6 6 7 6 15 12 9 5 This model can attempt to Drive each warjack under its control in its command range. To Drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack immediately makes a full advance. If the check fails, the warjack does not benefit from 'Jack Marshal this turn. This model gains +2 ARM for each warjack it controls B2B with it. When this model is directly hti by an enemy ranged or magic attack, you can choose to have one of those warjacks become the target and automatically be hit by the attack instead. 4 10 6 6 6 4 13 13 8 - - 4 10 4 1 14 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 6 5 4 3 10 11 3 2 7 6 6 6 3 11 14 7 4 10 This model does not begin the game in play. 8 12 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 6 5 15 16 9 10 7 5 6 6 16 12 8 5 6 1 - 2 3 8 6 5 8 7 17 15 8 6 14 While in Ashlynn's control area, models gain two additional dice on their attack rolls. For each of those attack rolls, you choose two of the dice rolled to be discarded. Roulette lasts for one round. 6 11 4 7 5 4 10 14 5 8 12 1 5 14 - - - - - 3 10 - 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. 6 8 7 3 13 14 4 5 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 1 9 5 8 6 5 13 15 8 8 This model and friendly Privateer models in its command range cannot be knocked down. 4 12 10 1 3 12 6 8 6 5 13 15 - 2 10 R 8 1 - - L 6 7 7 5 15 16 8 6 17 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 - 12 7 14 6 6 7 6 15 16 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. 12 1 - 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. 6 12 6 6 7 6 17 14 8 6 16 Friendly models currently in Shae's control area immediately advance up to 3". During this movement, affected models gain Pathfinder and cannot be targeted by free strikes. Shae can be included only in armies that list him as a possible member. 7 13 6 6 6 4 14 13 9 5 Influence (* Attack) – 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. Instigate (* Action) – While within 5˝ of this model, friendly Drudge and Monstrosity models gain +2 on attack and damage rolls. Instigate lasts for one turn. Psychic Assault (* Attack) – Psychic Assault is a RNG SP 8 magic attack. This attack ignores LOS. Models hit suffer a POW 12 damage roll. 5 11 5 6 6 4 14 13 9 5 Adrenal Flood (* Action) – RNG 6. Target Drudge grunt gains +4 MAT and STR and can immediately advance 4˝. Adrenal Flood lasts for one turn. Concussion Pulse (* Action) – Center a 4˝ AOE on this model or a grunt the spell is channeled through. Other models in the AOE suffer a POW 12 magical damage roll. Psychic Assault (* Attack) – Psychic Assault is a RNG SP 8 magic attack. This attack ignores LOS. Models hit suffer a POW 12 damage roll. This model can channel spells through grunts in this unit that are in formation. When it does, you can choose up to two more of those grunts and cast the spell once through each, even if the channeler is engaged. Grunts in this unit that channel a spell this way are then removed from play. 2 8 6 6 6 4 14 13 9 5 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. Influence (* Attack) – 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. Psychic Assault (* Attack) – Psychic Assault is a RNG SP 8 magic attack. This attack ignores LOS. Models hit suffer a POW 12 damage roll. 5 11 5 6 6 6 13 17 9 7 18 Monstrosities in Cyphon’s battlegroup that are currently in his control area can gain +3 SPD, STR, and ARM for one round. Those that do suffer 1 damage to each column on their damage grids at the end of their activation this turn. SP 10 1 - 10 6 12 Warjacks: Mercenary non-character monstrosities Units: Mercenary Drudge units Solos: Mercenary Cephalys solos 6 5 6 5 13 11 7 10 1 10 3 8 6 5 7 6 13 11 8 10 1 10 5 10 7 5 7 7 15 11 9 5 While this model is in play, models in its unit gain Combined Ranged Attack. 12 1 - 10 4 9 7 5 6 6 15 11 8 12 1 - 10 4 9 6 7 6 6 13 15 9 8 10 1 12 4 11 6 5 6 6 15 13 9 5 8 1 10 3 8 5 6 6 5 13 13 8 5 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 1 - 12 3 9 5 7 6 5 12 13 7 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. 4 11 6 1 - 2 6 7 6 5 15 15 8 6 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. 6 13 5 7 6 6 14 17 8 6 16 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. 6 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. 7 4 6 9 16 12 9 5 12 1 - 10 2 6 3 7 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. 7 4 6 9 16 12 9 5 12 1 - 10 2 6 3 7 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. 6 4 5 4 14 14 10 8 15 Push each enemy non-warlock, non-warcaster model currently in Thexus' control area 2" in any direction. 5 9 Warjacks: Mercenary non-character monstrosities Units: Cephalyx units Solos: Cephalyx solos 6 5 6 4 16 15 8 7 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 7 5 7 5 15 13 9 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 9 5 11 6 5 12 17 - 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 3 14 R 5 16 6 5 9 19 - 14 1 3 13 L 14 1 3 13 R 10 1 - 15 R 3 19 L 5 21 R When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF. If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed any distance directly toward this model. After the damaged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action. This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks. 6 5 5 5 14 14 7 4 5 3 8 When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die. Reduce the point cost of Vanguard warjacks in this model's battlegroup by 1. 12 2 - 12 4 6 7 6 14 17 9 6 18 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. 12 1 - 12 7 13 4 12 6 5 9 19 - 2 14 L 15 1 3 14 R 5 12 6 4 10 19 - 3 15 H 4 12 6 5 9 19 - 5 17 R 4 16 L 4 16 6 5 8 20 - 12 1 - 13 L 12 1 - 13 R 4 20 L 4 20 R 10 1 4 13 R Each time this weapon is uised to make an attack, choose one of the folowing abilities: - Crater- The AOE is rough terrain and remains in play for one round. - Quake - On a direct hit against an enemy model, all models hit are knocked down. When making an attack with this weapon, ignore cover and the +2 DEF bonus for elevation. 