This model can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. This model cannot be targeted by free strikes. During your Maintenance Phase, if one or more models in this unit were destroyed or removed from play by enemy attacks during your opponent's last turn, each model in the unit can advance 3" and make one normal melee attack. RNG CMD. Target enemy model/unit. If the model.unit is in range, it is cursed. A firendly Bane model charging a cursed model gains +2" movement. Friendly Bane models gain +2 to attack rolls against cursed models. Curse can be used once per activation and lasts for one turn. While in this enemy model's melee range, enemy models suffer -2 ARM. When this model destroys a living enemy model with a melee attack, after the attack is resolved you can add one Grunt to a friendly Small-based Bane unit in this model's command range. The Grunt must be placed in formation and within 3" of this model The destroyed model is removed from play but does not provide a soul or corpse token. This model can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. This model cannot be target by free strikes. This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range. While in this enemy model's melee range, enemy models suffer -2 ARM. While this model is in play, models in its unit gain tough While in this enemy model's melee range, enemy models suffer -2 ARM. While this model is in play, after resolving continuous effects during your Maintenace Phase, knocked down models in its unit stand up and stationary models in its unit are no longer stationary. This attachment can be added to a Bane Thrall unit. While in this enemy model's melee range, enemy models suffer -2 ARM. Each model within 6" of this model that is in its front arc is automatically hit unless this model's LOS to it is blocked by terrain. Models hit suffer a POW 12 corrosion damage roll and the Corrosion continuous effect. After this attack is resolved, remove this model from play. Purge is a ranged attack. If this weapon daamges 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 this model is in play, models in its unit gain Reanimation. (When a model with Reanimation boxes a living enemy warrior model with a melee attack, add one Grunt to this unit and then remove the boxed model from play. The Grunt must be placed in formation and within 3" of this model. The Grunt cannot activate this turn.) When this model is disabled, center a 5" AOE on it, then remove this model from play. models in the AOe suffer a POW 14 blast damage roll. This model cannot be knocked down. When attacking with this weapon, this model can ignore intervening models except those within 1" of the target. When it charges a living model, this model gains +2" movement. 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 Cankerworm ends its activation in Asphyxious' control area, it can make a full advance. At anytime during its activation, if it is in base contact with a wreck marker this model can spend 1 focus point to use Salvage. Remove the wreck marker from play, then remove d6 damage points from this model. If it was a heavy warjack wreck marker, remove +3 damage points. When calculating damge from this attack, halve the base ARM stats of models hit that have medium or larger bases. This attack gains +2 to damge rolls against models with small bases. When Cankerworm uses Salvage, you can adapt the Replicator. The Replicator gains the special rules and weapon qualities of one of the destroyed warjack's weapons. The Replicator becomes the type of weapon adapted (melee or ranged) and uses that weapon's RNG, ROF, AOE and POW. This effect lasts until Cankerworm uses Adapt again. When this model destroys a living enemy model with a melee or range attack, after the attack is resolved you can add one Grunt to a friendly Revenant Crew of Atramentous unit in this model's command range. The Grunt must be placed in formation and within 3" of this model. The destroyed model is removed from play but does not provide a soul or corpse token. Durings its activation, this model can make melee attacks with its ranged weapon, with a 0.5" melee range. Do not add this model's STR to damage rolls made with ranged weapons. Charge attacks made with ranged weapons are not boosted. When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Revenant model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects. Friendly Revenant trooper models gain +2 to attack rolls while this model is in their LOS. This model ignores LOS when making attacks with this weapon. When resolving attacks with this weapon, ignore concealment and cover. When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. While this model is in play, models in its unit gain Combined Melee Attack. Whe this model boxes a living enemy warrior model with a melee attack, add one Grunt to this unit and then remove the boxed model from play. The Grunt must be placed in formation and within 3" of this model. The Grunt cannot activate this turn. When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Drudge Grunt model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects. This unit can be included only in mercenary contract armies that list Cephalyx as possible members. This unit can be included only in mercenary contract armies that list Cephalyx as possible members. When this model destroys a living enemy model with a melee attack, after the attack is resolved you can add one Grunt to a friendly Cephalyx Mind Slaver & Drudges unit in this model's command range. The Grunt must be placed in formation and within 3" of this model The destroyed model is removed from play but does not provide a soul or corpse token. When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. Influence is a RNG 10 magic attack. Take control of target enemy non-warcaster, non-warlock warrior model hit. The model immediately makes one normal melee attack, then Influence expires. When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Drudge Grunt model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects. Psychic Assault is RNG SP 8 magic attack. This attack ignores LOS. Models hit suffer a POW 12 damage roll. Each time this model makes a normal melee or ranged attack, choose one of the following abilities: Burster, Distillation, Psycho Venom. When