
SELF
CTRL
-
YES
NO
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.
2
6
-
-
YES
NO
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.)
2
6
-
-
YES
NO
Target frienldy model's/unit's ranged weapons gain +4 RNG.
2
6
-
-
YES
NO
Target friendly Faction model/unit gains concealment and Immunity: Cold.
2
SELF
CTRL
-
YES
NO
While in this model's control area, friendly models cannot be knocked down and do not suffer blast damage.
1
SELF
CTRL
-
NO
NO
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.
2
10
-
12
NO
YES
When a living non-soulless model is boxed by Soulfire, this model gains 1 focus point and the boxed model is removed from play.
2
SELF
CTRL
-
NO
NO
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.)
3
SELF
CTRL
-
NO
NO
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.
2
6
-
-
YES
NO
Target friendly warrior model gains +2 STR, MAT, and ARM and cannot be targeted by combined ranged attacks or combined melee attacks.
2
10
-
11
NO
YES
A model damaged by Stranglehold forfeits either its movement or its action during its next activation, as its controller chooses.
2
6
-
-
YES
NO
Target model in this model's battlegroup gains +4 STR.
2
10
-
12
NO
YES
An enemy warbesat damaged by Sunder Spirit loses its animus for one round.
3
6
-
-
YES
NO
Target friendly Faction warjack gains +2 SPD, MAT, and DEF and cannot be knocked down.
3
6
-
-
YES
NO
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.
2
SELF
CTRL
-
YES
NO
While in its control area, models in this model's battlegroup gain +1 cumulative bonus on melee attack and melee damage rolls for each other model in the battlegroup that hit an enemy model with a melee attack this turn while in this model's control area.
2
6
-
-
YES
NO
Target friendly model/unit can advance up to 3" after all models have ended their activations on your turn.
2
6
-
-
YES
NO
This model can channel spells through target friendly model as if it were a model in this model's battlegroup with Arc Node.
2
6
YES
NO
Target friendly warjack gains +2 ARM and is immune to continuous effects.
4
8
4
12
NO
YES
Models hit by Tempest are knocked down and suffer a POW 12 damage roll.
2
SELF
-
-
YES
NO
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.
2
SELF
CTRL
-
YES
NO
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.
3
SELF
CTRL
-
NO
NO
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.
2
10
3
10
NO
YES
The AOE is a cloud effect that remains in play for one round.
3
SELF
CTRL
-
NO
NO
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.
2
SELF
CTRL
-
NO
NO
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.)
3
CTRL
4
-
YES
NO
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.
*
SELF
-
-
NO
NO
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.
2
SELF
-
-
YES
NO
Damage rolls against enemy models in this model's melee range are automatically boosted.
2
SELF
CTRL
-
YES
NO
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.
3
SELF
-
-
YES
NO
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.
2
6
-
-
YES
NO
Target friendly model/unit gains Camouflage and Pathfinder. (A model with Camouflage gains an additional +2 DEF when benefiting from concealment or cover.)
3
6
-
-
YES
NO
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.
2
CTRL
5
-
NO
NO
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.
2
SELF
-
-
NO
NO
This model can immediately make a full advance and gains +2 DEF for one round. Wind Rush can be cast only once per turn.
3
SELF
-
-
NO
NO
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.
This model can advance through other model if it has enough movement to move completely past their bases. This model cannot be targeted by free strikes. This model ignores intervening models when declaring its charge attack.
Place this model after normal deployment, up to 6" beyond the established deployment zone.
While B2B with this model, friendly warcastes and solos gain +1 CMD.
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.
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 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.
This model can immediately negate any spell that targets it or a model within 3" of it by spending 1 soul token before the RNG of the spell is measured. The negated spell does not take effect, but its COST remains spent.
When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
When calculating damage from this 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 the models hit that have medium or larger bases. This attack gains +2 to damage rolls against model swith small bases.
Choose a friendly Faction model. While in this model's command range, the chosen model gains +2 to AOE ranged attack rolls. When the chosen model's AOE ranged attacks deviate, you can reroll the direction and/or distance of the deviation. Each roll can be rerolled only once as a result of Artillerist. Artillerist lasts for one turn.
As part of a charge, after moving but before making its charge attack, this model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of this model's activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in mele penalty. If the target is not in melee range after moving, this model can make the Assault ranged attack before it's activation ends.
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.
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.
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.
This model gains an additional die on its back strike damage rolls.
Make a normal attack with this weapon. After resolving the attack, make one additional attack with this weapon.
Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action.
Immediately after a normal attack with this weapon is resolved during this model's combat action, the nemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1".
When 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.
When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation it makes a Both Barrels attack.
This model gains +2 to charge attack damage rolls with this weapon.
This weaspon has an integral buckler that gives the model a cumulative +1 ARM bonus; for example, a model with two of them gains a bonus of +2 arm. A model does not gain this bonus while the weapon system with the buckler is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
When this model 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.
During this unit's activation, affected models make their combat actions before their normal movement. Affected models must make a full advance as their normal movement this activation.
