Once per activation, immediately after resolving an attack, in which it destroyed a living enemy model with this weapon, this model can cast a spell with COST 3 or less without spending focus. When an enemy model is forced, casts a spell, and / or spends 1 or more focus or fury points while in Asphyxious' control area, Asphyxious heals d3 damage points and gains one soul token. Rites of Shadow lasts for one round. During your Conrol Phase, while this model is in Asphyxious the Hellbringer's control area Asphyxious the Hellbringer can allocate focus to warjacks in his battlegroup that are in this model's command range. This model is attached to Asphyxious the Hellbringer for the rest of the game. Each warcaster can have only one model attached to it. This model is included in any army that includes Asphyxious the Hellbringer. If Asphyxious is destroyed or removed from play, remove this model from play. This model is part of Asphyxious' battlegroup. If this model is in its warcaster's control range during your Maintenance Phase, you can take any number of soul tokens from this model and place on the warcaster. RNG CMD. Target enemy model/unit. If the model.unit is in range, it is cursed. A firendly Bane model charging a cursed model gains +2" movement. Friendly Bane models gain +2 to attack rolls against cursed models. Curse can be used once per activation and lasts for one turn. When this model destroys a living enemy model with a melee attack, after the attack is resolved you can add one Grunt to a friendly Small-based Bane unit in this model's command range. The Grunt must be placed in formation and within 3" of this model The destroyed model is removed from play but does not provide a soul or corpse token. RNG CMD. Target enemy model/unit. If the model/unit is in range, it is cursed. A friendly Bane Riders model charging a cursed model gains +2" movement. Friendly Bane Riders models gain +2 to attack rolls against cursed models. Curse can be used once per ctivation and lasts for one turn. While this model is in play, models in its unit gain tough While this model is in play, after resolving continuous effects during your Maintenace Phase, knocked down models in its unit stand up and stationary models in its unit are no longer stationary. This attachment can be added to a Bane Thrall unit. Each model within 6" of this model that is in its front arc is automatically hit unless this model's LOS to it is blocked by terrain. Models hit suffer a POW 12 corrosion damage roll and the Corrosion continuous effect. After this attack is resolved, remove this model from play. Purge is a ranged attack. While this model is in play, models in its unit gain Reanimation. (When a model with Reanimation boxes a living enemy warrior model with a melee attack, add one Grunt to this unit and then remove the boxed model from play. The Grunt must be placed in formation and within 3" of this model. The Grunt cannot activate this turn.) When this model is disabled, center a 5" AOE on it, then remove this model from play. models in the AOe suffer a POW 14 blast damage roll. When it charges a living model, this model gains +2" movement. When Cankerworm uses Salvage, you can adapt the Replicator. The Replicator gains the special rules and weapon qualities of one of the destroyed warjack's weapons. The Replicator becomes the type of weapon adapted (melee or ranged) and uses that weapon's RNG, ROF, AOE and POW. This effect lasts until Cankerworm uses Adapt again. When Cankerworm ends its activation in Asphyxious' control area, it can make a full advance. At anytime during its activation, if it is in base contact with a wreck marker this model can spend 1 focus point to use Salvage. Remove the wreck marker from play, then remove d6 damage points from this model. If it was a heavy warjack wreck marker, remove +3 damage points. When this model destroys a living enemy model with a melee or range attack, after the attack is resolved you can add one Grunt to a friendly Revenant Crew of Atramentous unit in this model's command range. The Grunt must be placed in formation and within 3" of this model. The destroyed model is removed from play but does not provide a soul or corpse token. When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Revenant model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects. Friendly Revenant trooper models gain +2 to attack rolls while this model is in their LOS. While this model is in play, models in its unit gain Combined Melee Attack. Whe this model boxes a living enemy warrior model with a melee attack, add one Grunt to this unit and then remove the boxed model from play. The Grunt must be placed in formation and within 3" of this model. The Grunt cannot activate this turn. When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Drudge Grunt model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects. This unit can be included only in mercenary contract armies that list Cephalyx as possible members. This unit can be included only in mercenary contract armies that list Cephalyx as possible members. When this model destroys a living enemy model with a melee attack, after the attack is resolved you can add one Grunt to a friendly Cephalyx Mind Slaver & Drudges unit in this model's command range. The Grunt must be placed in formation and within 3" of this model The destroyed model is removed from play but does not provide a soul or corpse token. Influence is a RNG 10 magic attack. Take control of target enemy non-warcaster, non-warlock warrior model hit. The model immediately makes one normal melee attack, then Influence expires. When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Drudge Grunt model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects. Psychic Assault is RNG SP 8 magic attack. This attack ignores LOS. Models hit suffer a POW 12 damage roll. Each time this model makes a normal melee or ranged attack, choose one of the following abilities: Burster, Distillation, Psycho Venom. * Burster - When this attack boxes a living model, center a 3" AOE on that model, then remove the model from play. Models in the AOE are hit and suffer an unboostable POW 10 corrosion damage roll. * Distillation - When a living enemy model is destroyed by this attack while this model is in its warcaster's control area, immediately after the attack is resolved the warcaster heals d3 damage points. * Psycho Venom - When a living enemy model is boxed by this attack, it heals 1 damage point. For the rest of the turn, this model's controling warcaster can channel spells through the enemy model as if it were a model in his battlegroup with the Arc Node ability. At the end of the turn, the enemy model is destroyed. While this model is in play, models in its unit gain Combined Ranged Attack. Friendly Soulhunter models activating while in this model's command range gain incorporeal that activation. * Beyond Death (* Action) - While in this model's command range, living enemy models suffer -2 to damage rolls. Beyond Death lasts for one round. * Death Ride (* Action) - Friendly undead Faction models currently in this model's command range can immediately advance up to 1". * Hellfire (* Attack) - Hellfire is a RNG 10, POW 14 magic attack. A model/unit hit by Hellfire must pass a command check or flee. While this model is in its controller's control area, it can spend focus points to cast its controller's spells. When this model casts its controller's spells, the controller is considered to have cast them but this model is their point of origin. When making a magic attack roll, this model uses its controller's FOCUS. This model cannot cast spells with a RNG of SELF or CTRL. When this model gains a soul token, it can immediately spend that token to remove d6 damage points. During your Control Phase, after focus allocation this model gains 1 focus point for each of its arm systems that is currently not crippled. While this model has one or more non-crippled arm systems, its front arc extends to 360°. You gain +1 on your starting roll for the game. Deneghra immediately gains seven soul tokens. When this model begins its activation within 3" of one or more friendly Bane models, it is allocated 1 focus point. When this model destroys a living enemy model while in Scaverous' control area, Scaverous gains the destroyed model's soul token. When it charges a living model, this model gains +2" movement. While in this model's command range, friendly Bloodgorger models gain Overtake. (When a model with Overtake destroys one or more enemy warrior modesl with a normal melee attack, after the attack is resolved this model can immediately advance up to 1".) This model and friendly Bloodgorgers models in its command range cannot be knocked down. Living enemy models suffer -2 STR and DEF while within 5" of this model. This model is included in any army that includes Goreshade the Bastard. If Goreshade is destroyed or removed from play, remove this model from play. This model is part of Goreshade's battlegroup. If Goreshade the Bastard is disabled while within 3" of this model, this model is destroyed and Goreshade heals 1 damage print. If this model ends its activation outside Goreshae's comman range, it is destroyed. When this model boxes a living enemy warrior model with an attack with this weapon and the Deathwalker is not in play, remove the boxed model from play and replace it with the Deathwalker. Remove one or more friendly Faction warrior models currently in Goreshade's control area from play. For each model removed, return one destroyed non-character friendly Faction warrior model to play completely within Goreshade's control area. Place returned trooper models in formation with their original units. Returned models forfeit their actions the turn they return to play. When an enemy model casts a spell or uses an animus wihle in this model's control area, after the spell is cast or animus is used the enemy model suffers 1 damaage point and this model heals 1 damage point. When a firendly Bane Thrall model in this model's control area destroys a living enemy warrior model, you can add one Grunt to the Bane Thrall's unit. The Grunt must be placed completely within Goreshade's control area and in formation. Bane Thralls put into play by this ability cannot activate the turn they are put in play. Center a 3" AOE on any number of friendly non-warcaster warrior models currently in Goreshade's control area. Enemy models without Immunity: Cold within one or more AOEs become stationary for one round. Then the models the AOEs are centered on are destroyed. If a living enemy model cast a spell in this model's control area last turn, this model can cast one spell without spending focus during its activation this turn. 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. Living enemy models currently in Asphyxious' control area suffer an unboostable POW 5 damage roll. Asphyxious gains up to 7 focus points. He cannot have more focus points than his current FOCUS as a result of Consuming Blight. * Cloak of Darkness (* Action) - This model gains Stealth. While warjacks this model controls are B2B with it, they also gain Stealth. Cloak of Darkness lasts for one round. * Dark Fire (* Attack) - Dark Fire is a RNG 10, POW 12 magic attack. When a living enemy model is destroyed by Dark Fire, this model gains its coul token regardless of the proximity of other models. While in this model's command range during their activation, warjacks controlled by this model can spend soul tokens on this model to gain additional attacks or to boost attack or damage rolls at one token per attack or boost. For each corpse token on this model, this weapon gains +1 to damage rolls. When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3 +1. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF. If this model has fewer than three corpse tokens when it boxes a living enemy model as the result of a melee attack, remove the boxed model from play and give this model a corpse token. During your Control Phase, you can spend up to three corpse tokens to allocate this model 1 focus point for each corpse token spent. This model gains +1 STR for each corpse token on it. Return up to ten friendly destroyed non-warcaster small- or medium-based Faction warrior models to play, placing them within 3 ̋ of Asphyxious. Returned models gain Undead and Ghostly, become solos, and cannot be attacked or damaged for one turn. Returned models must charge during their activations and leave play at the end of this turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. A model with Ghostly cannot be targeted by free strikes.) Terminus gains one soul token for each living enemy model destroyed in his contorl area. Terminus gains +1 ARM for each soul token on him. Dragon's Call lasts for one round. When this model is directly hit by an enemy ranged attack you can choose to have one friendly, non-incorporeal Undead model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects. While in this model's command range, friendly undead Faction models gain Tough. When a model is destroyed in Venethrax's control area, before removing the model from the table center a 3" AOE cloud effect over it. The destroyed model does not provide a corpse token. Models with Eyeless Sight do not ignore these cloud effects. Models entering a Charnel Flames AOE suffer 1 point of fire damage. Charnel Flames lasts for one round. Corrosion continuous effects that affect enemy models in this model's control area cannot expire. While in this models control area, frinedly Faction models gain boosted magic attack rolls. When Scaverous casts a spell, reduce the COST of the spell by 1. When an enemy model casts a spell or uses an animus while in Scaverous' control area, increase the COST by 1. Black Gate lasts for one round. 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. When this model hits an enemy warjack that has a functional cortex with a melee attack, it can spend a soul token to take control of the warjack. Immediately after teh attack has been resolved, you can make a full advance the warjack and can then make one normal attack, then Possession expires. This model begins the game with one soul token. During your Control Phase, while this model is in Master Necrotech Mortenebras control area, Mortenebra can allocate focus to warjacks in her battlegroup that are in this model's command range. This model is attached to Master Necrotech Mortenebra for the rest of the game. Each warcaster can have only one model attached to it. This model is included in any army that includes Master Necrotech Mortenebra. If Mortenebra is destroyed or removed from play, remove this model from play. This model is part of Mortenebra's battlegroup. This model must be in its warcaster's control area to make the Spell Slave special action. When it does, it casts one of its warcaster's spells with a COST of 3 or less. The warcaster is considered to have cast that spell but this model is its point of origin. When making a magic attack roll, this model uses its warcaster's FOCUS. This model cannot cast spells with a RNG of SELF or CTRL. While in Mortenebra's control area, friendly Faction models can reroll attack and damage rolls this turn. EAch roll can be rerolled only once as a result of Recalibration. This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid. While B2B with this model, a warjack in its battlegroup can spend focus points on this model. This attachment can be added to a Mechanithrall unit. This model gains one corpose token each time a Mechanithhrall or living model is destroyed within 5" of it or a Grunt in its unit. Remove up to three corpse tokens from this model to add one Grunt to a friendly Mechanithrall unit in this model's command range per token removed. The Grunt must be placed in formation and within 3" of this model. When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal Stitch thrall Grunt or Mechanithrall model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects. Choose a friendly Faction warrior model B2B with this modle. That model heals d6 damage points. To use this special action, this model must bei n base contract with a wreck marker. Make a skill check. If it passes, d3 Scrap Thralls are created from a light wreck marker or d6 from a heavy wreck marker. Remove the wreck marker from play and place the Scrap Thralls within 3" of this model. Placed Scrap Thralls cannot activate this turn. This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid. This model makes a melee attack. If that attack hits, instead of dealing damage normally, center a 4" AOE on the model hit and remove this model from play. The model hit suffers a POW 16 damage roll. If the attack misses, center the AOE on this model and remove this model from play. Models in the AOE other than the model directly hit are hit and suffer a POW 8 blast damage roll. Blast damage from this attack is not considered to have been caused by a melee attack. When this model is disabled, center a 4" AOE on it and then remove this model from play. Models in the AOE are hit and suffer a POW 8 blast damage roll. While Nightmare is in Deneghra's control area, it gains Stealth. During its activation, this mode can spend 1 focus point to gain Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. A model with Ghostly cannot be targeted by free strikes.) After deployment but before the first player's turn, choose an enemy model/unit ot be this model'unit's prey. This model gains +2 to attack and damage rolls against its prey. When this model begins its activation wtihin 10" of its prey, it gains +2" movement that activation. When this prey is destroyed or removed from play, choose another model/unit to be the prey. When this model makes an attack with this weapon, before the attack roll it can spend 1 focus point to give the attack a 3" AOE. When it destroys a living enemy model with this weapon, immediately after the attack is resolved this model heals d3 damage points. Skarre suffers up to 5 damage points. While in her control area, friendly Faction models gain +1 STR and ARM for each damage point she suffers as a result of Blood Magic. Blood Magic lasts for one round. RNG CMD. Target a model in this model's LOS. If that model is in range, remove one friendly Faction troooper model within 1" of this model from play. The target model suffers a magical damage roll with POW equal to the base ARM of the removed model. 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. 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. When a living enemy warrior model in the mlee range of two or more models in this unit is boxed by a melee attack made by this model, remove the enemy model from play. You can add one Grunt to a friendly Sea Dog Crew unit in this model's command range. The Grunt must be placed in formation and within 3" of this model. When a living enemy warrior model in the melee range of two or more models in this unit is boxed by a melee attack made by this model, remove the enemy model from play. You can add one Grunt to a friendly Sea Dog Crew unit in this model's command range. The Grunt must be placed in formation and within 3" of this model. When an attack made by this weapon boxes a living enemy warrior model, remove that model from play. Add one Grunt to this unit for each model removed from play this way. Place the Grunt in formation. this unit cannot have more Grunts as a result of Damnation than it had a the beginning of the game. This attachment can be added to a Revenant Crew of the Atramentous unit. If this model is destroyed while in formation, return it to play at the beginning of your next Maintenance Phase. Place it within 3" of the unit commander. If the unit commander leaves play before this model returns to play, then remove this model from play before choosing a new unit commander. Grunts in this unit that are destroyed while in formation return to play at the beginning of your next Maintenace Phase. Place the returned Grunts within 3" of the unit commander. If the unit commander leaves play; remove from play all destroyed Grunts not yet returned to play and then choose a new unit commander. This causes no damage. The model hit suffers -2 DEF and for one round cannot advance while within this model's melee range. When this model makes an attack with this weapon during its activation, choose one of the following abilities: * Blood Mist - If this attack boxes a living model, center a 3" AOE cloud effect on the boxed model and remove it from play. The cloud effect remains in play for one round. * Death Strike - If this attack destroys a living model, after resolving the attack choose a model within 4" of this model. The chosen model suffers a damage roll with a POW eual to the STR of the model destroyed by the attack. * Dispel - When this weapon hits a model/unit, upkeep spells on that model/unit immediately expire. This attachment can be added to a Satyxis Blood Witches unit. Once per game during its unit's activation, this model can use Blood Shadow. At the end of this activation, models in this unit gain Incorporeal for one round. While in this model's command range, enemy models lose Tough, cannot heal or be healed, and cannot transfer damage. When this model makes an attack with this weapon during its activation, choose one of the following abilities: * Blood Mist - If this attack boxes a living model, center a 3" AOE cloud effect on the boxed model and remove it from play. The cloud effect remains in play for one round. * Death Strike - If this attack destroys a living model, after resolving the attack choose a model within 4" of this model. The chosen model suffers a damage roll with a POW eual to the STR of the model destroyed by the attack. RNG CMD. Target Friendly Satyxis Raider unit. If the Satyxis Raider unit is in range, it gains +2" movement during its activation this turn. This model and friendly Satyxis models in its command range cannot be knocked down. This attachment can be added to a Satyxis Blood Witches unit. While this model is in play, models in its unit gain Force Barrier. (A model with Force Barrier gains +2 DEF against ranged attack rolls and does not suffer blast damage). Once per game during its unit's activaiton, this model can use Power Swell. During this activation, models in this unit gain an additional die on melee damage rolls. Models in this unit gain Pathfinder. When this model is disabled, center a 4" AOE on it and then remove this model from play. Models in the AOE are hit and suffer a POW 8 blast damage roll. This model makes a melee attack. If that attack hits, instead of dealing damage normally, center a 4" AOE on the model hit and remove this model from play. The model hit suffers a POW 16 damage roll. If the attack misses, center the AOE on this model and remove this model from play. Models in the AOE other than the model directly hit are hit and suffer