this attack boxes a living model, center a 3" AOE on that model, then remove the model from play. Models in the AOE are hit and suffer an unboostable POW 10 corrosion damage roll. When a living enemy model is destroyed by this attack while this model is in its warcaster's control area, immediately after the attack is resolved the warcaster heals d3 damage points. When a living enemy model is boxed by this attack, it heals 1 damage point. For the rest of the turn, this model's controling warcaster can channel spells through the enemy model as if it were a model in his battlegroup with the Arc Node ability. At the end of the turn, the enemy model is destroyed. Once per turn, when this model destroys one or more enemy models iwth a melee attack during its activation, immediately after the atttack is resolved it can make one Magic Ability special attack or special action. While mounted this model has base SPD 8 and base ARM 17. While dismounted, it has base SPD 6 and base ARM 15. Friendly Soulhunter models activating while in this model's command range gain incorporeal that activation. While in this model's command range, living enemy models suffer -2 to damage rolls. Beyond Death lasts for one round. Friendly undead Faction models currently in this model's command range can immediately advance up to 1". Hellfire is a RNG 10, POW 14 magic attack. A model/unit hit by Hellfire must pass a command check or flee. 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. While this model is in its controller's control area, it can spend focus points to cast its controller's spells. When this model casts its controller's spells, the controller is considered to have cast them but this model is their point of origin. When making a magic attack roll, this model uses its controller's FOCUS. This model cannot cast spells with a RNG of SELF or CTRL. When this model gains a soul token, it can immediately spend that token to remove d6 damage points. During your Control Phase, after focus allocation this model gains 1 focus point for each of its arm systems that is currently not crippled. While this model has one or more non-crippled arm systems, its front arc extends to 360°. During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits. When this model begins its activation within 3" of one or more friendly Bane models, it is allocated 1 focus point. This model ignores the effects of deep and shallow water and can move through them without 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. This model cannot be knocked down. This attack's AOE remains in play for one round. Enemy models and non-Faction friendly models entering or ending their activations in the AOE suffer 1 point of corrosion damage. On a critical hit, after the attack is resolved this model can make one additional attack against the model hit. When this model destroys a living enemy model while in Scaverous' control area, Scaverous gains the destroyed model's soul token. 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". When an enemy model misses this model with an attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from thsi model. Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this models STR plus twice the POW of this weapon. When it charges a living model, this model gains +2" movement. This model gains an additional die on damage rolls against damaged models. When this model destroys one or more enemy models with a melee attack during its combat action, after that attack is resolved this model can move up to 1" and make one additional melee attack. While in this model's command range, friendly Bloodgorger models gain Overtake. (When a model with Overtake destroys one or more enemy warrior modesl with a normal melee attack, after the attack is resolved this model can immediately advance up to 1".) This model and friendly Bloodgorgers models in its command range cannot be knocked down. Living enemy models suffer -2 STR and DEF while within 5" of this model. This model is included in any army that includes Goreshade the Bastard. If Goreshade is destroyed or removed from play, remove this model from play. This model is part of Goreshade's battlegroup. If Goreshade the Bastard is disabled while within 3" of this model, this model is destroyed and Goreshade heals 1 damage print. If this model ends its activation outside Goreshae's comman range, it is destroyed. When this model boxes a living enemy warrior model with an attack with this weapon and the Deathwalker is not in play, remove the boxed model from play and replace it with the Deathwalker. When Bleed destroys a living enemy model, this model heals d3 damage points. Enemy upkeep spells and animi on the model/unit directly hit by Hex Blast immediately expire. While in this model's control area, living enemy models cannot cast spells or use feats. Mage Blight last for one round. Models in this model's battlegroup gain Dark Shroud and Stealth while in its control area. Shadowmancer lasts for one round. (While in the melee range of a model with Dark Shroud, enemy models suffers -2 ARM.) Remove a friendly trooper model in this model's control are from play and replace it with target warjack in this model's battlegroup that is in its control area. LOS to that target is not required. The warjack cannot activate this turn after being placed by Soul Gate. Remove one or more friendly Faction warrior models currently in Goreshade's control area from play. For each model removed, return one destroyed non-character friendly Faction warrior model to play completely within Goreshade's control area. Place returned trooper models in formation with their original units. Returned models forfeit their actions the turn they return to play. When an enemy model casts a spell or uses an animus wihle in this model's control area, after the spell is cast or animus is used the enemy model suffers 1 damaage point and this model heals 1 damage point. When a firendly Bane Thrall model in this model's control area destroys a living enemy warrior model, you can add one Grunt to the Bane Thrall's unit. The Grunt must be placed completely within Goreshade's control area and in formation. Bane Thralls put into play by this ability cannot activate the turn they are put in play. A model hit by this weapon becomes stationary for