This model gains an additional +2 DEF when benefiting from concealment or cover.
If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push or throw power attack against that target.
This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
This model's front arc extends to 360 degrees.
This model cannot make an initial attack with this weapon during an activation it charged at least 3".
- 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.
A friendly Faction model or unit in this model's command range can replace its current CMD with current CMD of the commander when making command checks (p. 84). Models with the Commander advantage should not be confused with units commanders that lead individual units (p. 71). All warcaster models have this advantage.
This model is not a living model, never flees, and automatically passes command checks. All warjack models have this advantage.
A model hit by this attack suffers the Corrosion continuous effect (p. 69).
A model hit by this attack suffers the Fire continuous effect (p. 69).
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 canter 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, 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, 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.
This model gains an additional die on trample attack rolls and can make trample power attacks without spending focus.
If this model attack with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
This weapon causes cold damage (p.68).
This weapon causes corrosion damage (p. 68).
This weapon causes electrical damage (p. 68).
This weapon causes fire damage (p. 68).
While this model is B2B with one or more models in its unit, it gains +2 ARM.
Once per turn, when an enemy model advances into and ends its movement in this model's melee range, this model can immediately make one normal melee attack against it.
When this weapon hits a model/unit, upkeep spells on that model/unit immediately expire.
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 is a Doom Reaver model.
This model can make two additional attacks for each focus point spent to make additional attacks with this weapon.
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.
This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If it passes, the warjack gains Pathfinder and must use its normal movement and combat action to charge or make a slam power attack during its activation this turn. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack immediately makes a full advance. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
When this model forfeits its movement to gain the aiming bonus it can also make one additional ranged attack this activation.
This model gains +2 DEF against melee attack rolls.
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 ignores cloud effects (p. 69) and forests (p. 87) when determining line of sight. This model ignores concealment (p. 57) and Stealth (p. 34) when making attacks.
This model never flees (p. 85). All warcaster models have this advantage.
This model cannot be targeted by ranged or magic attacks while knocked down.
This model can use Flak Field once per turn at any time during its activation but cannot interrupt its normal movement to do so. When this model uses Flak Field, models B2B with it suffer an unboostable POW 12 blast damage roll and other models within 2" of it suffer an unboostable POW 6 blast damage roll.
This model gains an additional die on attack rolls with this weapon against models with Flight.
When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continous effect.
When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die.
When this model 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.
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.
When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved.
When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
This model gains +1 ARM for each sould token currently on it.
This model does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.
This model can make power attack slams without spending focus or being forced. Models slammed bu this model are moved an additional 2".
This model is a Greylord model.
When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.
While knocked down, this model is not automatically hit by melee attacks and its DEF is not reduced.
While this model is within 3" of its warcaster and is not knocked down or stationary, its warcaster cannot be targeted by free strikes and gains +2 DEF against melee attack rolls, and models attacking the warcaster do not gain back strike bonuses.
This model is a gunfighter (p. 63). The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.
This model can add this weapon's POW to its head-butt and slam powe attack damage rolls.
If this model attacks with this weapon during its activation, it cannot attack with another melee weapon that activation. If this model attacked with another melee weapon this activation, it cannot attack with this weapon.
This model is not a warrior model. It does not activate but can advance up to 1" for each Crewman B2B with it at the beginning of its unit's activation. If this model is moved during its unit's activation, Crewmen in the unit cannot make a Fire! special attack that activation. This model is automatically hit by melee attacks. This model cannot be knocked down or made stationary.
This model ignores forests, concealment, and cover when determining LOS or making a ranged attack.
After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey. While this model is in play, each model in its unit beginning its activation within 10" of the prey gains +2" movement that activation. While this model is in play, models in its unit gain +2 to attack and damage rolls against the prey. When the prey is destroyed or mreoved from play, choose another model/unit as the prey.
This model does not suffer cold damage (p. 68).
This model does not suffer corrosion damage and is immune to the Corrosion continuous effect (p. 68).
This model does not suffer electrical damage (p. 68).
This model does not suffer fire damage and is immune to the Fire continuous effect (p. 68).
This model 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.
Friendly X models/units in this model's command range never flee and immediately rally.
You gain +1 to the starting roll determining the order of deployment and play.
If one or more enemy models are in this model's command range during your Maintenance Phase, one friendly warrior model in this model's command range can advance up to 3".
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 hit by an enemy ranged or magic attack, you can choose to have one of those non-incorporeal warjacks be directly hit instead. That model is automatically hit and suffers all damage and effects.
This model is not a warcaster but has the following warcaste special rules: Battlegroup Commander, Control Area, Focus Manipulation, Power Field, and Spellcaster.
When a model is hit by an attack with this weapon, it is knocked down.
This 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.
This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking wiht whis model and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation.
This model must be B2B with a friendly living Faction Warrior model to make an attacks with this weapon.
Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability.
This weapon is a magical weapon (p. 68).
Friendly living Faction warrior models with small or medium bases can ignore friendly Faction warrior models in this model's command range when determining LOS and can advance through friendly Faction warrior models in this model's command range if they have enough movement to move completely past them.