10 1 4 13 L Each time this weapon is uised to make an attack, choose one of the folowing abilities: - Crater- The AOE is rough terrain and remains in play for one round. - Quake - On a direct hit against an enemy model, all models hit are knocked down. When making an attack with this weapon, ignore cover and the +2 DEF bonus for elevation. 6 4 5 5 14 12 8 5 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. 2 6 6 1 3 * 4 7 7 5 13 19 8 5 18 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. 12 2 - 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. 7 14 2 9 6 7 6 4 12 16 8 8 1 12 5 12 6 7 7 5 12 16 9 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. 8 1 12 5 12 5 6 5 6 12 18 - 0 6 - SP 8 1 - 10 H 5 6 5 6 12 18 - 0 6 - 12 1 - 12 H 4 6 5 5 11 15 9 4 6 6 6 11 15 9 5 10 1 - 10 3 9 4 6 5 5 11 15 9 This model is and Officer (p. 70). The Officer is the unit commander of its unit. 3 9 10 1 - 10 5 15 6 6 9 20 10 22 10 1 - 12 - 12 1 4 15 L/R 0 15 - 6 6 7 6 14 13 10 5 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. 10 1 - 10 4 10 4 6 6 6 12 13 9 5 3 9 8 1 - 10 6 8 6 4 12 15 9 8 12 1 3 14 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. 5 13 3 5 5 4 10 15 9 3 8 3 5 5 4 10 15 9 16 1 3 14 3 8 4 6 7 4 10 16 9 5 11 6 5 5 8 14 12 8 5 14 2 - 10 3 8 6 5 5 8 15 11 8 5 3 8 12 1 - 12 6 4 4 4 15 11 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 6 12 14 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 - 12 4 10 7 4 6 0 14 12 7 - - - - 4 8 - 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. 6 4 4 4 14 12 9 5 5 6 7 5 14 17 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 5 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. 5 11 7 13 5 11 6 4 11 19 4 15 L 6 17 R 5 11 6 5 12 17 - 6 17 R 15 1 3 14 L 5 5 6 7 14 13 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 9 6 1 3 12 10 1 - 10 5 11 6 5 10 18 5 16 R 8 1 4 15 L This model can forfeit its movement to give this weapon +4 RNG this activation and gain the aiming bonus. 5 11 6 5 10 18 6 17 R 3 10 L 5 8 6 5 12 15 9 8 12 1 3 12 4 12 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 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. 6 4 4 7 14 12 7 5 10 1 - 12 - - 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. 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 6 5 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 - 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. 5 8 6 6 11 17 This model can be included only in a battlegroup controlled by Magnus. 14 1 4 16 L 5 13 R 6 6 6 4 13 14 8 5 During its activation this model can play one of the following tunes. When it does, choose a friendly unit. The tunes affects this model and will affect the unit if it is currently in this model's command range. - Dirge of Mists - affected models gain +1 DEF and Terror for one round. - Heroic Call - Affected models gain Fearless and Tough for one round. - March - Affected models gain Pathfinder for one turn. 3 9 5 11 7 6 10 18 - While in Damiano's control area, this model gains Quick Work. (When a model with Quick Work destroys one or more enemy models with a melee attack during its combat action, immediately after the attack is resolved it can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon's ROF.) 6 17 R 14 1 3 14 L 5 11 6 5 10 18 - 1 12 L 6 17 R 10 1 - 14 L 6 6 7 6 13 14 9 5 When this model makes a melee attack against an enemy model within the melee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additional damage die. When this model makes a melee attack against an enemy model within the melee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additional damage die. This model can attempt to Drive each warjack under its control in its command range. To Drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack can reroll one missed attack roll during its activation this turn. If the check fails, the warjack does not benefit from 'Jack Marshal this turn. 6 12 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 - 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 - 12 3 8 8 1 - 10 3 8 4 5 5 4 13 12 7 14 1 3 13 3 8 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 5 10 5 4 10 17 - 6 1 3 - L 6 16 6 3 5 5 14 12 7 3 6 6 1 - 10 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 6 8 6 4 12 16 1 9 L 4 12 R 6 5 5 7 15 12 8 5 Each time this model makes a normal ranged attack, choose one of the following abilities: - Black Penny - This attack ignores the firing into melee penalty. - Iron Rot When a warjack is hit by this attack, it suffers d3 points of corrosion damage to its Hull damage boxes. - Shadow Fire - Friendly Faction models can ignore the model hit when determining LOS and making ranged or magic attacks this turn. While in Rutger Shaw's command range, this model gains Dodge and Tough. 10 1 - 10 The Commodore Cannon & Crew can be included only in armies that include Captain Phinneus Shae. 0 0 - - 5 18 - 10 This model's unit has no unit commander. Models in this unit within 8" of this model are in formation. If a model in this model's unit is out of formation when beginning its normal movement, it must either advance toward this model and forfeit its action or run directly toward this model. If this model is destroyed or removed from play, remove the remaining models in this unit from play. * 1 * * Each time this weapon is used to make an attack, choose one of the following abilities: - Canister Shot - This weapon's base stats become RNG SP 10, AOE -, and POW 20. When resolving this attack, the firing model gains +2 to attack rolls. - Cannonball - This weapon's base stats become RNG 20, AOE -, and POW 16. Regardless of its base size, a model directly hit is slammed d6" directly away from the Commodore. Collateral damage from this slam is POW 16. If the model directly hit cannot be slammed, it suffers a POW 16 damage roll. - Incendiary Shot - This weapon's base stats become RNG 16, AOE 4, and POW 14 for this attack. This attack causes fire damage, and models hit suffer the Fire continuos effect. 