7
7
7
4
15
12
9
5
2
9
6
6
6
8
14
14
9
5
14
1
-
12
3
9
7
5
6
6
16
12
8
5
6
1
-
2
3
8
Add this model's STR to the POW of this ranged attack.
5
8
8
4
13
18
10
6
19
While in Durst’s control area, warjacks in Durst’s battlegroup gain +5 ARM. When a friendly Faction warrior model in Durst’s control area is directly hit by an attack during your opponent’s turn while B2B with a warjack in Durst’s battlegroup, you can choose to have the warjack directly hit instead. The warjack is automatically hit and suffers all damage and effects. Bastion of Faith lasts for one round.
7
15
If a model is boxed by an attack made with this weapon, center a 3˝ AOE cloud effect on the boxed model and then remove that model from play. The AOE remains in play for one round. Enemy models in the AOE when it was put in play are hit and suffer a POW 12 fire damage roll . Enemy models entering or ending their activation in the AOE suffer a POW 12 fire damage roll. Eruption of Ash damage rolls cannot be boosted.
Warjacks: Protectorate non-character warjacks
Units: Choirs of Menoth, Paladin units, Temple Flameguard
Solos: Paladin solos, Temple Flameguard solos, Vassal solos
6
11
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.
This weapon is a magical weapon (p. 68).
When attacking with this weapon, add and additional die to its damage rolls.
6
4
4
4
13
13
9
5
2
6
- Empower
- March
- Warding
5
12
8
6
10
19
7
19
R
1
13
L
5
9
7
5
12
17
4
13
1
10
L
5
11
6
5
10
19
-
5
16
L
5
16
R
6
8
7
3
13
14
4
5
1
9
When this model destroys one or more models with a melee attack during its combat action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range
When attacking with this weapon, add and additional die to its damage rolls.
On a critical hit, the model hit is knocked down.
5
8
6
5
13
15
8
8
10
1
3
12
4
12
This model and friendly Privateer models in its command range cannot be knocked down.
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.
6
7
7
5
15
16
8
6
17
SP 8
1
-
12
7
14
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.
This weapon is a magical weapon (p. 68).
6
6
7
6
15
16
9
6
16
12
1
-
12
6
12
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.
This weapon is a magical weapon (p. 68).
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.
This weapon is a magical weapon (p. 68).
6
6
7
6
15
12
9
5
6
6
6
4
13
13
8
12
1
12
4
10
4
1
14
-
-
4
10
This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal.
This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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 onbe of those warjacks become the target and automatically be hit by the attack instead.
This model can participate in combined ranged attacks with other models in its unit (p. 62).
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.
When a warjack or warbeast is hit by this weapon it is knocked down.
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.
Gain an additional damage die against knocked down targets.
5
11
6
5
10
19
5
16
L
5
16
R
6
4
4
4
12
12
8
1
2
6
RNG 3. Target friendly Faction warjack. Choose 1 hymn for all unit members.
- Battle (* Action)
- Passage (* Action)
- Shielding (* Action)
6
5
7
6
13
11
8
10
1
10
5
10
6
5
6
5
13
11
7
10
1
10
3
8
Place this model after normal deployment, up to 6" beyond the established deployment zone.
Place this model after normal deployment, up to 6" beyond the established deployment zone.
A model directly hit by this weapon cannot cast spells for one round.
This weapon is a magical weapon (p. 68).
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).
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).
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.
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.
One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
One non-character warjack in Magnus' battlegroup can begin the game bonded to him. The warjack gains Backstab.
4
11
6
5
10
19
3
14
L
7
18
R
6
5
6
6
15
13
9
5
8
1
10
3
8
10
1
12
4
11
6
7
6
6
13
15
9
8
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 is and Officer (p. 70). The Officer is the unit commander of its unit.
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.
Make two attack with this weapon.
This weapon has a 2" melee range (p. 50).
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.
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.
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.
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".
On a critical hit, the model hit is knocked down.
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.
7
5
6
4
15
12
8
1
4
9
16
1
4
16
4
4
4
5
12
11
7
1
3
7
3
7
5
4
4
5
12
11
7
1
16
1
3
12
3
7
4
13
L
4
13
L
5
9
6
4
13
16
-
4
10
1
10
5
6
6
5
13
13
8
5
10
1
-
12
3
9
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.
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.
5
7
6
5
12
13
7
5
6
1
-
2
4
11
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.
Gains an additional die on this weapon's damage rolls against living models.
Add this model's STR to the POW of this ranged attack.