This model can attempt to repair friendly non-Faction warjacks and battle engines.
This model will work for Cryx.
This model will work for Cygnar.
This model will work for the Four Star Contract.
This model will work for Khador.
This model will work for Protectorate.
This model will work for Retribution.
This model will work for the Talion charter contract.
If you can have two or more warlocks in your army, this model and warjacks in its battlegroup can take the place of a Skorne warlock. This model counts toward the maximum number of warlocks allowed in an army and counts as a warlock for FA.
This model will work for the Blindwater Congregation pact.
This model will work for the Thornfall Alliance pact.
This model will work for Circle.
This model will work for Skorne.
This model will work for Trollbloods.
Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2" of the last model hit, ignoring ROF. This model can make up to four attacks during its activation as a result of Multi-Fire.
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 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.
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".
This model cannot be targeted by free strikes.
This model can advance through rough terrain (p. 86) without penalty and can charge and make slam and trample power attacks across obstacles (p. 87).
Instead of making a normal damage roll on a hit, this model can throw the model hit as if it had hit with and passed the STR check of a throw power attack. The thrown model suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
During its activation, this model can make melee attacks with its ranged weapon, with a 1/2" melee range. Do not add this model's STR to damage rolls made with ranged attacks. Charge attacks made with ranged weapons are not boosted.
Gains an additional die on this weapon's damage rolls against living models.
This model can make trample power attacks.
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.
When this model damages a warjack or warbeast with a melee attack, choose which column or branch suffers the damage.
This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
Gain an additional die on attack and damage rolls with this weapon against models with an enemy upkeep spell on them.
Once during your opponent's turn, when an enemy model within 12" of this model that is in its LOS targets this model with a ranged attack, this model can make a ranged attack against the model beofre it makes its attack roll. If this model's ranged attack hits, the enemy model suffers no damage but its attack automatically misses.
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.
While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
Friendly Faction models can ignore this model when determining LOS.
When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
This weapon has a 2" melee range (p. 50).
After the models in this unit have completed their actions, each can advance up to 3".
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.
This model can upkeep spells on models in its battlegroup without spending focus.
When included in a Retribution army, this model is a Retribution model instead of a Mercenary model.
This model can control and reactivate only friendly Mercenary Rhulic warjacks.
This model can have only Mercenary Rhulic warjacks in its battlegroup and can reactivate only frienldy Mercenary Rhulic warjacks.
This model can be included only in a battlegroup controlled by a Mercenary Rhulic warcaster or assigned to a Mercenary Rhulic 'jack marshal. This model can be reactivated only by a friendly Mercenary Rhulic warcaster or a friendly Mercenary Rhulic 'jack marshal.
When this model is missed by an enemy melee attack, immediately after the attack is resolved it can make one normal melee attack against the attacking model.
This model cannot be targeted by enemy spells.
Take control of a living enemy non-warcaster, non-warlock warrior model B2B with this model. You can immediately make a full advance with the enemy model followed by a normal melee attack, then Seduction expires. The nemey model cannot be targeted by free strikes duringt his movement.
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.
A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
This weapon is a shield that gives the model a cumulative +2 ARM bonus; for example, a model with two of them gains a bonus of +4 ARM. A model does not gain this bonus while the weapon system with the shield is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
Once per round, when a friendly model is directly hit by a ranged attack during your opponent's turn while within 2" of this model, this model can become the target of the attack and be automatically hit instead. This model cannot use Shield Guard if it is incorporeal, knocked down, or stationary.
For one round, each affected model gains a +4 ARM bonus while B2B with another affected model in its unit. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall.
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.
This model does not have to make Berserk attacks.
A model directly hit by this weapon cannot cast spells for one round.
This weapon's AOE is a cloud effect that remains in play for one round.
When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a combined ranged attack loses Sniper until the attack is resolved.
This model gains one soul token when a living enemy model is destroyed in it's command range. This model can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
This model does not generate a soul token when it is destroyed.
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.
If this model is directly hit by an enemy ranged attack, choose a friendly living non-incorporeal warrior model within 2" of it to be directly hit instead. That model is automatically hit and suffers all damage and effects.
During this model's activation, when it makes and attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
When this model makes a melee attack during its activation, its fron arc extends to 360 degrees, and it can make one melee attack against each model in its LOS that is in its melee range.
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.
Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
If this model is destroyed or removed from play, you can choose a Grunt in this unit within 1" of this model to take its place. Effects on this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the tabel instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.
This model is a terrifying entity (p. 84). Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
Add this model's STR to the POW of this ranged attack.
When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down.
Gain an additional damage die against knocked down targets.
This model ignores conceleament, Camouflage, and Stealth.
This model is not a living model and never flees.
At the end of any activation in which this model spent 1 or more focus points, roll a d6. If the roll is equal to or less than the number of focus points spent, this model explodes and models within 3˝ of it suffer an unboostable POW 14 blast damage roll. Remove this model from play.
While engaging an enemy model, this model gains +2 ARM.
This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make both its initial ranged and melee attacks.
When attacking 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.