6 5 5 4 13 12 7 A Sea Dog Crew Grunt ending its normal movement within 3" of the Commodore can join this unit if it has fewer than three Crewmen. Replace the Grunt with the Crewman model. The Crewman has effects that were on the replaced Grunt, except for upkeep spells on the Grunt's unit. Sea Dog Crew Grunts replaced this way do not count toward Massive Casualties in their original unit. This model must be B2B with the Commodore and not engaged to make a Fire! special attack each activation. This model makes a ranged attack with the Commodore. Both models must have LOS to the target. The Commodore cannot gain the aiming bonus. Base the RNG and all modifiers for the attack on the Commodore. RNG 2. Target Commodore. If the Commodore is in range, a model attacking with the Commodore this activation gains a cumulative +2 to its attack roll. 3 8 8 1 - 10 6 6 7 4 14 12 7 5 3 9 6 7 7 4 14 12 7 5 8 1 - 10 4 11 8 1 - 10 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 6 9 6 6 13 17 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. 4 13 R 8 1 12 L 1 10 L 5 10 5 4 10 17 - 4 14 4 14 L/R 5 10 5 4 10 17 - 7 14 L/R 4 12 6 5 9 19 - 6 18 L 8 1 - 15 R 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. 2 12 - 11 NO YES Magical bolts of energy streak toward the target model. 2 10 12 NO YES A warjack damaged by this attack becomes stationary for one round. 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.) 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. 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 10 - - No Yes Target model/unit suffers –2 SPD and DEF for one round. Breath Stealer can be cast only once per turn. 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. 6 6 6 4 14 13 9 5 While this model is in play, models in its unit gain Fearless. While this model is in play, models in its unit gain Tough. When this model is destroyed or removed from play, other models in the unit lose Fearless for one round and immediately flee. This model is a Ranking Officer. While this model is in play, models in its unit are Mercenary Cephalyx models instead of Mercenary models. Puppet Masters Special Rule: Units that include Cephalyx Dominator UAs gain Advance Deployment . 5 11 Monstrosities in Cyphon’s battlegroup gain Advance Move. (Before the start of the game but after both players have deployed, a model with Advance Move can make a full advance.) 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.) 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 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 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 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 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. 5 8 5 2 11 15 4 1 Drudges in the army gain +2 SPD during your first turn of the game. 4 12 3 8 4 12 No Yes Models hit by Empathic Overload suffer a POW 12 damage roll. When Empathic Overload targets a friendly model, it automatically hits. * SELF CTRL NO YES 3 8 3 14 NO YES 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 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 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. 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 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 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. 3 10 3 13 No Yes Enemy upkeep spells and animi on the model/unit directly hit by Hex Blast immediately expire. 2 6 - - YES NO Target model in this model's battlegroup gains boosted ranged attack damage rolls. 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. 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 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. 2 10 - 10 NO YES A model damaged by Lock the Target cannot run, charge, or be placed for one round. 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. 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 models 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.) 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. 2 SELF CTRL - YES NO Friendly Faction models beginning a charge in this model's control area gain Pathfinder. 2 6 - - Yes No Target friendly Faction model/unit gains +2 ARM, cannot be pushed, and cannot be moved by a slam or throw. 2 6 - - YES NO When target friendly model/unit is targeted by a ranged attack, the attack suffers -5 RNG. 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 2 Self Ctrl - No No Each model in this model’s battlegroup currently in its control area immediately heals d3 + 1 damage points. This spell can only be cast once per turn. 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 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. 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 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. 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 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 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 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 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 Target friendly model/unit can advance up to 3" after all models have ended their activations on your turn. 2 8 - - No * 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. 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 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. 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. 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. 