6
13
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.
This weapon is a magical weapon (p. 68).
This weapon has a 2" melee range (p. 50).
When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.
5
7
6
6
14
17
8
6
16
12
1
4
14
6
13
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.
When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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.
This weapon is a magical weapon (p. 68).
This weapon has a 2" melee range (p. 50).
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.
4
7
7
4
11
16
9
8
5
12
When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
4
7
7
4
11
17
9
8
5
12
6
6
8
7
12
16
9
5
When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
5
6
7
6
12
16
9
1
10
1
10
3
9
When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
5
8
7
12
16
9
5
5
6
7
6
12
16
9
1
When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
8
6
7
4
12
17
9
5
8
14
3
9
10
When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
6
7
6
5
15
17
9
6
16
6
13
SP 8
1
12
6
13
4
8
*
14
NO
NO
2
SELF
NO
NO
3
SELF
CTRL
YES
NO
2
6
YES
NO
2
8
12
NO
YES
6
7
7
5
15
17
9
6
16
7
14
3
8
3
14
NO
YES
2
10
12
NO
YES
2
SELF
CTRL
YES
NO
2
SELF
*
13
NO
NO
2
6
YES
NO
SP 10
1
12
5
11
7
5
10
19
3
14
L
7
18
R
7
5
7
5
15
13
9
5
4
9
Friendly Sea Dogs models/units in this model's command range never flee and immediately rally.
While in this model's command range, friendly Sea Dog models gain an additional damage die on Hand Weapon attacks against warrior models.
When attacking with this weapon, add and additional die to its damage rolls.
5
5
5
5
12
14
8
1
SP 8
1
12
3
8
Place this model after normal deployment, up to 6" beyond the established deployment zone.
5
5
6
6
12
14
8
5
SP 8
1
12
3
8
6
5
5
5
14
14
7
4
5
12
2
-
12
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.
This weapon is a magical weapon (p. 68).
4
6
7
6
14
17
9
6
18
12
1
-
12
7
13
While in Ossrum's control range, friendly Rhulic models gain +2 ARM. Friendly Rhulic models/units activating in this model's control area gain +2 SPD and Pathfinder. Perfect Plan lasts for one round.
This weapon is a magical weapon (p. 68).
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.
6
4
5
5
14
12
8
5
6
1
3
*
2
6
This model ignores gas effect. When determining LOS or resolving attacks, this model ignores cloud effects.
Each time this model makes a normalranged 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.
5
6
7
4
14
16
9
7
18
2
SELF
CTRL
NO
NO
2
8
12
NO
YES
3
8
3
14
NO
YES
2
6
YES
NO
2
6
YES
NO
8
14
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.
5
5
4
5
14
14
9
8
16
4
8
*
10
NO
YES
2
8
YES
YES
2
6
YES
NO
3
SELF
CTRL
YES
NO
2
8
12
NO
YES
2
6
YES
NO
8
13
4
11
6
5
10
19
3
14
L
6
17
R
5
11
7
5
10
19
-
While in Feora's control area, this model gains boosted ranged attack rolls.
This model can be included in Feora's theme forces. It can also be bonded to Feora.
Sp8
1
-
14
L
7
18
R
4
6
6
6
12
13
9
5
6
8
6
4
12
15
9
8
8
1
-
10
3
9
12
1
3
14
5
13
This model is and Officer (p. 70). The Officer is the unit commander of its unit.
While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
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
5
4
6
14
14
10
8
16
5
5
4
6
14
14
10
8
16
2
SELF
YES
NO
2
10
YES
YES
3
10
3
13
NO
YES
2
6
YES
NO
1
10
NO
YES
8
1
10
8
13
5
5
5
4
13
13
7
5
3
8
6
8
7
4
16
14
8
6
17
2
SELF
YES
NO
2
SELF
CTRL
NO
NO
2
SELF
CTRL
YES
NO
6
14
5
7
7
4
14
17
7
6
17
7
14
2
SELF
NO
NO
3
10
3
13
NO
YES
2
6
YES
NO
3
6
YES
NO
2
10
10
NO
YES
Warjacks: Protectorate non-character warjacks
Units: Choirs of Menoth, Exemplar Cinerators, Flameguard Cleansers
Solos: Hierophant, Reclaimers, Wracks, Vassal solos
Requirements: The army can include only the models listed above.
Benefit: Wracks can be placed up to 20" from the back edge of Reznik's deployment zone. Additionally, reduce the point cost of Reckoner warjacks by 1.