a POW 8 blast damage roll. Blast damage from this attack is not considered to have been caused by a melee attack. This attachment can be added to a Sea Dog Crew unit. Living enemy models suffer -2 to melee attack rolls while in melee with this model. Once per game during its unit's activation, this model can use No Quarter. Models in this unit gain Fearless, Pathfinder and Terror. A model in this unit that charges gains +2" movement. No Quarter lasts for one round. Place this model after normal deployment, up to 6" beyond the established deployment zone. This attachment can be added to a Mechanithrall or Bile Thrall unit. * Dark Fire (* Attack) - Dark Fire is a RNG 10, POW 12 magic attack. When a living enemy model is destroyed by Dark Fire, this model gains its soul token regardless of the proximity of other models. * Disbinding (* Action) - Enemy upkeep spells on this model and / or its unit immediately expire. This model must be in its warcaster's control area to make the Spell Slave special action. When it does, it casts one of its warcaster's spells with a COST of 3 or less. The warcaster is considered to have cast that spell but this model is its point of origin. When making a magic attack roll, this model uses its warcaster's FOCUS. This model cannot cast spells with a RNG of SELF or CTRL. Skarre suffers up to 5 damage points. For each damage point she suffers one model currently in her control area can be affected by Fate Weaver. An affected friendly model cannot be charged or targeted by enemy attacks for one round. An affected enemy model cannot make attacks for one round. This model can upkeep spells by suffering 1 damage point per spell instead of spending focus. Friendly Satyxis models/units in this model's command range never flee and immediately rally. Models in this model's battlegroup that are in its contorl area can boost attack and damage rolls after seeing the result of the roll. When it destroys a living enemy model with this weapon, immediately after the attack is resolved this model heals d3 damage points. This model gains one soul token each time it destroys a living enemy model. It can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to boost attack or damage rolls at one token per boost. When checking to see if this model is in its controller's control area, double the area. 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. Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon. This attack ignores the firing into melee penalty. While B2B with this model, friendly Faction models gain Stealth. This model is included in any army that includes the Witch Coven of Garlghast. If the Witch Coven of Garlghast is destroyed or removed from play, remove this model from play. This model is part of the Witch Coven of Garlghast's battlegroup. When this model would suffer damage, you must assign that damage to one or more Wtiches instead, divided as you choose. A Witch cannot be assigned more damage points than she has unmarked damage boxes. This model does not suffer the damage assigned to a Witch. While in the Coven's control area, enemy models suffer -2 MAT and RAT and their LOS is reduced to 5". Nightfall lasts for one round. When a Witch casts a spell, the Ergregore is the spell's point of origin. The Witch must have LOS to her target, but the Ergregore does not. All LOS modifiers are based on the LOS of the Witch. Witches can channel spells normally. The Coven can have up to one attached model; this model is attached to the Coven, not to an individual Witch. The Coven can have only one of each of their upkeep spells in play at a time. The Witch of Coven of Garlghast shares a single focus pool, and Witches do not receive focus individually. The Coven's base FOCUS is three times the number of Witches in play. When the Coven replenishes its focus, the Ergregore receives those focus points. The Coven's control area is measured from the Egregore. Any Witch in the Coven's control area can spend focus points on the Egregore. The Egregore cannot be affected by focus-reducing or focus-removing effects. Each focus point on the Egregore gives each Witch in the Coven's control area a cumulative +1 ARM. Effects that ignore focus points overboosting the target's Power Field also ignore this bonus. The Coven can use their feat only once. A Perfect Conjuction is established anytime the Egregore is completely within the triangular area between all three Witches and each Witch has LOS to each other Witch. During a Perfect Conjuction, reduce the COST of spells cast by a Witch by 1. When this model hits a warjack with a melee attack, roll an additional damage die. While this model is in play, when a model in its unit wrecks an enemy warjack with an attack while the warjack is in melee range of all three models in this unit, instead of replacing the warjack with a wreck marker you can replace it with a friendly autonomous Cryx warjack. Remove the enemy warjack from play. If it was a light warjack, you can replace it with a non-character bonejack. If it was a heavy warjack, you can replace it with a non-character helljack. While this model is in play, models in its unit gain Stealth. Dark Fire is a RNG 10, POW 12 magic attack. When a living enemy model is destroyed by Dark Fire, this model gains its soul token regardless of the proximity of other models. This model gains one soul token when a living enemy model is destroyed within 2" of it. This model can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost. * Dark Fire (* Attack) - Dark Fire is a RNG 10, POW 12 magic attack. When a living enemy model is destroyed by Dark Fire, this model gains its soul token regardless of the proximity of other models. * Unbinding (* Action) - Enemy upkeep spells on models/units within 5" of this model expire. Models suffer d3 damage points for each of those psells they controlled. A friendly Faction warcaster with this model in the control area can upkeep one spell without spending focus. When this model hits a warjack with a melee attack, roll an additional damage die. This model gains one soul token when a living enemy model is destroyed within 2" of it. This model can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost. When this model hits a warjack with a melee attack, roll an additional damage die. * Dark Fire (* Attack) - Dark Fire is a RNG 10, POW 12 magic attack. When a living enemy model is destroyed by Dark Fire, this model gains its soul token regardless of the proximity of other models. * Puppet Master (* Action or * Attack) - Puppet Master is a RNG 10 spell. When it targets an enemy model/unit it is a magic attack. You can have one affected model reroll one or more dice of your choice rolled for a command check, attack, or damage roll, then Puppet Master expires. Puppet Master lasts for one round. This model gains one soul token when a living enemy model is destroyed within 2" of it. This model can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost. Enemy models currently in Deneghra's contorl area suffer -2 to their SPD, STR, MAT, RAT, DEF, ARM, and FOCUS and cannot run or make special attacks. The Withering lasts for one round. * Power Booster (* Action) - RNG 5. Target friendly Faction warjack. If the target warjack is in range and has no focus points, it gains 1 focus point. If the warjack is Disrupted, it is no longer Disrupted. * Seduction (* Action) - Take control of a living enemy non-warcaster, non-warlock warrior model B2B with this model. You can immediately make a full advance with the enemy model followed by a normal melee attack, then Seduction expires. The enemy model cannot be targeted by free strikes during this movement. * Venom (* Attack) - Venom is a RNG SP 8 magic attack. Models hit suffer a POW 10 corrosion damage roll and the Corrosion continuous effect. During your Control Phase, place this model anywhere completely within 2" of its current location. During this model's activation, it can spend one or more soul tokens to place 3" AOE cloud effects on teh table anywhere completely within its command range, one AOE per soul token spent. The cloud effect remains in play for one round. While another friendly Faction model is Incorporeal and in this model's command range, the other friendly Faction model gains +2 ARM and does not suffer blast damage. At the end of your Control Phase, this model can gain Incorporeal for one round unless it gained Incorporeal during the last round. Enemy models currently in Deneghra's control area suffer Shadow Bind for one round. (A model affected by Shadow Bind suffers -3 DEF and for one round when it advances it cannot move except to change facing.) At the end of your Control Phase, this model can gain Incorporeal for one round unless it gained Incorporeal during the last round. When an enemy model advances and ends its movement within 6" of target model in this model's battlegroup, the affected model can immediately advance up to 3", then Admonition expires. The affected model cannot be targeted by free strikes during this movement. When a damage roll resulting from a direct hit fails to exceed the ARM of the target enemy model/unit, the affected model hit suffers 1 damage point. Place 1 fury point on each enemy warbeast currently in this model's control area. This spell can only be cast once per turn. Target any model in this model's control area, ignoring LOS. When resolving Airburst, ignore cover, concealment, elevation, and Stealth. Models hit suffer a POW 8 blast damage roll. Models hit suffer a POW 10 damage roll. Models boxed by Annihilation are removed from play. This model gains a soul token for each living non-soulless enemy model removed from play this way. Magical bolts of energy streak toward the target model. Target friendly Faction model / unit gain Whiplash. (When an enemy model misses a model with Whiplash with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. the model with Whiplash is the point of origin for all these attacks.) A warjack damaged by this attack becomes stationary for one round. Place a 5" AOE anywhere completely in this model's control area. While in the AOE, friendly models gain Pathfinder and can advance through obstructions and other models if they have enough movement to move completely past them. Enemy models treat the AOE as rough terrain. Artifice of Deviation lasts for one round. Target friendly model/unit gains concealment. Living enemy models suffer -2 to attack rolls while within 2" of an affected model. Target friendly faction warjack can charge or make slam or trample power attacks without spending focus. The warjacks gains +2" movment when it charges or makes a slam or trample power attack. Models slammed by the warjack are moved +2". When target enemy warjack that is part of a battlegroup is damaged, its controller suffers 1 damage point. Enemy upkeep spells on target friendly model / unit expire. Affected models cannot be targeted by enemy spells or animi. While in this model's control area, models in its battlegroup cannot be knocked down and gain +3 ARM but suffer -2 DEF. Batten Down the Hatches lasts for one round. When an enemy model is hit by Battering Ram, it can be pushed 3" directly away from the spell's point of origin. While in this model's control area, models in its battlegroupgain Counter Charge. (When an enemy model advances and ends its movement within 6" of a model with Counter Charge and its LOS, the model with Counter Charge can immediately charge