one round unless it has Immunity: Cold. Target model/unit suffers -2 ARM and cannot make free strikes. A model can advance through an affected model if it has enough movement to move completely past its base. Enemy upkeep spells and animi on the model/unit directly hit by Hex Blast immediately expire. Target friendly model/unit gains Stealth. Target model in this model's battlegroup ignores LOS when making charges, slams, and attacks. That model ignores concealment and cover when resolving attacks. When an enemy model advances and ends its movement within 6" of target friendly Faction non-warcaster warrior model and the affected model is not engaged, the affected model can immediately charge the enemy model, then Sudden Death expires. A trooper model that charges as a result of Sudden Death ignores unit formation while resolving the charge. If the trooper model is out of formation after the charge attack is resolved, it is destroyed before Sudden Death expires. This model ignores the effects of deep and shallow water and can move through them without 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. This model gains one soul token when a living enemy model is destroyed within 2" of it. This model can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost. This model cannot be knocked down. This model ignores LOS when making attacks with this weapon. When resolving attacks with this weapon, ignore concealment and cover. This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range. Place the burrow marker in base contact with this model anywhere in its front arc, then remove this model from the table effects on this model expire. This model cannot burrow into solid rock or man-made constructions and cannot burrow while its Movement system is crippled. Return this model to the table during your next Control Phase after models replenish their focus but before focus is allocated. When it returns, place it anywhere within 3" of the burrow marker. If there is no room to place this model, remove the burrow marker from the table and remove this model from play. Living enemy models currently in Asphyxious' control area suffer an unboostable POW 5 damage roll. Asphyxious gains up to 7 focus points. He cannot have more focus points than his current FOCUS as a result of Consuming Blight. Models hit suffer a POW 12 corrosion damage roll. The AOE is a cloud effect that remains in play for one round. Models entering or ending their activation in the AOE suffer 1 point of corrosion damage. A model/unit hit by Hellfire must pass a command check or flee. Target model/unit suffer -3 ARM and this model gains +1 ARM. Target friendly model/unit gains +2 to melee attack damage rolls. Affected models gain Critical Corrosion on their normal melee attacks. Place this model anywhere completely within 8" of its current location, then its activation ends. 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 this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits. This model's front arc extends to 360°. This model gains Stealth. While warjacks this model controls are B2B with it, they also gain Stealth. Cloak of Darkness lasts for one round. Dark Fire is a RNG 10, POW 12 magic attack. When a living enemy model is destroyed by Dark Fire, this model gains its soul token regardless of the proximity of other models. While in this model's command range during their activation, warjacks controlled by this model can spend soul tokens on this model to gain additional attacks or to boost attack or damage rolls at one token per attack or boost. This model gains one soul token when a living enemy model is destroyed 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. Gain +1 to damage rolls with this weapon against models with medium bases and +2 to damage rolls against models with large bases. This model ignores the effects of deep and shallow water and can move through them without 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. Return up to ten friendly destroyed non-warcaster small- or medium-based Faction warrior models to play, placing them within 3 ̋ of Asphyxious. Returned models gain Undead and Ghostly, become solos, and cannot be attacked or damaged for one turn. Returned models must charge during their activations and leave play at the end of this 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. A model with Ghostly cannot be targeted by free strikes.) 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. Place a 5" AOE anywhere completely in this model's control area. The AOE remains in play for one round. When a living enemy model is destroyed in the AOE, this model gains one soul token. While the AOE is in play, this model cannot attack with Daeamortus and has no melee range. Place a 3" AOE cloud effect completely in the model's control area. A model entering or ending its activation in the AOE suffers 1 points of corrosion damage. Caustic Mist lasts for one round. Before dealing damage, count the number of models in this AOE. Add the result to each Death Knell damage roll. When a living enemy warrior model is boxed by Excarnate, remove it from play. You can then add one Grunt to a friendly Faction small-based undead unit in this model's control area. The Grunt must be placed in formation and within 3" of this model. This model cannot be targeted by charges. While within 5" of this model enemy models treat open ground as rough terrain. Target model/unit suffer -3 ARM and this model gains +1 ARM. Place this model anywhere completely within 8" of its current location, then its activation ends. Terminus gains one soul token for each living enemy model destroyed in his contorl area. Terminus gains +1 ARM for each soul token on him. Dragon's Call lasts for one round. 