Requirements: Reznik's battlegroup includes two or more heavy warjacks.
Benefit: Warjacks in the army gain +2 SPD during your first turn.
Requirements: This army includes two or more Flameguard Cleanser units.
Benefit: Flameguard Cleanser units gain Advance Deployment.
Requirements: This army includes three or more units.
Benefit: Add three Wrack solos to the army free of cost. These solos ignore FA restrictions.
8/5
5
8
4
12
17/15
9
10/5
6
11
10
5
7
7
4
14
17
7
6
17
8
14
3
8
3
14
NO
YES
2
6
YES
NO
2
8
12
NO
YES
3
SELF
CTRL
YES
NO
3
SELF
CTRL
NO
NO
6
7
9
4
13
16
10
5
8
15
6
4
4
4
12
12
8
1
5
1
3
12
3
7
- Fervor
- Warding
6
6
5
5
12
12
9
5
3
5
5
4
10
15
9
3
5
5
4
10
15
9
3
8
16
1
3
14
3
8
When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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.
While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
4
6
7
4
10
16
9
5
11
This weapon has a 2" melee range (p. 50).
When attacking with this weapon, add and additional die to its damage rolls.
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.
6
6
6
5
13
12
8
1
6
6
7
6
13
12
9
5
6
6
6
5
13
12
8
5
10
1
11
10
1
11
4
10
4
10
4
11
6
5
10
19
-
While within 5˝ of this model, enemy models cannot cast spells, channel spells, or upkeep spells.
1
12
L
6
17
R
8
6
8
4
14
17
10
7
18
8
14
12
When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
4
17
6
5
8
19
-
14
1
3
14
L
14
1
3
14
R
SP 8
1
-
12
L
SP 8
1
-
12
R
3
20
L
3
20
R
6
5
5
8
14
12
8
5
14
2
-
10
3
8
This weapon is a magical weapon (p. 68).
5
6
7
4
12
15
9
1
5
11
6
6
8
4
13
15
9
5
5
11
6
4
4
4
15
11
9
5
6
5
5
8
15
11
8
5
12
1
-
12
3
8
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 is and Officer (p. 70). The Officer is the unit commander of its unit.
- 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.
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.
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.
4
6
6
6
12
14
6
5
SP 8
1
-
12
4
10
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.
A model hit by this attack suffers the Fire continuous effect (p. 69).
This weapon causes fire damage (p. 68).
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4
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17
7
13
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11
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.
This weapon is a magical weapon (p. 68).
When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack.
When a model is hit by an attack with this weapon, it is knocked down.
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11
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.
This weapon is a magical weapon (p. 68).
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.
When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack.
When a model is hit by an attack with this weapon, it is knocked down.
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5
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1
3
12
10
1
-
10
4
9
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.
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.
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1
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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.
This weapon has a 2" melee range (p. 50).
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.
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4
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3
9
Place this model after normal deployment, up to 6" beyond the established deployment zone.
Place this model after normal deployment, up to 6" beyond the established deployment zone.
When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down.
When 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.
This model is and Officer (p. 70). The Officer is the unit commander of its unit.
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.
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.
When a living enemy warrior model in the mlee range of two or more models in this unit is boxed by a melee attack made by this model, remove the enemy model from play. You can add one Grunt to a friendly Sea Dog Crew unit in this model's command range. The Grunt must be placed in formation and within 3" of this model.
When a living enemy warrior model in the mlee range of two or more models in this unit is boxed by a melee attack made by this model, remove the enemy model from play. You can add one Grunt to a friendly Sea Dog Crew unit in this model's command range. The Grunt must be placed in formation and within 3" of this model.
When 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.
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13
L/R
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 melee attack against that model. If the additional attack hits, models within 2˝ of this model suffer a POW 12 fire damage roll and the Fire continuous effect.
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15
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9
5
Friendly Temple Flameguard models activating while in this model's command range gain Relentless Charge that activation.
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12
1
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12
1
13
L
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17
R
5
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9
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SP 9
1
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13
This model ignores concealment, Camouflage, and Stealth. Additionally, this model's weapons gain Magical Weapon. While its S system is disabled, this model loses the benefits of Feretory.
10
1
4
15
L/R
On a direct hit against an enemy model, this attack's AOE remains in play for one round. Models entering or ending their activation in the AOE suffer a POW 12 Fire damage roll and the Fire continuous effect.
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1
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12
L/R
A model hit by this weapon loses Camouflage and Stealth for one round.
3
20
L/R
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13
1
10
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9
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.