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 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. While one or more enemy models are in this model’s command range, models in this model’s battlegroup can run or charge without spending focus. You can choose not to deploy this model at the start of the game. If it is not deployed normally, you can put it into play at the end of any of your Control phases after your first turn. When you do, choose any table edge except the back of your opponent's deployment zone. Place this model within 3" of the chosen table edge. This model ignores the effects of deep and shallow water and can move through them witrhout penalty.- While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS. When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. This model cannot be included in an army that includes one or more models of the listed type. This model is a channeler (p. 79). 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 attack, halve the base ARM stats of the models hit that have medium or larger bases. This attack gains +2 to damage rolls against model swith small bases. Choose a friendly Faction model. While in this model's command range, the chosen model gains +2 to AOE ranged attack rolls. When the chosen model's AOE ranged attacks deviate, you can reroll the direction and/or distance of the deviation. Each roll can be rerolled only once as a result of Artillerist. Artillerist lasts for one turn. As part of a charge, after moving but before making its charge attack, this model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of this model's activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in mele penalty. If the target is not in melee range after moving, this model can make the Assault ranged attack before it's activation ends. Affected models must charge or run. As part of a charge, after moving but before making its charge attack, an affected model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of this model's activation.Models that received this order cannot make combined ranged attacks this activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in mele penalty. If the target is not in melee range after moving, the affected model can make the Assault ranged attack before it's activation ends. Before start of the game, attach this model to a friendly warcaster for the rest of the game. Each warcaster can have only one model attached to it. Make the listed number of 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 two attack with this weapon. Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action. Immediately after a normal attack with this weapon is resolved during this model's combat action, the nemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1". This attack ignores the firing into melee penalty. When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF. When this model destroys a living enemy model with an attack, after the attack is resolved you can return one destroyed model in this unit to play. The model returns with five damage boxes, must be placed within 3˝ of this model, and cannot activate the turn it returns to play. The destroyed model is removed from play but does not provide a soul or corpse token. 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 weapon directly hits an enemy model with an equal or smaller base, immediately after the attack is resolved the model directly hit can be pushed any distance directly toward this model. After the model directly hit is moved, this model can make one normal melee attack against it. After resolving this melee attack, this model can make additional melee attacks during its combat action. 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. 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. - 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. 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. 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). 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, the model hit by this attack suffers the Corrosion continuous effect(p. 69). On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll. On a critical hit, instead of suffering a normal damage roll, each model in the AOE is thrown d6" directly away from the attacker regardlessof its base size. Move models furthest from the attacker first. The model directly hit by the attack sufers a POW 15 damage roll. Other model shit by the attack suffer a POW 8 damage roll. The POW of collateral damage is equal to the POW of the damage roll suffered by the thrown model. On a critical hit, the model hit by this attack suffers the Fire continuous effect (p.69). On a critical hit, the model hit is knocked down. On a critical hit, after the attack is resolved this model can make one additional attack against the model hit. On a critical hit, this model can slam the model hit instead of rolling damage normally. The model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR. On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round. If this model attack with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon. This weapon causes cold damage (p.68). This weapon causes corrosion damage (p. 68). This weapon causes electrical damage (p. 68). This weapon causes fire damage (p. 68). While this model is B2B with one or more models in its unit, it gains +2 ARM. Once per turn, when an enemy model advances into and ends its movement in this model's melee range, this model can immediately make one normal melee attack against it. This model can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement. If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed any distance directly toward this model. After the damaged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action. This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If it passes, the warjack gains Pathfinder and must use its normal movement and combat action to charge or make a slam power attack during its activation this turn. If it fails, the warjack does not benefit from 'Jack Marshal this