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. This model can advnace through terrain and obstacles without pnealty and can advance through obstruction 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 is directly hit by an enemy ranged attack you can choose to have one friendly, non-incorporeal Undead model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects. While in this model's command range, friendly undead Faction models gain Tough. On a critical hit, instead of rolling damage normally you can choose to have this model throw the model hit. Treat the throw as if this model had hit with and passed the STR check of a throw power attack. The thrown model suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equial to this model's STR. Models hit suffer a POW 10 damage roll. Models boxed by Annihilation are removed from play. This model gains a soul token for each living non-soulless enemy model removed from play this way. A model/unit hit by Hellfire must pass a command check or flee. While within 2" of this model, enemy models suffer -2 DEF and ARM. Target model in this model's battlegroup gains Berserk for one turn. When affected by Ravager, a model cannot make Chain Attacks. (When a model with Berserk destroys one or more models with a melee attack during its combat action, immediately after the attack is resolved it must make one additional meless attack against another model in its melee range.) When a model is destroyed in Venethrax's control area, before removing the model from the table center a 3" AOE cloud effect over it. The destroyed model does not provide a corpse token. Models with Eyeless Sight do not ignore these cloud effects. Models entering a Charnel Flames AOE suffer 1 point of fire damage. Charnel Flames lasts for one round. 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. Corrosion continuous effects that affect enemy models in this model's control area cannot expire. When this model hits a warbeast with a melee attack, roll an additional damage die. Blood Rain causes corrosion damage. Models hit suffer the Corrosion continuous effect. A model/unit hit by Hellfire must pass a command check or flee. This model gains +2 STR and ARM. Models cannot reave fury from warbeasts destroyed by this model. When this model destroys an enemy model with fury points on it with an attack, this model gains a number of focus points equal to the fury points on the destroyed model. Enemy models pay double the focus or fury point cost to cast or upkeep spells while in this model's control area. When target friendly Faction model/unit destroys a living enemy model with a melee atack, this model gains the destroyed model's soul token regardless of the proximity of other models. While in this models control area, frinedly Faction models gain boosted magic attack rolls. When Scaverous casts a spell, reduce the COST of the spell by 1. When an enemy model casts a spell or uses an animus while in Scaverous' control area, increase the COST by 1. Black Gate lasts for one round. 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. This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range. Target friendly Faction model/unit gains +2 ARM. If an affected warjack is damaged, you choose which column suffers the damage. When a living enemy warrior model is boxed by Excarnate, remove it from play. You can then add one Grunt to a friendly Faction small-based undead unit in this model's control area. The Grunt must be placed in formation and within 3" of this model. 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 target by free strikes.) While in the AOE, enemy models suffers -2 ARM. The AOE remains in play as long as upkeep is paid. Target enemy warrior model/unit without Immunity: Cold suffers -2 DEF and cannot run or make special attacks. Place target model completely within 2" of its current location. When Telekinesis targets an enemy model, it is an offensive spell and requires a magic attack roll. A model can be affected by Telekinesis only once per turn. RNG 1. Target enemy non-character warjack with a functional Cortex system or an inert non-character warjack with a functional Cortex system. If the warjack is in range, take control of it and remove this model from the table. Effects on this model when it is removed from the table expire. You cannot activate the warjack this turn. If the melded warjack was part of a battlegroup, while it is in its former controller's control area during the former controller's activation the former controller can spend focus points to attempt to regain control of it at 1 focus point per attempt. If it does so, the former controller and this model each roll a d6 and add their CMD. If the former controller's total is higher, it regains control of the warjack and this model exits the warjack. If the former controller's total is not higher, you maintain control of the warjack. After resolving an attack in which the melded warjack suffered 1 or more damage points, this model must make a command check. If it fails this check, it exits the warjack after resolving continuous effects during your next Maintenace Phase. You can choose to have this model exit the warjack after resolving continuous effects during your Maintenace Phase. If this model exits the warjack for any reason, contorl of the warjack returns its former controller. Place this model within 3" of the warjack. If the warjack was inert when this model melded with it, the warjack becomes autonomous. This model is destroyed if the melded warjack is destroyed before it exits the warjack. This models gains +1 ARM for each soul token currently on it. When this model hits an enemy warjack that has a functional cortex with a melee attack, it can spend a soul token to take control of the warjack. Immediately after teh attack has been resolved, you can make a full advance the warjack and can then make one normal attack, then Possession expires. This model gains one soul token when a living enemy model is destroyed within 2" of it. This model can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost. This model begins the game with one soul token. If this weapon daamges 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. During your Control Phase, while this model is in Master Necrotech Mortenebras control area, Mortenebra can allocate focus to warjacks in her battlegroup that are in this model's command range. This model is attached to Master Necrotech Mortenebra for the rest of the game. Each warcaster can have only one model attached to it. This model is included in any army that includes Master Necrotech Mortenebra. If Mortenebra is destroyed or removed from play, remove this model from play. This model is part of Mortenebra's battlegroup. This model gains one soul token when a living enemy model is destroyed within 2' of it. This model can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost. This model must be in its warcaster's control area to make the Spell Slave special action. When it does, it casts one of its warcaster's spells with a COST of 3 or less. The warcaster is considered to have cast that spell but this model is its point of origin. When making a magic attack roll, this model uses its warcaster's FOCUS. This model cannot cast spells with a RNG of SELF or CTRL. While in Mortenebra's control area, friendly Faction models can reroll attack and damage rolls this turn. EAch roll can be rerolled only once as a result of Recalibration. 