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1
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H
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R
On a critical hit, the model hit is knocked down.
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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.
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14
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R
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8
When it its a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast.
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8
This attachment can be added to a Sea Dog Crew unit.
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8
1
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12
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.
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8
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.
While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
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This weapon has a 2" melee range (p. 50).
Make two attack with this weapon.
This model gains +2 to charge attack damage rolls with this weapon.
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11
This model gains +2 to charge attack rolls with this weapon.
This weapon has a 2" melee range (p. 50).
A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
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10
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.
This weapon has a 2" melee range (p. 50).
Make two attack with this weapon.
This model gains +2 to charge attack damage rolls with this weapon.
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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.
This weapon is a magical weapon (p. 68).
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R
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12
L
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6
YES
NO
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10
13
NO
YES
2
6
YES
NO
3
CTRL
NO
NO
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1
14
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20
NO
YES
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SELF
CTLR
NO
NO
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10
YES
YES
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6
NO
NO
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SELF
CTRL
NO
NO
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12
5
7
6
4
14
15
8
5
18
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14
4
8
*
10
NO
YES
1
CTRL
3
NO
NO
2
8
12
NO
YES
1
CTRL
NO
NO
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14
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15
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11
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11
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11
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10
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14
L
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R
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5
- Ancillary Attack (* Action)
- Arcane Bolt (* Attack)
- Enliven (* Action)
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15
- Cleansing Action
- Doors of Judgment
- Eruption of Faith
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16
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12
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6
YES
NO
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NO
YES
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8
4
13
NO
YES
1
CTRL
NO
NO
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SELF
CTRL
NO
NO
When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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11
L/R
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When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
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0
0
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10
Wracks can be placed up to 20" from the back edge of Reznik's deployment zone.
Single selection of "Wrack" provides 3 Wrack models
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No
No
During its activation, target friendly model can charge without spending focus or being forced and gains +2˝ movement and Pathfinder when it charges. Boundless Charge lasts for one turn.
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14
No
Yes
Cleansing Fire causes fire damage. On a critical hit, models hit suffer the Fire continuous effect .
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Self
Ctrl
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No
No
While in this model’s control area, friendly Faction warrior models gain +2 ARM against ranged and magic attack damage rolls. Deflection lasts for one round.
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6
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-
Yes
No
When an enemy attack destroys or removes from play one or more friendly Faction models within 5˝ of target warjack in this model’s battlegroup, after the attack is resolved the affected warjack can charge an enemy model, then Hallowed Avenger expires.
Warjacks with the Shield advantage are automatically allocated 1 focus point during your first Control Phase of the game.
2
Self
Ctrl
-
Yes
No
While in this model’s control area and B2B with one or more models in this model's battlegroup, models in this model’s battlegroup cannot be knocked down and gain +2 DEF.
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.
When this model directly hits an enemy model with a melee or ranged attack, the d3 nearest enemy models within 5" of the model hit suffer a POW 10 magical damage roll.
Place this model after normal deployment, up to 6" beyond the established deployment zone.
While B2B with this model, friendly warcastes and solos gain +1 CMD.
This model is immune to continuous effects.
Varies for model.
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.
This model has concealment. Living enemy model's suffer -2 to attack rolls while within 2" of this model.
As part of a charge, after moving but before making its charge attack, this model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of this model's activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in mele penalty. If the target is not in melee range after moving, this model can make the Assault ranged attack before it's activation ends.
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.
This attachment can be added to an X unit.
This model gains an additional die on its back strike damage rolls.
Make two attack with this weapon.
When a model in this unit is damaged by an enemy attack, after the attack is resolved models in this unit gain +2 STR and ARM and Pathfinder for one round.
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 model can charge without spending focus or being forced if its charge target is suffering the Fire continuous effect.
When making an attack with this weapon, ignore spell effects that add to a model's ARM or DEF.
When an enemy warbeast misses this model with a melee attack, immediately after the attack is resolved this model can mak one normal melee attack the warbeast.
Models in this unit gain +1 STR and ARM for each model in this unit htat has been destroyed or removed from play. The bonuses for a model are lost if it returns to play.
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.
While in this model's command range, friendlyu Exemplar models cannot be knocked down or made stationary.
This model gains +2 to charge attack damage rolls with this weapon.
This weaspon has an integral buckler that gives the model a cumulative +1 ARM bonus; for example, a model with two of them gains a bonus of +2 arm. A model does not gain this bonus while the weapon system with the buckler is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
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.