it. If it does, it cannot make another counter charge until after your next turn. A model cannot make a coutner charge while engaged.) Target friendly Faction warrior model/unit gains Fearless and gains an additional die on melee damage rolls for one round. On a hit, you can immediately advance target enemy non-warcaster/non-warlock model up to 3". Affected models cannot be targeted by free strikes during this movement. A model can move only once per turn as a result of Befuddle. Target enemy warrior model/unit suffers -2 DEF. When a friendly Faction model destroys one or more affected models with a melee or ranged attack during its activation, immediately after the attack is resolved it can make one additional melee or ranged attack regardless of ROF. Attacks gained from Black Spot cannot generate additional attacks from Black Spot. Models hit lose Flight for one round. When Bleed destroys a living enemy model, this model heals d3 damage points. Target enemy warrior model/unit cannot make ranged or magic attacks and suffers -2 DEF for one round. Target friendly warrior model/unit gains an additional die on melee damage rolls but suffers -2 DEF. Blood Rain causes corrosion damage. Models hit suffer the Corrosion continuous effect. When a model is hit by Blow the Man Down, it is knocked down. On a critical hit, instead of suffering a normal damage roll a non-incorporeal model is slammed d6" directly away from the spell's point of origin regardless of its base size. Collateral damage from this slam is POW 15. Target friendly model/unit gains +3 DEF against ranged and magic attack rolls. When this spell boxes a living or undead non-warcaster, non-warlock enemy warrior model, you can immediately 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. During its activation, target friendly model can charge without spending focus or being forced and gains +2" movement and Pathfinder when it charges. Boundless Charge lasts for one round. Models hit suffer a POW 12 corrosion damage roll. The AOE is a cloud effect that remains in play for one round. Models entering or ending their activation in the AOE suffer 1 point of corrosion damage. Models in this model's battlegroup currently in its control area can immediately make one normal ranged attack. Attacks gained from Broadside do not count against a weapon's ROF. Broadside can be cast only once per turn. Target frienldy model gains +2 DEF against ranged attack rolls and Dodge. (A model with Dodge can advance up to 2" immdeiately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.) Friendly models gain +2 to attack and damge rolls against target enemy model/unit. Friendly Faction models gain +2 to melee attack rolls against enemy models in this model's control area. Carnage lasts for one round. Place a 3" AOE cloud effect completely in the model's control area. A model entering or ending its activation in the AOE suffers 1 points of corrosion damage. Caustic Mist lasts for one round. While in this model's control range, models in its battlegroup gain Future Sight. (A model with Future Sight can boost attack and damage rolls after rolling.) When Convection destroys a living enemy model, allocate 1 focus point to a warjack in this model's battlegroup that is in its control area. While within 5" of target friendly model/unit, enemy models cannot make ranged attacks. Friendly models/units beginning a charge in this model's control area gain +2" movement. Affected models can charge without spending focus points or being forced. Coup de Main lasts for one turn. Target model/unit suffers -2 SPD, STR, DEF, and ARM and cannot run or make special attacks. Target friendly Faction model/unit gains Pathfinder and Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.) Friendly Faction models beginning a charge while in this model's control area this turn gain +2" movement. Target model/unit suffers -2 ARM and cannot make free strikes. A model can advance through an affected model if it has enough movement to move completely past its base. This model immediately makes a full advance. It cannot be targeted b y free strikes during this movement. At the end of this movement, this model can make one melee attack against each model in its LOS that is in its melee range. Cyclone can be cast only once per turn. While in this model's control area, friendly Faction models gain an additional die on their melee attack rolls this turn. While in this model's control area, friendly Faction warrior models cannot be targeted by free strikes. This model and friendly Faction warrior models activating in its control area gain +1 SPD. Dash lasts for one round. When Deadweight destroys an enemy living or undead model, choose an enemy model within 2" of the destroyed model. The chosen model must forfeit either its movement or its action during its next activation, as its controller chooses. Before dealing damage, count the number of models in this AOE. Add the result to each Death Knell damage roll. When a friendly Faction model misses target enemy model / unit with an attack, it can reroll the attack roll. Each attack roll can be rerolled only once as a result of Death Sentence. Target friendly Faction model/unit gains +2 ARM. If an affected warjack is damaged, you choose which column suffers the damage. While within this model's control area, the melee weapons of models in this model's battlegroup gain Grievious Wounds. (When a model is hit by a weapon with Grievous Wounds, for one orund it loses Tough, cannot heal or be healed, and cannot transfer damage.) While in this model's control area, friendly models gain +2 DEF and ARM against ranged attacks. Deceleration lasts for one round. Target friendly Faction model/unit gains +2 DEF and ARM. While in this model's control area, friendly Faction warrior models gain +2 ARM against ranged and magic attack damage rolls. Deflection lasts for one round. A model hit by Dissolution Bolt cannot channel spells for one round. Target enemy warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT for one round. Take control of target enemy non-character warjack that has a functional cortex. You can make a full advance with the warjack and can then make one normal attack, then Domination expires. Domination can be cast only once per turn. When Doom Spiral damages a warjack that is part of a battlegroup, its controller suffers d3 damage points. This model gains +2 STR and ARM. Models cannot reave fury from warbeasts destroyed by this model. When this model destroys an enemy model with fury points on it with an attack, this model gains a number of focus points equal to the fury points on the destroyed model. Friendly Faction models beginning their activations in this model's control area gain Pathfinder. Easy Rider lasts for one turn. Immediately after this attack is resolved, this model can advance up to 2" for each enemy model destroyed by the attack. Warbeasts in this model's battlegroup beginning their activations in its contgrol area gain +2 movement. This model gians +2 ARM while one or more warbeasts in its battlegroup are within 3" of it. When a living enemy warrior model is boxed by Excarnate, remove it from play. You can then add one Grunt to a friendly Faction small-based undead unit in this model's control area. The Grunt must be placed in formation and within 3" of this model. When target friendly model makes a normal attack with a non-spray ranged weapon, the weapon gains Magical Weapon. If the weapon was AOE - it becomes AOE 3. An affected model cannot participate in a combined ranged attack. Models in the AOE other than the model that was directly hit suffer blast damage but do not suffer any other effects of the attack. Explosivo expires immediately after resolving target model's next ranged attack. Explosivo lasts for one turn. Target friendly warjack gains +2 ARM and does not suffer the effects of crippled systems. While in the AOE, enemy models suffers -2 ARM. The AOE remains in play as long as upkeep is paid. While in this model's control area, the ranged weapons of models in its battlegroup gain +2 RNG. Fire Group lasts for one turn. This model immediately makes one nrmal attack with one or its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous. Models gain concealment while in this model's control area. Target a model in this model's battlegroup in its control area. Enemy models currently within 2" o fthe target model are pushed 4" directly away from it in the order you choose. Models damaged by Force Blow are knocked down. Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune. Target model/unit without Immunity: Cold becomes stationary for one round. Frost Hammer causes Cold damage. On a critical hit, a model becomes Stationary for one round unless it has Immunity: Cold. Warjacks in this model's battlegroup beginning their activations in its control area can run, charge, or make slam or trample power attacks without spending focus that activation. While in this model's control area, models in its battlegroup gain boosted melee attack rolls. Full Throttle lasts for one turn. Target friendly model/unit gains +3 to melee damage rolls but suffers -1 DEF. When an enemy model is hit by this attack, it can be pushed d6" directly toward Gallows' point of origin. Target friendly model/unit gains Ghostly for one turn. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be targeted by free strikes.) Target friendly Faction model gains +2 DEF and Poltergeist. (When an enemy model misses the model with Poltergeist with and attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from the model with Poltergeist.) When a warjack is hit by Grind, it suffers 1 damage point to its first available Movement system box. Center a 5" AOE on this model. Each other model in the AOE is hit and suffers a POW 13 damage roll. Each enemy model damaged by Ground Zero is pushed d6" directly away from this model in the order you choose. While in this model's control area, models in its battlegroup gain boosted ranged attack rolls for one turn. When an enemy attack destroys or removes from play one or more friendly Faction models within 5" of target warbeast in this model's battlegroup, after the attack is resolved the affected warbeast can charge an enemy model, then Hallowed Avenger expires. Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll. This model cannot be targeted by charges. While within 5" of this model enemy models treat open ground as rough terrain. A model/unit hit by Hellfire must pass a command check or flee. If this attack misses, nothing happens. If it hits, before making the damage role, push models within 3" of the model hit 3" directly toward it in the order you choose. Then center a 3" AOE on the model hit. Models hit suffer a POW 12 damage roll. Models boxed by Hellmouth are removed from play. Enemy upkeep spells and animi on the model/unit directly hit by Hex Blast immediately expire. Target model in this model's battlegroup gains boosted ranged attack damage rolls. Target Enemy warrior model/unit without Immunity: Cold suffers -2 DEF and cannot run or make special attacks. Enemy models within 5" of this model are pushed 5" directly toward it in the order you choose. Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll. Take control of target enemy non-warcaster, non-warlock warrior model. The model immediately makes one normal melee attack, then Influence expires. While in this model's control area, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts for one round. Target friendly Faction model / unit gains +2 ARM and Fearless. Target friendly warjack can run, charge, or make slam or trample power attacks without spending focus and gains boosted melee attack rolls. Target friendly warrior model/unit gains +3 DEF but suffers -1 SPD. Models in this model's battlegroup that are currently in its control area can immediately turn to face any direction. Affected models that are stationary or knocked down are no longer stationary and stand up. Models that were knocked down this turn are not affected by Jump Start. Models in this model's battlegroup that are currently in its control area can immediately turn to face any direction. Affected models that are stationary or knocked down are no longer stationary and stand up. Models that were knocked down this turn are not affected by Jump Start. Friendly FAction models beginning a charge in this model's control area gain Pathfinder. Warbeasts in th is model's battlegroup beginning their activations in this model's control area can charge or make slam power attacks against enemy models without being forced. Killing Ground lasts for one turn. Enemy models pay double the focus or fury point cost to cast or upkeep spells while in this model's control area. A model damaged by Lock the Target cannot run, charge, or be placed for one round. This model spends up to 3 focus points to cast Locomotion. Target warjack in this model's battlegroup immediately advances up to 1" for each focus point spent. A warjack can be targeted by Locomotion only once per turn. While in this model's control area, living enemy models cannot cast spells or use feats. Mage Blight last for one round. Place a 5" AOE completely in this model's control area. While a model is within the AOE, models in this model's battlegroupignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it. 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. Target model/unit suffers -2 SPD and DEF. Frendly Faction models with Construct charging an affected model gain +2" movement. While within 2" of this model, enemy models suffer -2 DEF and ARM. Target enemy model/unit suffers -2 DEF and loses Incorporeal and Stealth and cannot gain those abilities while affected by Marked for Death. Friendly Faction models can target an effected model regardless of LOS. This model gains an additional die on melee attack rolls and cannot be targeted by free strikes. Target friendly Faction model / unit gains Apparition. During your Control Phase, place models with Apparition anywhere completely within 2" of their current locations. If Mirage affects a unit, only model in formation can be placed. Models in this model's battlegroup currently in its control area gain +2 SPD and Pathfinder for one turn. Return one destroyed friendly Faction Undead Grunt to play with one unmarked damage box. It must be placed in this model's control area in formation and within 3" of another model in its unit. The Grunt must forfeit its action the turn it is returned to play. Target warjack suffers 1 point of fire damage to each column on its damage grid. Target enemy model/unit suffers -2 DEF and ARM and cannot be healed. Mortality lasts for one round. While in this model's control area, friendly models gain Knockdown on their melee weapons. Mosh Put lasts for one turn. (When a model is hit with an attack by a weapon with Knockdown, it is knocked down.) While in this model's control range, models in its battlegroup gain Gun-and-Run. (At the end of its activation, if a model with Gun-and-Run destroyed one or more enemy models with ranged attacks this activation it can make a full advance.) Place a 5" AOE cloud effect anywhere completely in this model's control area. Any model that is not part of this model's battlegroup that enters or ends its activation in the AOE suffers an unboostable POW 8 damage roll. An enemy warbeast damaged by Muzzle cannot advance toward this model for one round. Target friendly model/unit ignores intervening models when making attacks. The weapons of affected models gain Magical Weapon. The force of this attack blasts apart the earth itself. Target friendly model/unit gains Stealth. Friendly Faction models beginning a charge in this model's control area gain Pathfinder. When target model in this model's battlegroup destroys one or more enemy models with an attack, immediately after the attack is resolve one model in this model's battlegroup that is in its control are can make a full advance, then Overrun expires. Overrun can be cast on,y once per turn and lasts for one turn. Target model/unit suffer -3 ARM and this model gains +1 ARM. When an enemy model is damaged by PErdition, immediately after the attack is resolved one warjack in this model's battlegroup that is currently in this model's control area can make a full advance toward the nearest enemy model. A model can advance as a result of PErdition only once per turn. When target friendly model/unit is targeted by a ranged attack, the attack suffers -5 RNG. Target model in this model's battlegroup ignores LOS when making charges, slams, and attacks. That model ignores concealment and cover when resolving attacks. Target friendly Faction warjack gains +2 to melee attack and melee damage rolls. While within 3" of the affected warjack, friendly Faction models gain +2 on melee attack and melee damage rolls. Positive Charge lasts for one turn. On a critical hit, models hit lose their initial attacks and cannot make special attacks for one round. Choose a friendly Faction warbeast in this model's control area. Target an enemy model within 8" of the chosen warbeast and make a magice attack against it. The chosen warbeast is the attack's point of origin. If the enemy model is hit, it suffers a damage roll with a POW equal to the warbeast's base STR. When an enemy model casts a spells or use an animus while in this model's control area, the enemy model suffers 1 damage point and this models heals 1 damage point. Continuous effects, animi, and upkeep spells in this model's control area immediately expires. If target enemy model/unit advances during its 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. Target friendly model/unit gains +2 SPD and +2 DEF against ranged and magic attack rolls. Take control of target enemy non-character warbeast. You can make one full advance with the warbeast and can then make one normal attack with it, then Rampager expires. While the warbeast is affected by Rampager, it cannot be forced and you cannot use its animus. Rampager can be cast only once per round. Target model in this model's battlegroup gains Berserk for one turn. When affected by Ravager, a model cannot make Chain Attacks. (When a model with Berserk destroys one or more models with a melee attack during its combat action, immediately after the attack is resolved it must make one additional meless attack against another model in its melee range.) Place the wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. When a model a enters or ends its activation in the wall area, it suffers 1 damage point. A blade of wind slices through the target model. When target warjack in this model's battlegroup is disabled by an enemy attack anytime except while it is advancing, place it anywhere within 3" of its current location. Remove 1 damage point from each system, then Reconstruct expires. When target friendly Faction model hits an enemy model with an attack during its activation, immediately after its combat action ends the affected can make a full advance. It cannot be targeted by free strikes during this movement. 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. The AOE is rough terrain and remains in play for one round. Remove target friendly warrior model from play. Skarre gains d6 additional focus points during your next Control Phase. Ritual Sacrifice can be cast only once per turn. Place a wall template anywhere completely in this model's control area where it does not touch a model's base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover. When an enemy attack disables a living model in the target friendly unit, you can choose a non-disabled living model in the unit to be destroyed. If another model is destroyed as a result of Roth's Mercy, the originally disabled model heals 1 damage point. Models hit by Scourge are knocked down. Target friendly model/unit gains +2 to melee attack damage rolls. Affected models gain Critical Corrosion on their normal melee attacks. When an enemy model advances and ends its movement in the LOS of a target friendly Faction model, the affected model can immediately make one normal ranged attack, then Sentry expires. Models in this model's battlegroup gain Dark Shroud and Stealth while in its control area. Shadowmancer lasts for one round. (While in the melee range of a model with Dark Shroud, enemy models suffers -2 ARM.) When target friendly Faction model/unit directly hits and boxes an enemy model with a ranged or melee attack, center a 3" AOE on the boxed model, then remove that model from play. Models in the AOE are hit and suffer an unboostable POW 8 damage roll. On a direct hit against an enemy model, center a 4" AOE on the model hit. After resolving the damage roll, models in the AOE are hit and suffer 1 point of damage. While in this model's control area and B2B with one or more models in this model's battlegroup, models in this model's battlegroup cannot be knocked down and gain +1 DEF for each other model in the battlegroup with which they are B2B. Target friendly model/unit's melee weapons gain Grievous Wounds. (When a model is hit by a weapon with Grievous Wounds, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.) When this spell hits an enemy model with 1 or more focus or fury points on it, that model loses 1 focus or fury point and this model gains 1 focus point. Target frienldy model's/unit's ranged weapons gain +4 RNG. Target friendly Faction model/unit gains concealment and Immunity: Cold. Remove up to 1 fury point from each frienldy living Faction warbeast currently in this model's control area. Soothing Song can only be cast once per turn. This model is allocated 1 additional focus point during your Control Phase. Remove a friendly trooper model in this model's control are from play and replace it with target warjack in this model's battlegroup that is in its control area. LOS to that target is not required. The warjack cannot activate this turn after being placed by Soul Gate. When target friendly Faction model/unit destroys a living enemy model with a melee atack, this model gains the destroyed model's soul token regardless of the proximity of other models. When a living non-soulless model is boxed by Soulfire, this model gains 1 focus point and the boxed model is removed from play. Target warjack in this model's battlegroup gains +2 ARM and Ghostly. (A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. An affected model cannot be target by free strikes.) While within this model's control area, friendly Faction model/unit' weapons gain Magical Weapon and Blessed. Spellpiercer lasts for one round. (When making an attack with a weapon with Blessed, ignore spell effects that add to a model's ARM or DEF.) While in this model's control area enemy models gaion an additional die on attack rolls. Discard the highest die of each roll. Star-Crossed lasts for one round. Target friendly warrior model gains +2 STR, MAT, and ARM and cannot