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. While B2B with this model, a warjack in its battlegroup can spend focus points on this 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. This model cannot be knocked down. When Doom Spiral damages a warjack that is part of a battlegroup, its controller suffers d3 damage points. Models in this model's battlegroup that are currently in its control area can immediately turn to face any direction. Affected models that are stationary or knocked down are no longer stationary and stand up. Models that were knocked down this turn are not affected by Jump Start. When target model in this model's battlegroup destroys one or more enemy models with an attack, immediately after the attack is resolve one model in this model's battlegroup that is in its control are can make a full advance, then Overrun expires. Overrun can be cast on,y once per turn and lasts for one turn. Target warjack in this model's battlegroup gains +2 ARM and Ghostly. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be target by free strikes.) Warjacks in this model's battlegroup that are currently in its control area can charge or make power attacks without spending focus and gain boosted melee attack rolls against living models. When an affected model targets a living model with a charge or slam power attack, it gains +2' movement. Terminal Velocity lasts for one turn. While in the AOE, enemy models cannot channel spells, be allocated focus or be forced. The AOE remains in play as long as its upkeep is paid. This attachment can be added to a Mechanithrall unit. 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. 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. This model gains one corpose token each time a Mechanithhrall or living model is destroyed within 5" of it or a Grunt in its unit. Remove up to three corpse tokens from this model to add one Grunt to a friendly Mechanithrall unit in this model's command range per token removed. The Grunt must be placed in formation and within 3" of this model. When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Stitch thrall Grunt or Mechanithrall model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects. Choose a friendly Faction warrior model B2B with this modle. That model heals d6 damage points. To use this special action, this model must bei n base contract with a wreck marker. Make a skill check. If it passes, d3 Scrap Thralls are created from a light wreck marker or d6 from a heavy wreck marker. Remove the wreck marker from play and place the Scrap Thralls within 3" of this model. Placed Scrap Thralls cannot activate 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. This model cannot be knocked down. When this model is disabled, center a 4" AOE on it and then remove this model from play. Models in the AOE are hit and suffer a POW 8 blast damage roll. This model makes a melee attack. If that attack hits, instead of dealing damage normally, center a 4" AOE on the model hit and remove this model from play. The model hit suffers a POW 16 damage roll. If the attack misses, center the AOE on this model and remove this model from play. Models in the AOE other than the model directly hit are hit and suffer a POW 8 blast damage roll. Blast damage from this attack is not considered to have been caused by a melee attack. While Nightmare is in Deneghra's control area, it gains Stealth. During its activation, this mode can spend 1 focus point to gain 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. A model with Ghostly cannot be targeted by free strikes.) After deployment but before the first player's turn, choose an enemy model/unit ot be this model'unit's prey. This model gains +2 to attack and damage rolls against its prey. When this model begins its activation wtihin 10" of its prey, it gains +2" movement that activation. When this prey is destroyed or removed from play, choose another model/unit to be the prey. 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. 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. Skarre suffers up to 5 damage points. While in her control area, friendly Faction models gain +1 STR and ARM for each damage point she suffers as a result of Blood Magic. Blood Magic lasts for one round. RNG CMD. Target a model in this model's LOS. If that model is in range, remove one friendly Faction troooper model within 1" of this model from play. The target model suffers a magical damage roll with POW equal to the base ARM of the removed model. When an attack with this weapon hits, this model can suffer 1 damage point to gain an additional die on the damage roll against the model hit. Life Trader can only be used once per attack. When it destroys a living enemy model with this weapon, immediately after the attack is resolved this model heals d3 damage points. When a model is hit by an atack with this weapon, it is knocked down. When target enemy warjack that is part of a battlegroup is damaged, its controller suffers 1 damage point. Blood Rain causes corrosion damage. Models hit suffer the Corrosion continuous effect. While in this model's control area, friendly Faction models gain an additional die on their melee attack rolls this turn. A model/unit hit by Hellfire must pass a command check or flee. Remove target friendly warrior model from play. Skarre gains d6 additional focus points during your next Control Phase. Ritual Sacrifice can be cast only once per turn. This model gains one soul token each time it destroys a living enemy model. It can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to bost attack or damage rolls at one token per boost. If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one additional ranged attack against that model ignoring ROF. If the additional attack hits, it does not inflict damage but the model hit must forfeit either its movement or action on its next activation. If this weapon daamges 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. During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits. When an attack made by this weapon boxes a living enemy warrior model, remove that model from play. Add one Grunt to this unit for each model removed from play this way. Place the Grunt in formation. this unit cannot have more Grunts as a result of Damnation than it had a the beginning of the game. This model ignores LOS when making attacks with this weapon. When resolving attacks with this weapon, ignore concealment and cover. 