This model gains one sould token for each friendly Faction warrior model destroyed within 5" by a continuous effect, an enemy attack, or collateral damage of an enemy attack. This model can have up to three soul tokens at a time. During your Control Phase, you can remove all soul tokens from this model to allocate it focus points, 1 for each token removed.
If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push or throw power attack against that target.
This attack ignores the Buckler and Shield weapon qualities and Shield Wall.
This model cannot make an initial attack with this weapon during an activation it charged at least 3".
- Huge base
Occupies the space from its base to a height of 5"
- Facing and Line of sight
Front arc is divided into two 90 degree fields of fire. L and R can only fire into respective field.
- Targeting a colossal
A colossalantuan never gains a DEF bonus from concealment, cover, or elevation.
Cloud effects and forest terrain do not block line of sight to a gargantuan.
A model targeting a colossal with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a colossal in melee, that miss is not rerolled against another model. It misses completely.
- Predeployment
colossal must be placed before normal deployment. If both players have models to predeploy, they predeploy their models in standard deployment order.
- Massive
A colossal cannot be slammed, pushed, thrown, knocked down, or made stationary.
- colossal movement
A colossal can only advance during its normal movement and cannot be placed.
- Pathfinder
All colossals have Pathfinder
- Controlling a colossal
Colossals must be assigned to a battlegroup, and your opponent can never take control of your colossal by any means.
- Great Machine
A colossal can never gain Advance Deployment, Incorporeal, or Stealth.
- Ranged attacks while in melee
A colossal can make ranged attacks while in melee. A colossal never suffers the firing in melee penalty when targeting a model it is in melee with. A colossal cannot gain the aiming bonus when engaged.
- Colossal melee range
Colossal melee weapons and gargantuan melee attacks have a 2" melee range unless otherwise noted. This includes all power attacks made by a colossal.
- Colossal power attacks
A colossal can make all the power attacks available to a warjack along with two additional attacks available only to colossals: power strike and sweep.
Power Strike - at least one Open fist. Its target must be in the Open Fist's field of fire and have a smaller base than the colossal. Melee attack, if hits slammed d6+2" directly away. POW of slam and collateral damage rolls equal to STR.
Sweep - at least one melee weapon in left or right field of fire. One melee attack with weapon against each model in the weapon's field of fire and within its 2" melee range. Models hit suffer damage roll with POW equal STR.
Damaging a colossal
Colossals have two damage grids-right and left- but otherwise suffer damage like a smaller warjack. When a colossal is damaged, the damage grid to be marked is determined by the origin of the damage suffered.
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 atack. Instead of making a normal damage roll, the POW ofg the damage roll is equal to this model's STR plus twice the POW of this weapon.
Models within 2" of this model suffer a POW 12 fire damage roll and the Fire continuous effect. This model can make additional melee attacks after making this special attack.
A friendly Faction model or unit in this model's command range can replace its current CMD with current CMD of the commander when making command checks (p. 84). Models with the Commander advantage should not be confused with units commanders that lead individual units (p. 71). All warcaster models have this advantage.
RNG 5. Target friendly Faction warjack. If the warack is in range, spend up to three soul tokens to allocate it 1 focus point for each soul token spent.
This model is included in any army that includes Rorsh. If Rorsh is Destroyed or removed from play, remove this model is part of Rorsh's battlegroupl.
This model is 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).
RNG CMD. Target living enemy non-character trooper model. If the model is in range, it must pass a command check or it becomes a friendly Faction solo under your control for the rest of the game. The converted model cannot activate this turn.
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, 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 is equal to this modelapos;s STR.
On a critical hit, after the attack is resolved this model can make one additional attack against the model hit.
On a critical hit, this model can slam the model hit instead of rolling damage normally. The model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equal to this model's STR.
On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round.
This model gains one soul token for each friendly living Exemplar model destroyed in its command range by a continuous effect, an enemy attack, or collateral damage of an enemy attack. This model can have up to three soul tokens at a time. During its activation, this model can spend soul token to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
If this model attack with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon.
This weapon causes cold damage (p.68).
This weapon causes corrosion damage (p. 68).
This weapon causes electrical damage (p. 68).
This weapon causes fire damage (p. 68).
When this model 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.
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 Holy Zealot 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.
Paladin solos 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.)
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 gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in until it moves, is placed, or is engaged. The model cannot dig into solid rock or man-made construction. This model can begin the game dug in.
When this model hits a warbeast with a melee attack, roll an additional damage die.