be targeted by combined ranged attacks or combined melee attacks. A model damaged by Stranglehold forfeits either its movement or its action during its next activation, as its controller chooses. On a critical hit, the model hit suffer Shadow Bind for one round. (A model suffering Shadow Bind suffers -3 DEF, and for one round when it advances it cannot move except to change facing.) When an enemy model advances and ends its movement within 6" of target friendly Faction non-warcaster warrior model and the affected model is not engaged, the affected model can immediately charge the enemy model, then Sudden Death expires. A trooper model that charges as a result of Sudden Death ignores unit formation while resolving the charge. If the trooper model is out of formation after the charge attack is resolved, it is destroyed before Sudden Death expires. An enemy warbesat damaged by Sunder Spirit loses its animus for one round. Target friendly Faction warjack gains +2 SPD, MAT, and DEF and cannot be knocked down. Target friendly Faction model gains +2 DEF and cannot be knocked down. While within 3" of the affected model, friendly Faction models also gain +2 DEF and cannot be knocked down. While in its control area, models in this model's battlegroup gain +1 cumulative bonus on melee attack and melee damage rolls for each other model in the battlegroup that hit an enemy model with a melee attack this turn while in this model's control area. Target friendly model/unit can advance up to 3" after all models have ended their activations on your turn. Place target model completely within 2" of its current location. When Telekinesis targets an enemy model, it is an offensive spell and requires a magic attack roll. A model can be affected by Telekinesis only once per turn. Place this model anywhere completely within 8" of its current location, then its activation ends. This model can channel spells through target friendly model as if it were a model in this model's battlegroup with Arc Node. Models hit by Tempest are knocked down and suffer a POW 12 damage roll. Warjacks in this model's battlegroup that are currently in its control area can charge or make power attacks without spending focus and gain boosted melee attack rolls against living models. When an affected model targets a living model with a charge or slam power attack, it gains +2' movement. Terminal Velocity lasts for one turn. If during its normal movement this model advances within 2" of a friendly warjack, at the end of that movement you can place the warjack B2B with it, completely within its back arc. Up to three warjacks can be placed by Tow each time this model ends its normal movement. While in this model's control area, friendly Faction non-warcaster warrior models can spend 1 focus point on this model to boost a melee attack or melee damage roll during their activations. Friendly Faction warrior models/units beginning their activations in this model's control area gain +2" movement and Pathfinder during their activations. True Path lasts for one turn. The AOE is a cloud effect that remains in play for one round. While in this model's control area, this model and warjacks in its battlegroup gain boosted melee attack and melee damage rolls, and their melee weapons gain Magical Weapon. Unearthly Rage lasts for one turn. While in ths model's control area, models in its battlegroup gain Bulldoze. Unstoppable Force lasts for one turn. (When a model with Bulldoze advances into B2B contact with an enemy model during its activation, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per activation. Bulldoze has no effect when this model makes a trample power attack.) Place a 4" AOE cloud effect anywhere completely in this model's control area. This AOE does not block friendly Faction models' LOS. While in the AOE, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them. This model can spend up to 3 focus points to advance up to 2" immediately for each focus point spent. Velocity can be cast only once per turn. Venom causes corrosion damage. Models hit suffer the Corrosion continuous effect. While in the AOE, enemy models cannot channel spells, be allocated focus or be forced. The AOE remains in play as long as its upkeep is paid. Damage rolls against enemy models in this model's melee range are automatically boosted. When a friendly Faction model in this model's control area destroys one or more enemy models with a melee or ranged atack during its activation, immediately after the attack is resolved, one warbeast in this model' battlegroup that is in its control area can advance up to 3". A warbeast can advance only once per turn as a result of Warpath. When an enemy model advances and ends its movement within 6" of this model, choose a warjack in htis model's battlegroup that is in its control area. That warjack can immediately make a full advance and then can make one normal melee or ranged attack targeting the enem model. The attack and damage rolls against that model are boosted. After the attacks is resolved, Watcher expires. Target friendly model/unit gains Camouflage and Pathfinder. (A model with Camouflage gains an additional +2 DEF when benefiting from concealment or cover.) Target friendly living warbeast in this model's battlegroup can run, charge, or make slam or trample power attacks without being forced and gains boosted melee attack rolls. Place a 5" AOE anywhere completely in this model's control area. Cload effects overlapping the AOE expire. Models suffer -3 RAT while within the AOE. The AOE remains in play for one round. This model can immediately make a full advance and gains +2 DEF for one round. Wind Rush can be cast only once per turn. This model cannot make ranged attacks, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of this model, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round. • Dark Fire (* Attack) - Dark Fire is a RNG 10, POW 12 magic attack. When a living enemy model is destroyed by Dark Fire, this model gains its soul token regardless of the proximity of other models. • Disbanding (* Attack) - Enemy upkeep spells on this model and/or its unit immediately expire. This model gains an additional die to its melee and ranged damage rolls against warjacks. This model is a 'jack marshal (p. 80). If this advantage is on a unit, only the unit commander is a 'jack marshal. The model is a terrifying entity (p. 84). Models and units - friendly and enemy - within 3" of this model must pass a command check or flee. This model can advance through other model if it has enough movement to move completely past their bases. This model cannot be targeted by free strikes. This model ignores intervening models when declaring its charge attack. Place this model after normal deployment, up to 6" beyond the established deployment zone. While B2B with this model, friendly warcastes and solos gain +1 CMD. This model can run or charge without spending focus or being forced. This model ignores gas effects. When determining LOS or resolving attacks, this model ignores cloud effects. You can choose not to deploy this model at the start of the game. If it is not deployed normally, you can put it into play at the end of any of your Control phases after your first turn. When you do, choose any table edge except the back of your opponent's deployment zone. Place this model within 3" of the chosen table edge. This model ignores the effects of deep and shallow water and can move through them witrhout penalty.- While completely in deep water, it cannot be targeted by ranged or magic attacks and can make attacks only against other models in deep water. While completely in deep water, this model does not block LOS. When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. RNG 5. Target friendly Faction warjack. If the warjack is in range, it immediately makes one normal melee or ranged attack. A warjack can make an Ancillary Attack special action only once per turn. This model cannot be included in an army that includes one or more models of the listed type. This model is a channeler (p. 79). When making attacks, ignore focus points overboosting the target's Power Field and spell effects adding to its ARM or DEF. If its warcaster is in this model's command range during your Control Phase, the warcaster can upkeep one spell without spending focus. This model can immediately negate any spell that targets it or a model within 3" of it by spending 1 soul token before the RNG of the spell is measured. The negated spell does not take effect, but its COST remains spent. When attacking with this weapon, this model can ignore intervening models except those within 1" of the target. When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 to damage rolls against models with small bases. When calculating damage from this attack, halve the base ARM stats of the models hit that have medium or larger bases. This attack gains +2 to damage rolls against model swith small bases. Choose a friendly Faction model. While in this model's command range, the chosen model gains +2 to AOE ranged attack rolls. When the chosen model's AOE ranged attacks deviate, you can reroll the direction and/or distance of the deviation. Each roll can be rerolled only once as a result of Artillerist. Artillerist lasts for one turn. As part of a charge, after moving but before making its charge attack, this model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of this model's activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in mele penalty. If the target is not in melee range after moving, this model can make the Assault ranged attack before it's activation ends. Before their normal, movement, affected models can make one ranged attack. During their normal movement, affected models must charge or run. The ranged attack is made before declaring a charge target. Affected models must charge or run. As part of a charge, after moving but before making its charge attack, an affected model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of this model's activation.Models that received this order cannot make combined ranged attacks this activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in mele penalty. If the target is not in melee range after moving, the affected model can make the Assault ranged attack before it's activation ends. Before start of the game, attach this model to a friendly warcaster for the rest of the game. Each warcaster can have only one model attached to it. Make d3 ranged attacks targeting a primary target and any number of secondary targets within 2" of the first target. Ignore intervening models when declaring secondary targets. A secondary target cannot be targeted by more attacks than the primary target. Auto Fire counts as one attack for ROF. This model gains an additional die on its back strike damage rolls. Make 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". 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. While making a trample power attack, this model ignores free strikes and does not stop when it contacts a model with a medium or larger base, an obstacle, or an obstruction. This model makes trample attacks against models regardless of their base size. 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" in 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 one corpse token each time a Mechanithrall or living model is destroyed within 5˝ of it. 