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 with this weapon and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation. While B2B with one or more Grunts in this unit, the Leader gains +2 attack rolls with this weapon. This attachment can be added to a Revenant Crew of the Atramentous unit. If this model is destroyed while in formation, return it to play at the beginning of your next Maintenance Phase. Place it within 3" of the unit commander. If the unit commander leaves play before this model returns to play, then remove this model from play before choosing a new unit commander. 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. Durings its activation, this model can make melee attacks with its ranged weapon, with a 0.5" melee range. Do not add this model's STR to damage rolls made with ranged weapons. Charge attacks made with ranged weapons are not boosted. Grunts in this unit that are destroyed while in formation return to play at the beginning of your next Maintenace Phase. Place the returned Grunts within 3" of the unit commander. If the unit commander leaves play; remove from play all destroyed Grunts not yet returned to play and then choose a new unit commander. Durings its activation, this model can make melee attacks with its ranged weapon, with a 0.5" melee range. Do not add this model's STR to damage rolls made with ranged weapons. Charge attacks made with ranged weapons are not boosted. 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 calculating damage from this attack, halve teh base ARM stats of models hit that have medium or larger bases. This attack gains +2 to damage rolls against models with small bases. This causes no damage. The model hit suffers -2 DEF and for one round cannot advance while within this model's melee range. This attachment can be added to a Satyxis Blood Witches unit. Once per game during its unit's activation, this model can use Blood Shadow. At the end of this activation, models in this unit gain Incorporeal for one round. While in this model's command range, enemy models lose Tough, cannot heal or be healed, and cannot transfer damage. 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 this model makes an attack with this weapon during its activation, choose one of the following abilities: Blood Mist, Death Strike, Dispel. If this attack boxes a living model, center a 3" AOE cloud effect on the boxed model and remove it from play. The cloud effect remains in play for one round. If this attack destroys a living model, after resolving the attack choose a model within 4" of this model. The chosen model suffers a damage roll with a POW eual to the STR of the model destroyed by the attack. When this weapon hits a model/unit, upkeep spells on that model/unit immediately expire. 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 this model makes an attack with this weapon during its activation, choose one of the following abilities: Blood Mist, Death Strike. If this attack boxes a living model, center a 3" AOE cloud effect on the boxed model and remove it from play. The cloud effect remains in play for one round. If this attack destroys a living model, after resolving the attack choose a model within 4" of this model. The chosen model suffers a damage roll with a POW eual to the STR of the model destroyed by the attack. RNG CMD. Target Friendly Satyxis Raider unit. If the Satyxis Raider unit is in range, it gains +2" movement during its activation this turn. This model and friendly Satyxis models in its command range cannot be knocked down. At the end of this model's activiation, if it destroyed one or more enemy models with melee attacks this activation it can make a full advance. This attack ignores the Buckler and Shield weapon qualities and Shield Wall. On a critical hit, the model hit is knocked down. If this weapon damage a warjack that is part of a battlegroup, its controller suffers 1 damage point. This attachment can be added to a Satyxis Blood Witches unit. While this model is in play, models in its unit gain Force Barrier. (A model with Force Barrier gains +2 DEF against ranged attack rolls and does not suffer blast damage). Once per game during its unit's activaiton, this model can use Power Swell. During this activation, models in this unit gain an additional die on melee damage rolls. Models in this unit gain Pathfinder. If this weapon damage a warjack that is part of a battlegroup, its controller suffers 1 damage point. This attack ignores the Buckler and Shield weapon qualities and Shield Wall. On a critical hit, the model hit is knocked down. If this weapon damage a warjack that is part of a battlegroup, its controller suffers 1 damage point. 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. This model can advnace through terrain and obstacles without pnealty and can advance through obstruction and other models if it has enough movement to move completely past them. This model ignores intervening models when declaring its charge target. This model gains an additional die on damage rolls against damaged models. When this model is disabled, center a 4" AOE on it and then remove this model from play. Models in the AOE are hit and suffer a POW 8 blast damage roll. This model makes a melee attack. If that attack hits, instead of dealing damage normally, center a 4" AOE on the model hit and remove this model from play. The model hit suffers a POW 16 damage roll. If the attack misses, center the AOE on this model and remove this model from play. Models in the AOE other than the model directly hit are hit and suffer a POW 8 blast damage roll. Blast damage from this attack is not considered to have been caused by a melee attack. This model can run or charge without spending focus or being forced. This model is allocated 1 additional focus point during your Control Phase. 