When this weapon hits a model/unit, upkeep spells on the model/unit hit immediately expire.
Center a 4" AOE on Rorsh. Models in the AOE other Than Rorsh and Brine suffer a POW 6 blast damage roll. After these damage rolls are resolved, Rorsh can make a full advance. If Brine was also in the AOE, it can make a full advance as well. They cannot be targeted by free strikes during this movement.
This model gains an additional die on melee attack and melee damage rolls. Discard the lowest die of each roll.
This model can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.
If this weapon damages an enemy model with an equal or smaller base, immediately after the attack is resolved the damaged model can be pushed any distance directly toward this model. After the damaged model is moved, this model can make one normal melee attack against the model pushed. After resolving this melee attack, this model can make additional melee attacks during its combat action.
While mounted, this model has base SPD 8 and base ARM 17. While dismounted, it has base SPD 5, base ARM 15.
This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If it passes, the warjack gains Pathfinder and must use its normal movement and combat action to charge or make a slam power attack during its activation this turn. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack immediately makes a full advance. If it fails, the warjack does not benefit from 'Jack Marshal this turn.
When this model forfeits its movment to gain the aiming bonus it can also make one additional ranged attack this activation.
Friendly Exemplar Venger models gain Divine Inspiration.
Friendly Exemplar models gain Aegis.
Friendly Paladin of the Order of the Wall models gain Impervious Wall.
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.
Once per turn during this model's activation, when it boxes a living enemy warrior model with a melee attack you can place a Wrack into play within 3" of this model. If you do, remove the boxed model from play.
While within 5" of this model, enemy models lose Incorporeal.
This model ignores cloud effects (p. 69) and forests (p. 87) when determining line of sight. This model ignores concealment (p. 57) and Stealth when making attacks.
This model can have only Minion Farrow warbeasts in its battlegroup.
This model never flees (p. 85). All warcaster models have this advantage.
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 continuous effect.
When this model advances into B2B contact with an enemy model during its activation, the enemy model suffers the Fire continuous 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.
Models hit by this weapon suffer -2 DEF for one round.
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 a model suffers a Fire damage roll while within 5" of this model, add +2 to the roll.
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 one soul token for each friendly living Faction warrior model destroyed in its command range by a continuous effect, an enemy attack, or collateral damage of an enemy attack. This model can have up to five soul tokens at a time. During its activation, this model can spend soul tokens to gain additional attacks, or to boost attack or damage rolls at one token per attack or boost.
This model gains +1 ARM for each soul token currently on it.
This model does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.
This model can make power attack slams without spending focus or being forced. Models slammed bu this model are moved an additional 2".
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 has no movement or action and cannot be knocked down or moved. Its front arc extends 360 degrees. It has no melee range, cannot engage, and is automatically hit by melee attacks.
This model does not suffer cold damage (p. 68).
This model does not suffer corrosion damage and is immune to the Corrosion continuous effect (p. 68).
This model does not suffer electrical damage (p. 68).
This model does not suffer fire damage and is immune to the Fire continuous effect (p. 68).
While this model is B2B with one or more friendly Temple Flameguard models, it does not suffer damage from non-magical melee or ranged attacks.
When a friendly Faction model in its control area is destroyed by an enemy attack, this model heals 1 damage point.
During its activation, this model can forfeit its normal movement or action to gain Impervious Wall is immune to continuous effects, does not suffer damage or effects from non-magical ranged or melee attacks, and cannot be knocked down.
During its activation, this model can spend 1 focus point to gain Bushwack this activation. (During its activation, a model with Bushwack can make its combat action before its normal movement. If it does, it must make a full advance as its normal movement this activation.
This model suffers -4 to attack rolls with this weapon.
This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them. Other models, including slammed, pushed, or thrown models, can move through this model without effect if they have enough movement to move completely past it. This model does not count as an intervening model. This model suffers damage and effects only from magical weapons, magic attacks, animi, spells, and feats and is immune to continuous effects. This model cannot be move by a slam. When this model makes a melee or ranged attack, before the attack roll is made it loses Incorporeal for one round.
Friendly X models/units in this model's command range never flee and immediately rally.
You gain +1 to the starting roll determining the order of deployment and play.
If one or more enemy models are in this model's command range during your Maintenance Phase, one friendly warrior model in this model's command range can advance up to 3".
While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot be knocked down.
This model gains +2 ARM for each warjack it controls B2B with it. When this model is directly hit by an enemy ranged or magic attack, you can choose to have 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 warcaster special rules: Battlegroup Commander, Control Area, Focus Manipulation, Power Field, and Spellcaster.