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, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per activation. Bulldoze has no effect when this model makes a trample power attack. Place the burrow marker in base contact with this model anywhere in its front arc, then remove this model from the table effects on this model expire. This model cannot burrow into solid rock or man-made constructions and cannot burrow while its Movement system is crippled. Return this model to the table during your next Control Phase after models replenish their focus but before focus is allocated. When it returns, place it anywhere within 3" of the burrow marker. If there is no room to place this model, remove the burrow marker from the table and remove this model from play. Gain +1 to damage rolls with this weapon against models with medium bases and +2 to damage rolls against models with large bases. During this unit's activation, affected models make their combat actions before their normal movement. Affected models must make a full advance as their normal movement this activation. This model gains an additional +2 DEF when benefiting from concealment or cover. If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make a double-hand throw, head-butt, headlock/weapon lock, push or throw power attack against that target. This weapon has a 4" melee range during this model's activation. This attack ignores the Buckler and Shield weapon qualities and Shield Wall. This model's front arc extends to 360 degrees. This model cannot make an initial attack with this weapon during an activation it charged at least 3". - Huge base Occupies the space from its base to a height of 5" - Facing and Line of sight Front arc is divided into two 90 degree fields of fire. L and R can only fire into respective field. - Targeting a colossal A colossalantuan never gains a DEF bonus from concealment, cover, or elevation. Cloud effects and forest terrain do not block line of sight to a gargantuan. A model targeting a colossal with a ranged or magic attack does not suffer the target in melee attack roll penalty. If a ranged or magic attack misses a colossal in melee, that miss is not rerolled against another model. It misses completely. - Predeployment colossal must be placed before normal deployment. If both players have models to predeploy, they predeploy their models in standard deployment order. - Massive A colossal cannot be slammed, pushed, thrown, knocked down, or made stationary. - colossal movement A colossal can only advance during its normal movement and cannot be placed. - Pathfinder All colossals have Pathfinder - Controlling a colossal Colossals must be assigned to a battlegroup, and your opponent can never take control of your colossal by any means. - Great Machine A colossal can never gain Advance Deployment, Incorporeal, or Stealth. - Ranged attacks while in melee A colossal can make ranged attacks while in melee. A colossal never suffers the firing in melee penalty when targeting a model it is in melee with. A colossal cannot gain the aiming bonus when engaged. - Colossal melee range Colossal melee weapons and gargantuan melee attacks have a 2" melee range unless otherwise noted. This includes all power attacks made by a colossal. - Colossal power attacks A colossal can make all the power attacks available to a warjack along with two additional attacks available only to colossals: power strike and sweep. Power Strike - at least one Open fist. Its target must be in the Open Fist's field of fire and have a smaller base than the colossal. Melee attack, if hits slammed d6+2" directly away. POW of slam and collateral damage rolls equal to STR. Sweep - at least one melee weapon in left or right field of fire. One melee attack with weapon against each model in the weapon's field of fire and within its 2" melee range. Models hit suffer damage roll with POW equal STR. Damaging a colossal Colossals have two damage grids-right and left- but otherwise suffer damage like a smaller warjack. When a colossal is damaged, the damage grid to be marked is determined by the origin of the damage suffered. During a combat action it did not make a charge attack, this model can make one melee attack with its Mount. When this model misses and attack roll for a combined ranged attack, it can reroll that attack roll. Each attack roll can be rerolled only once as a result of Combined Arms. This model can participate in combined melee attacks with other models in its unit (p. 62). This model can participate in combined ranged attacks with other models in its unit (p. 62). Make a melee attack. On a hit, instead of making a normal damage roll the target model is slammed d6" directly away from this model and suffers a damage roll with POW equal to the STR of this model plus twice the POW of this weapon. The POW of collateral damage is equal to this model's STR. Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon. A friendly Faction model or unit in this model's command range can replace its current CMD with current CMD of the commander when making command checks (p. 84). Models with the Commander advantage should not be confused with units commanders that lead individual units (p. 71). All warcaster models have this advantage. This model is not a living model, never flees, and automatically passes command checks. All warjack models have this advantage. A model hit by this attack suffers the Corrosion continuous effect (p. 69). A model hit by this attack suffers the Fire continuous effect (p. 69). When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. If it does, it cannot make another counter charge until after your next turn. This model cannot make a counter charge while engaged. Place a 3" AOE anywhere completely within this weapon's RNG. The canter point of the AOE must be in this model's LOS, ignoring intervening models. A model entering or ending its activation in the AOE suffers a damage roll with POW equal to the POW of this weapon. The AOE remains in play for one round or until this model is destroyed or removed from play. On a critical hit, gain an additional die on this weapon's damage roll against the model directly hit. On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged. On a critical hit, if the attack hit a small-based non-warlock/warcaster model the model hit is removed from play. On a critical hit, the model hit by this attack suffers the Corrosion continuous effect(p. 69). On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll. On a critical hit, instead of suffering a normal damage roll, each model in the AOE is thrown d6" directly away from the attacker regardlessof its base size. Move models furthest from the attacker first. The model directly hit by the attack sufers a POW 15 damage roll. Other model shit by the attack suffer a POW 8 damage roll. The POW of collateral damage is equal to the POW of the damage roll suffered by the thrown model. On a critical hit, the model hit by this attack suffers the Fire continuous effect (p.69). On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold. On a critical hit, the model hit byu this weapon loses Tough, cannot heal or be healed, and cannot transfer damage for one round. On a critical hit, the model hit is knocked down. On a critical hit, living models hit have their base DEF reduced to 7 and cannot run or charge for one round. On a critical hit, instead of rolling damage normally you can choose to have this model throw the model hit. Treat the throw as if this model had hit with and passed the STR check of a throw power attack. The thrown model suffers a damage roll with POW equal to this model's STR plus the POW of this weapon. The POW of collateral damage is equial to this model's STR. On a critical hit, gain an additional die on this weapon's damage rolls against living models. 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 living enemy model destroyed within 2" of it. When this model replenishes its focus during your next Control Phase, replace each soul token on it with 1 focus point. If this model attack with this weapon during its activation, it cannot attack with another ranged weapon that activation. If this model attacked with another ranged weapon this activation, it cannot attack with this weapon. This weapon causes cold damage (p.68). This weapon causes corrosion damage (p. 68). This weapon causes electrical damage (p. 68). This weapon causes fire damage (p. 68). When this model damages an enemy model with this weapon during its activation, after the attack is resolved you can place the enemy model anywhere completely within d6" of its current location, plus 1" for each focus point on this model. While in this enemy model's melee range, enemy models suffer -2 ARM. 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 manmade constructions. This model can begin the game dug in. When this model hits a warbeast with a melee attack, roll an additional damage die. This model can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement. This model can make two additional attacks for each focus point spent to make additional attacks with this weapon. 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. During this model’s activation, immediately after resolving an attack in which it boxed a living enemy model, this model can use Drag Below. The boxed model is removed from play and this model can immediately make a full advance and then perform a Dig In special action, then its activation ends. While mounted, this model has base SPD 8 and base ARM 17. While dismounted, it has base SPD 6, base ARM 15. This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If it passes, the warjack gains Pathfinder and must use its normal movement and combat action to charge or make a slam power attack during its activation this turn. If it fails, the warjack does not benefit from 'Jack Marshal this turn. This model can attempt to drive each warjack under its control in its command range. To drive a warjack, this model must make a command check at any time during its activation. If the check succeeds, the warjack immediately makes a full advance. If it fails, the warjack does not benefit from 'Jack Marshal this turn. When this model forfeits its movement to gain the aiming bonus it can also make one additional ranged attack this activation. This model gains +2 DEF against melee attack rolls. When this attack hits an enemy model with 1 or more focus or fury points on it, that model loses 1 focus or fury point and this model gains 1 focus point. When a warjack or warbeast is hit by this weapon it is knocked down. RNG 5. Target enemy warcaster or warlock. If the enemy warcazster or warlock is in range, firendly models/units in this model's command range can immediately make a full advance and a normal attack. This model ignores cloud effects (p. 69) and forests (p. 87) when determining line of sight. This model ignores concealment (p. 57) and Stealth when making attacks. This model never flees (p. 85). All warcaster models have this advantage. If this weapon damage a warjack that is part of a battlegroup, its controller suffers 1 damage point. This model cannot be targeted by ranged or magic attacks while knocked down. This model gains an additional die on damage rolls against damaged models. 