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. Before the start of the game, atach this model to a friendly Faction warcaster for the rest of the game. Each warcaster can have only one model attached to it. This model gains one soul token when a living enemy model is destroyed within 2' of it. This model can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost. This model must be in its warcaster's control area to make the Spell Slave special action. When it does, it casts one of its warcaster's spells with a COST of 3 or less. The warcaster is considered to have cast that spell but this model is its point of origin. When making a magic attack roll, this model uses its warcaster's FOCUS. This model cannot cast spells with a RNG of SELF or CTRL. Skarre suffers up to 5 damage points. For each damage point she suffers one model currently in her control area can be affected by Fate Weaver. An affected friendly model cannot be charged or targeted by enemy attacks for one round. An affected enemy model cannot make attacks for one round. This model can upkeep spells by suffering 1 damage point per spell instead of spending focus. Friendly Satyxis models/units in this model's command range never flee and immediately rally. Models in this model's battlegroup that are in its contorl area can boost attack and damage rolls after seeing the result of the roll. When an attack with this weapon hits, this model can suffer 1 damage point to gain an additional die on the damage roll against the model hit. Life Trader can only be used once per attack. When an enemy model is hit by this weapon, it is knocked down and can be pushed 1" directly away from this model. If it is pushed, this model can immediately advance directly toward the pushed model up to the distance that model was moved. When 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", the Admonition expires. The affected model cannot be targed by free strikes during this movement. When target enemy warjack that is part of a battlegroup is damaged, its controller suffers 1 damage point. Target enemy warrior model/unit suffers -2 DEF. When a friendly Faction model destroys one or more affected models with a melee or ranged attack during its activation, immediately after the attack is resolved it can make one additional melee or ranged attack regardless of ROF. Attacks gained from Black Spot cannot generate additional attacks from Black Spot. Blood Rain causes corrosion damage. Models hit suffer the Corrosion continuous effect. Target friendly Faction model/unit gains +2 ARM. If an affected warjack is damaged, you choose which column suffers the damage. When an enemy model is damaged by PErdition, immediately after the attack is resolved one warjack in this model's battlegroup that is currently in this model's control area can make a full advance toward the nearest enemy model. A model can advance as a result of PErdition only once per turn. 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. This model gains one soul token each time it destroys a living enemy model. It can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to boost attack or damage rolls at one token per boost. When it destroys a living enemy model with this weapon, immediately after the attack is resolved this model heals d3 damage points. When making attacks, ignore focus points overboosting the target's Power Field and spell effects adding to its ARM or DEF. When checking to see if this model is in its controller's control area, double the area. When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage. While B2B with this model, friendly Faction models gain Stealth. This model's front arc extends to 360°. This model is included in any army that includes the Witch Coven of Garlghast. If the Witch Coven of Garlghast is destroyed or removed from play, remove this model from play. This model is part of the Witch Coven of Garlghast's battlegroup. This model cannot be knocked down. When this model would suffer damage, you must assign that damage to one or more Wtiches instead, divided as you choose. A Witch cannot be assigned more damage points than she has unmarked damage boxes. This model does not suffer the damage assigned to a Witch. While in the Coven's control area, enemy models suffer -2 MAT and RAT and their LOS is reduced to 5". Nightfall lasts for one round. When a Witch casts a spell, the Ergregore is the spell's point of origin. The Witch must have LOS to her target, but the Ergregore does not. All LOS modifiers are based on the LOS of the Witch. Witches can channel spells normally. The Coven can have up to one attached model; this model is attached to the Coven, not to an individual Witch. The Coven can have only one of each of their upkeep spells in play at a time. The Witch of Coven of Garlghast shares a single focus pool, and Witches do not receive focus individually. The Coven's base FOCUS is three times the number of Witches in play. When the Coven replenishes its focus, the Ergregore receives those focus points. The Coven's control area is measured from the Egregore. Any Witch in the Coven's control area can spend focus points on the Egregore. The Egregore cannot be affected by focus-reducing or focus-removing effects. Each focus point on the Egregore gives each Witch in the Coven's control area a cumulative +1 ARM. Effects that ignore focus points overboosting the target's Power Field also ignore this bonus. The Coven can use their feat only once. A Perfect Conjuction is established anytime the Egregore is completely within the triangular area between all three Witches and each Witch has LOS to each other Witch. During a Perfect Conjuction, reduce the COST of spells cast by a Witch by 1. Target model/unit suffers -2 ARM and cannot make free strikes. A model can advance through an affected model if it has enough movement to move completely past its base. 