When a model is hit by an attack with this weapon, it is knocked down.
This weapon can be used only to make charge attacks. When this model charges, this weapon gains Reach until the charge is resolved.
This model and friendly warrior models B2B with it cannot be knocked down.
This model is not a warlock but has the following warlock special rules: Battlegroup Commander, Control Area, Damage Transference, Forcing, Fury Manipulation, Healing and Spellcaster.
This 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 varies with model.
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.
These models 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 Circle.
This model will work for Skorne.
This model will work for the Thornfall Alliance pact.
This model will work for Trollbloods.
When this model hits a warbeast with an attack, the warbeast suffers d6 points of damage to a branch of your choice.
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 does not have the Commander advantage.
This model is and Officer (p. 70). The Officer is the unit commander of its unit.
An attack with this weapon can be made only once per game.
This weapon is an Open Fist. A warjack's Open Fist enables it to make certain power attacks. A warjack with an Open Fist can make arm lock, headlock, and throw power attacks; a warjack with two Open Fists can also make double-hand throw power attacks. A warjack cannot use a crippled Open Fist to make power attacks.
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).
This model cannot be targeted combined melee attacks, combined ranged attacks, or free strikes. Models do not gain back strike bonuses against this model. When knocked down, this model can stand up during its activation without forfeiting its movement or action if it is able to forfeit its movement or action to stand up.
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.
Once during your opponent's turn, when an enemy model within 12" of this model that is in its LOS targets this model with a ranged attack, this model can make a ranged attack against the model beofre it makes its attack roll. If this model's ranged attack hits, the enemy model suffers no damage but its attack automatically misses.
When this model destroys one or more enemy models with a melee attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon's ROF.
During its activation, this model can forfeit its movement or action to gain Cornerstone for one round. (A model with Cornerstone cannot be knocked down, placed, pushed, or made stationary, and friendly models B2B with a model with Cornerstone cannot be knocked down, placed, pushed, or made stationary.)
While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon.
Friendly Faction models can ignore this model when determining LOS.
This model is a Ranking Officer. While this model is in play, models in its unit are Protectorate models instead of Mercenary models.
When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF.
This model can make one additional melee attack each combat action.
This weapon has a 2" melee range (p. 50).
This model gains one soul token for each friendly living Faction warrior model destroyed by a continuous effect, an enemy attack, or collateral damage from an enemy attack in its control area. During your Control Phase, after this model replenishes its focus but before it allocates focus, replace each soul token with 1 focus point.
RNG 5. Target friendly warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
When a model in this unit is damaged by an enemy attack, models in this unit gain +2 SPD for one round.
This model gains Pathfinder during activations it charges.
This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid.
When this model hits an enemy model with this weapon during its activation, the model hit is pushed 1" directly away from this model. When this model is hit with a melee attack made by a model in its front arc, after the attack is resolved the attacking model is pushed 1" directly away from this model. This model loses Repel while this weapon system is crippled or locked.
This model can upkeep spells on models in its battlegroup without spending focus.
When a living friendly Faction model in this model's command range is destroyed by an enemy attack, after the attack is resolved this model heals 1 damage point. When this model is disabled, it cannot activate. If this model is disabled at the beginning of your Maintenance Phase, it is destroyed.
When this model is hit by a melee attack made by an enemy model during your opponent’s turn, after the attack is resolved this model can immediately make one normal melee attack against that model. This model can make one Retaliatory Strike per turn.
When included in a Retribution army, this model is a Retribution model instead of a Mercenary model.
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 friendly 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 one or more friendly Faction warrior models are destroyed by an enemy attack while in this model's command range, this model gains +2 STR and ARM for one round.
If one or more friendly Faction warrior models were destroyed or removed from play by enemy attacks while within 5" of this model during you opponent's last turn, after resolving continuous effects during your Maintenance Phase, this model can make a full advance followed by one normal melee attack.
When this model is missed by an enemy melee attack, immediately after the attack is resolved it can make one normal melee attack against the attacking model.
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 Holy Zealot model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
When this model would suffer damage from an enemy attack, you can choose one or more models in this unit to suffer any number of those damage points instead, divided as you choose. If you do, this model does not suffer that damage. A model cannot suffer more damage as a result of Sanguine Bond than it has unmarked damage boxes.
Take control of a living enemy non-warcaster, non-warlock warrior model B2B with this model. You can immediately make a full advance with the enemy model followed by a normal melee attack, then Seduction expires. The nemey model cannot be targeted by free strikes duringt his movement.