turn. This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack immediately makes a full advance. If it fails, the warjack does not benefit from 'Jack Marshal this turn. When this model forfeits its movment to gain the aiming bonus it can also make one additional ranged attack this activation. When a warjack or warbeast is hit by this weapon it is knocked down. RNG 5. Target enemy warcaster or warlock. If the enemy warcazster or warlock is in range, firendly models/units in this model's command range can immediately make a full advance and a normal attack. This model ignores cloud effects (p. 69) and forests (p. 87) when determining line of sight. This model ignores concealment (p. 57) and Stealth when making attacks. This model never flees (p. 85). All warcaster models have this advantage. This model cannot be targeted by ranged or magic attacks while knocked down. This model can use Flak Field once per turn at any time during its activation but cannot interrupt its normal movement to do so. When this model uses Flak Field, models B2B with it suffer an unboostable POW 12 blast damage roll and other models within 2" of it suffer an unboostable POW 6 blast damage roll. When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continous effect. When this model makes a melee attack against an enemy model within the mlee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additiional damage die. When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved. When making a melee attack targeting an enemy model in melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls. When making a melee attack targeting an enemy model in melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls. This model gains +1 ARM for each sould token currently on it. This model 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". While this model is in play, models in its unit gain Combined Melee Attack . When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage. While knocked down, this model is not automatically hit by melee attacks and its DEF is not reduced. While this model is within 3" of its warcaster and is not knocked down or stationary, its warcaster cannot be targeted by free strikes and gains +2 DEF against melee attack rolls, and models attacking the warcaster do not gain back strike bonuses. This model is a gunfighter (p. 63). The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range. This model can add this weapon's POW to its head-butt and slam powe attack damage rolls. If this model attacks with this weapon during its activation, it cannot attack with another melee weapon that activation. If this model attacked with another melee weapon this activation, it cannot attack with this weapon. This model is not a warrior model. It does not activate but can advance up to 1" for each Crewman B2B with it at the beginning of its unit's activation. If this model is moved during its unit's activation, Crewmen in the unit cannot make a Fire! special attack that activation. This model is automatically hit by melee attacks. This model cannot be knocked down or made stationary. This model ignores forests, concealment, and cover when determining LOS or making a ranged attack. After deployment but before the first player's turn, choose an enemy model/unit to be this unit's prey. While this model is in play, each model in its unit beginning its activation within 10" of the prey gains +2" movement that activation. While this model is in play, models in its unit gain +2 to attack and damage rolls against the prey. When the prey is destroyed or mreoved from play, choose another model/unit as the prey. This model does not suffer cold damage (p. 68). This model does not suffer corrosion damage and is immune to the Corrosion continuous effect (p. 68). This model does not suffer electrical damage (p. 68). This model does not suffer fire damage and is immune to the Fire continuous effect (p. 68). This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them. Other models, including slammed, pushed, or thrown models, can move through this model without effect if they have enough movement to move completely past it. This model does not count as an intervening model. This model suffers damage and effects only from magical weapons, magic attacks, animi, spells, and feats and is immune to continous effects. This model cannot be move by a slam. When this model makes a melee or ranged attack, before the attack roll is made it loses Incorporeal for one round. Friendly X models/units in this model's command range never flee and immediately rally. You gain +1 to the starting roll determining the order of deployment and play. If one or more enemy models are in this model's command range during your Maintenance Phase, one friendly warrior model in this model's command range can advance up to 3". This model gains +2 ARM for each warjack it controls B2B with it. When this model is directly hti by an enemy ranged or magic attack, you can choose to have onbe of those warjacks become the target and automatically be hit by the attack instead. This model is not a warcaster but has the following warcaste special rules: Battlegroup Commander, Control Area, Focus Manipulation, Power Field, and Spellcaster. When a model is hit by an attack with this weapon, it is knocked down. This model and friendly warrior models B2B with it cannot be knocked down. This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking wiht whis model and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation. This model must be B2B with a friendly living Faction Warrior model to make an attacks with this weapon. Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability. This weapon is a magical weapon (p. 68). Friendly living Faction warrior models with small or medium bases can ignore friendly Faction warrior models in this model's command range when determining LOS and can advance through friendly Faction warrior models in this model's command range if they have enough movement to move completely past them. This model can attempt to repair friendly non-Faction warjacks and battle engines. This model will work for Cryx. This model will work for Cygnar. This model will work for the Four Star Contract. This model will work for Khador. This model will work for Protectorate. This model will work for Retribution. This model will work for the Talion charter contract. If you can have two or more warlocks in your army, this model and warjacks in its battlegroup can take the place of a Skorne warlock. This model counts toward the maximum number of warlocks allowed in an army and counts as a warlock for FA. This model will work for the Blindwater Congregation pact. This model will work for the Thornfall Alliance pact. This model will work for Circle. This model will work for Skorne. This model will work for Trollbloods. Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2" of the last model hit, ignoring ROF. This model can make up to four attacks during its activation as a result of Multi-Fire. This model is and Officer (p. 70). The Officer is the unit commander of its unit. An attack with this weapon can be made only once per game. This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks. 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. When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack. This model gains +2 to charge attack rolls with this weapon. This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect. Gain an additional die on attack and damage rolls with this weapon against models with an enemy upkeep spell on them. On a direct hit against an enemy model, all models hit are knocked down. Once during your opponent's turn, when an enemy model within 12" of this model that is in its LOS targets this model with a ranged attack, this model can make a ranged attack against the model beofre it makes its attack roll. If this model's ranged attack hits, the enemy model suffers no damage but its attack automatically misses. 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). When 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. If this weapon hits a non-Incorporeal enemy model, this model can be placed B2B with that enemy 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 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. When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal model of the listed type within 3˝ of this model directly hit instead. That model is automatically hit and suffers all damage and effects. 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. This model can be included only in Mercenary Contract armies that list Cephalyx as possible members. A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model. This weapon is a shield that gives the model a cumulative +2 ARM bonus; for example, a model with two of them gains a bonus of +4 ARM. A model does not gain this bonus while the weapon system with the shield is crippled or being held in a weapon lock or when resolving damage that originates in its back arc. Once per round, when a friendly model is directly hit by a ranged attack during your opponent's turn while within 2" of this model, this model can become the target of the attack and be automatically hit instead. This model cannot use Shield Guard if it is incorporeal, knocked down, or stationary. For one round, each affected model gains a +4 ARM bonus while B2B with another affected model in its unit. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall. A model directly hit by this weapon cannot cast spells for one round. When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a combined ranged attack loses Sniper until the attack is resolved. This model gains one soul token when a living enemy model is destroyed in it's command range. This model can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost. When this model casts a spell, it can channel the spell through another model in its battlegroup that is in its control area. Once a spell is cast this way, the model it was channeled through suffers d3 + 1 damage points. While its warcaster is in this model's command range, when the warcaster casts a spell and is the point of origin for the spell, the spell gains +2 RNG. A warjack hit by this attack suffers the Stall continuous effect. While a warjack is suffering Stall, its base DEF becomes 7 and it cannot run or charge. This model is a standard bearer (p. 70). 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. While in this model's command range, friendly Steelhead models ignore other friendly Steelhead models when determining LOS. Friendly Steelhead models can advance through other friendløy Steelhead models in this model's command range without effect if they have enough movement to move completely past them. Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play. If this model is destroyed or removed from play, you can choose a Grunt in this unit within 1" of this model to take its place. Effects on this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the tabel instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt. This model is a terrifying entity (p. 84). Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee. This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range. Add this model's STR to the POW of this ranged attack. When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down. Gain an additional damage die against knocked down targets. This model is not a living model and never flees. While engaging an enemy model, this model gains +2 ARM. This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make both its initial ranged and melee attacks. A living model hit by this weapon suffers –2 STR and DEF for one round. 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. 8 1 12 12 1 12 10 1 11 SP 8 1 12