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 target by free strikes.) Target friendly model/unit gains Stealth. Target warjack in this model's battlegroup gains Terror and +2 MAT and SPD. On a critical hit, the model hit suffer Shadow Bind for one round. (A model suffering Shadow Bind suffers -3 DEF, and for one round when it advances it cannot move except to change facing.) Place a 4" AOE cloud effect anywhere completely in this model's control area. This AOE deos 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. When this model hits a warjack with a melee attack, roll an additional damage die. While this model is in play, when a model in its unit wrecks an enemy warjack with an attack while the warjack is in melee range of all three models in this unit, instead of replacing the warjack with a wreck marker you can replace it with a friendly autonomous Cryx warjack. Remove the enemy warjack from play. If it was a light warjack, you can replace it with a non-character bonejack. If it was a heavy warjack, you can replace it with a non-character helljack. While this model is in play, models in its unit gain Stealth. Dark Fire is a RNG 10, POW 12 magic attack. When a living enemy model is destroyed by Dark Fire, this model gains its soul token regardless of the proximity of other models. 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. Dark Fire is a RNG 10, POW 12 magic attack. When a living enemy model is destroyed by Dark Fire, this model gains its soul token regardless of the proximity of other models. A friendly Faction warcaster with this model in the control area can upkeep one spell without spending focus. When this model hits a warjack with a melee attack, roll an additional damage die. Enemy upkeep spells on models/units within 5" of this model expire. Models suffer d3 damage points for each of those psells they controlled. 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. When this model hits a warjack with a melee attack, roll an additional damage die. Dark Fire is a RNG 10, POW 12 magic attack. When a living enemy model is destroyed by Dark Fire, this model gains its soul token regardless of the proximity of other models. 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. Puppet Master is a RNG 10 spell. When it targets an enemy model/unit it is a magic attack. You can have one affected model reroll one or more dice of your choice rolled for a command check, attack, or damage roll, then Puppet Master expires. Puppett Master lasts for one round. Enemy models currently in Deneghra's contorl area suffer -2 to their SPD, STR, MAT, RAT, DEF, ARM, and FOCUS and cannot run or make special attacks. The Withering lasts for one round. 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. This model cannot be targeted by free strikes. A model hit by this weapon suffers -3 DEF and when it advances it cannot move except to change facing. Shadow Bind expires after one round. Target model/unit suffers -2 SPD, STR, DEF, and ARM and cannot run or make special attacks. 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 target by free strikes.) Take control of target enemy non-warcaster, non-warlock warrior model. The model immediately makes one normal melee attack, then Influence expires. Target model/unit suffers -3 ARM and this model gains +1 ARM. Models hit by Scourge are knocked down. Venom causes corrosion damage. Models hit suffer the Corrosion continuous effect. 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. 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 enemy model cannot be targeted by free strikes during this movement. Venom is a RNG SP 8 magic attack. Models hit suffer a POW 10 corrosion damage roll and the Corrosion continuous effect. A model hit by this weapon suffers -3 DEF and when it advances it cannot move except to change facing. Shadow Bind expires after one round. During your Control Phase, place this model anywhere completely within 2" of its current location. While in this enemy model's melee range, enemy models suffer -2 ARM. During this model's activation, it can spend one or more soul tokens to place 3" AOE cloud effects on teh table anywhere completely within its command range, one AOE per soul token spent. The cloud effect remains in play for one round. This model gains one soul token when a living enemy model is destroyed in its command range. This model can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost. While another friendly Faction model is Incorporeal and in this model's command range, the other friendly Faction model gains +2 ARM and does not suffer blast damage. At the end of your Control Phase, this model can gain Incorporeal for one round unless it gained Incorporeal during the last round. Enemy models currently in Deneghra's control area suffer Shadow Bind for one round. (A model affected by Shadow Bind suffers -3 DEF and for one round when it advances it cannot move except to change facing.) 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. This model cannot be targeted by free strikes. 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 enemy model cannot be targeted by free strikes during this movement. At the end of your Control Phase, this model can gain Incorporeal for one round unless it gained Incorporeal during the last round. When this model damages an enemy model with this weapon during its activation, after the attack is resolved you can place the enemy model anywhere completely within d6" of its current location, plus 1" for each focus point on this model. Target model/unit suffers -2 ARM and cannot make free strikes. A model can advance through an affected model if it has enough movement to move completely past its base. 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 target by free strikes.) If this attack misses, nothing happens. If it hits, before making the damage role, push models within 3" of the model hit 3" directly toward it in the order you choose. Then center a 3" AOE on the model hit. Models hit suffer a POW 12 damage roll. Models boxed by Hellmouth are removed from play. 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 effected model regardless of LOS. If target enemy model/unit advances during its activation, immediately after ending htis movement one model in this model's battlegroup that is in its control area can make a full advance. Venom causes corrosion damage. Models hit suffer the Corrosion continuous effect.