If this model is disabled by an enemy attack, you can choose a non-disabled model in this unit within 3" of this model to be destroyed. If another model is destroyed as a result of Self-Sacrifice, this model heals 1 damage point.
A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
This weapon is a shield that gives the model a cumulative +2 ARM bonus; for example, a model with two of them gains a bonus of +4 ARM. A model does not gain this bonus while the weapon system with the shield is crippled or being held in a weapon lock or when resolving damage that originates in its back arc.
Once per round, when a friendly model is directly hit by a ranged attack during your opponent's turn while within 2" of this model, this model can become the target of the attack and be automatically hit instead. This model cannot use Shield Guard if it is incorporeal, knocked down, or stationary.
For one round, each affected model gains a +4 ARM bonus while B2B with another affected model in its unit. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall.
When this model hits with an initial attack or a special attack, it can advance 2" after the attack is resolved. This model cannot be targeted by free strikes during this movement.
A model directly hit by this weapon cannot cast spells for one round.
Instead of making a normal damage roll, the model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model's current STR plus the POW of this weapon. The POW of collateral damage from this slam is equal to this model's STR.
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.
If Brine is outside this model's control area during your Control Phase, before you models leach fury Brine can make a full advance directly toward this model.
This model gains one soul token when a living enemy model is destroyed in it's command range. This model can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
While this model has one or more soul tokens, enemy models entering or ending their activations within 2" of it immediately suffer 1 damage point.
Any 1 time during its activation while B2B with its controlling warcaster, this model can spend 1 focus point to use Spell Barrier. If it does, the warcaster cannot be targeted by enemy spells for one round.
This model cannot be targeted by spells.
While its warcaster is in this model's command range, when the warcaster casts a spell and is the point of origin for the spell, the spell gains +2 RNG.
At the end of this model's activation, if it destroyed one or more enemy models with melee attacks this activation it can make a full advance.
A warjack hit by this attack suffers the Stall continuous effect. While a warjack is suffering Stall, its base DEF becomes 7 and it cannot run or charge.
This model is a standard bearer (p. 70).
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.
During its activation, this model can forfeit its normal movement or action to gain +5 ARM. The affected model cannot be knocked down. Stone-and-Mortar Stance lasts for one round.
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.
This model begins the game with 1 focus point. During your Control Phase during the focus allocation step, it receives 1 focus point if it does not have any. This model cannot h ave more than 1 focus point at a time. While this model has a focus point, ranged attacks targeting it automatically miss. During a friendly Faction warcaster's activation, it can remove 1 focus point from this model in its control area and add that focus point to its own total. Each warcaster can do this only once per turn. When a focus point is removed from this model, roll a d6. On a 1, 2, or 3, this model explodes with the same effect as a Death Blast and is removed from play.
During this model's activation, when it makes and attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
When this model makes a melee attack during its activation, its fron arc extends to 360 degrees, and it can make one melee attack against each model in its LOS that is in its melee range.
When this model destroys an enemy model with a normal ranged attack, immediately after the attack is resolved it can advanced up to 2".
While in this model's command range, friendly Steelhead models ignore other friendly Steelhead models when determining LOS. Friendly Steelhead models can advance through other friendløy Steelhead models in this model's command range without effect if they have enough movement to move completely past them.
Models disabled by a melee attack made by this model cannot make a Tough roll. Models boxed by a melee attack made by this model are removed from play.
If this model is destroyed or removed from play, you can choose a Grunt in this unit within 1" of this model to take its place. Effects on this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the tabel instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.
This model is a terrifying entity (p. 84). Enemy models/units in the melee range of this model or with this model in their melee range must pass a command check or flee.
This model makes one melee attack with this weapon against each model in its LOS and this weapon's melee range.
Add this model's STR to the POW of this ranged attack.
When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down.
Gain an additional damage die against knocked down targets.
This model 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.
Brine is bonded to Rorsh. During its activation, this model can charge or make a slam power attack against an enemy model that was damaged by a melee or ranged attack made by Rorsh this turn without being forced.
Varies with model.
When attacking with this weapon, add and additional die to its damage rolls.
If a model in this model's battlegroup in its control area is hit by an enemy magic attack, immediately after the attack is resolved on model in this model's battlegroup in its control area can make a full advance and make one normal attack.
On a critical hit,the model hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage for one round.
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2
6
YES
NO
2
CTRL
WALL
YES
NO
2
SELF
CTRL
-
YES
NO