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 makes a melee attack against an enemy model within the melee range of a friendly model of the listed type, this model gains +2 to attack rolls and gains an additional damage die. At the start of this model's activation, it can spend 1 focus point once to gain +2" movement for one turn. This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movement to move completely past them. This model ignores intervening models when declaring its charge target. When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved. A model hit by this weapon becomes stationary for one round unless it has Immunity: Cold. 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 ignores LOS when making attacks with this weapon. When resolving attacks with this weapon, ignore concealment and cover. This model can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. This model cannot be targeted by free strikes. 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 does not suffer cold damage (p. 68). This model does not suffer corrosion damage and is immune to the Corrosion continuous effect (p. 68). This model does not suffer electrical damage (p. 68). This model does not suffer fire damage and is immune to the Fire continuous effect (p. 68). This model suffers -4 to attack rolls with this weapon. This model can move through rough terrain and obstacles without penalty. It can move through obstructions and other models if it has enough movement to move completely past them. Other models, including slammed, pushed, or thrown models, can move through this model without effect if they have enough movement to move completely past it. This model does not count as an intervening model. This model suffers damage and effects only from magical weapons, magic attacks, animi, spells, and feats and is immune to continous effects. This model cannot be move by a slam. When this model makes a melee or ranged attack, before the attack roll is made it loses Incorporeal for one round. Friendly X models/units in this model's command range never flee and immediately rally. You gain +1 to the starting roll determining the order of deployment and play. If one or more enemy models are in this model's command range during your Maintenance Phase, one friendly warrior model in this model's command range can advance up to 3". While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot be kocked down. This model gains +2 ARM for each warjack it controls B2B with it. When this model is directly 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. AFter using its normal movement to make a full advance but before performing an action, you can place this model anywhere completely within 5" of its current location. Any effects that prevent it from charging also prevent it from using Jump. Once per activation, when a living enemy model is destroyed or removed from play as a result of a melee atack made by this model during its activation, immediately after that attack is resolved this model can make one normal ranged attack ignoring ROF. When this model destroys one or more enemy models with a melee attack during its combat action, after that attack is resolved this model can move up to 1" and make one additional melee attack. 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. When an attack with this weapon hits, this model can suffer 1 damage point to gain an additional die on the damage roll against the model hit. Life Trader can only be used once per attack. This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking wiht whis model and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapons that activation. This model must be B2B with a friendly living Faction Warrior model to make an attacks with this weapon. Gain an additional damage die on this weapon's damage rolls against models with Spellcaster or Magic Ability. This weapon is a magical weapon (p. 68). Friendly living Faction warrior models with small or medium bases can ignore friendly Faction warrior models in this model's command range when determining LOS and can advance through friendly Faction warrior models in this model's command range if they have enough movement to move completely past them. This model can attempt to repair friendly non-Faction warjacks and battle engines. This model will work for Cryx. This model will work for Cygnar. This model will work for the Four Star Contract. This model will work for Khador. This model will work for Protectorate. This model will work for Retribution. This model will work for the Talion charter contract. If you can have two or more warlocks in your army, this model and warjacks in its battlegroup can take the place of a Skorne warlock. This model counts toward the maximum number of warlocks allowed in an army and counts as a warlock for FA. This model will work for the Blindwater Congregation pact. This model will work for the Thornfall Alliance pact. This model will work for Circle. This model will work for Skorne. This model will work for Trollbloods. Make an attack with this weapon. On a hit, after resolving the attack this model can immediately make one additional attack with this weapon targeting the last model hit or another model within 2" of the last model hit, ignoring ROF. This model can make up to four attacks during its activation as a result of Multi-Fire. Myrmidons have two damage tracks: a set of boxes representing their force fields and another representing their damage grids.Mark the field boxes before marking the damage grids.The G Boxes of a myrmidon'sdamage grid represent its Field Generator.Once per turn during its activation, a myrmidon can spend 1 focus point to remove d3 damage points from its field damage track unless its Field Generator is crippled. Once per turn during its activation, you can remove corpse tokens from this model to add models to a friendly Mechanithrall unit. You can remove up to three corpse tokens to add one Grunt per token removed, or you can remove three corpse tokens to add one Brute Thrall. Added models must be placed in formation and within 3˝ of this model. 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 an enemy model misses this model with an attack, immediately after the attack is resolved you can choose to push the enemy model d3" directly away from thsi model. This model can make trample power attacks. When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack. This model gains +2 to charge attack rolls with this weapon. When this model damages a warjack or warbeast with a melee attack, choose which column or branch suffers the damage. This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect. If this weapon hits an enemy model with an equal or smaller base, immediately after the attack is resolved the hit model can be pushed any distance directly toward this model. Gain an additional die on attack and damage rolls with this weapon against models with an enemy upkeep spell on them. Once during your opponent's turn, when an enemy model within 12" of this model that is in its LOS targets this model with a ranged attack, this model can make a ranged attack against the model beofre it makes its attack roll. If this model's ranged attack hits, the enemy model suffers no damage but its attack automatically misses. When this model destroys one or more enemy models with a melee attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon's ROF. When an enemy model is hit by this weapon, it is knocked down and can be pushed 1" directly away from this model. If it is pushed, this model can immediately advance directly toward the pushed model up to the distance that model was moved. While B2B with one or more grunts in this unit, this model gains +2 to attack rolls with this weapon. Friendly Faction models can ignore this model when determining LOS. When you decide to make initial attacks with this weapon at the beginning of this model's combat action, roll a d3. The total rolled is the number of initial attacks this model can make with this weapon during the combat action, ignoring ROF. This weapon has a 2" melee range (p. 50). After the models in this unit have completed their actions, each can advance up to 3". This model gains Pathfinder during activations it charges. This model can attempt repairs on any damaged friendly Faction warjack. To attempt repairs, this model must be B2B with the damaged warjack and make a skill check. If successful, remove d6 damage points from the warjack's damage grid. This model can upkeep spells on models in its battlegroup without spending focus. When included in a Retribution army, this model is a Retribution model instead of a Mercenary model. This model can control and reactivate only friendly Mercenary Rhulic warjacks. This model can have only Mercenary Rhulic warjacks in its battlegroup and can reactivate only frienldy Mercenary Rhulic warjacks. This model can be included only in a battlegroup controlled by a Mercenary Rhulic warcaster or assigned to a Mercenary Rhulic 'jack marshal. This model can be reactivated only by a friendly Mercenary Rhulic warcaster or a friendly Mercenary Rhulic 'jack marshal. When this model is missed by an enemy melee attack, immediately after the attack is resolved it can make one normal melee attack against the attacking model. This model cannot be targeted by enemy spells. This attack's AOE remains in play for one round. Enemy models and non-Faction friendly models entering or ending their activations in the AOE suffer 1 point of corrosion damage. 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. A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model. A model hit by this weapon suffers -3 DEF and when it advances it cannot move except to change facing. Shadow Bind expires after one round. This weapon is a shield that gives the model a cumulative +2 ARM bonus; for example, a model with two of them gains a bonus of +4 ARM. A model does not gain this bonus while the weapon system with the shield is crippled or being held in a weapon lock or when resolving damage that originates in its back arc. Once per round, when a friendly model is directly hit by a ranged attack during your opponent's turn while within 2" of this model, this model can become the target of the attack and be automatically hit instead. This model cannot use Shield Guard if it is incorporeal, knocked down, or stationary. For one round, each affected model gains a +4 ARM bonus while B2B with another affected model in its unit. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall. When this model hits an enemy model with an initial melee attack or a melee special attack that is not a power attack, it can advance up to 2" after the attack is resolved. This model cannot be targeted by free strikes during this movement. A model directly hit by this weapon cannot cast spells for one round. This weapon's AOE is a cloud effect that remains in play for one round. When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a combined ranged attack loses Sniper until the attack is resolved. This model gains one soul token when a living enemy model is destroyed in it's command range. This model can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost. This model is allocated 1 additional focus point during your Control Phase. Anytime during its activation, this model can spend soul tokens for the following effects. Each use of a Soul Mastery effect costs one soul token. Arcane Spirits – This model can cast a spell with COST 3 or less without spending focus. Vengeful Spirits – Choose a warjack in this model’s battlegroup that is in its CMD range. The warjack is allocated up to 3 focus points. Place a 5" AOE anywhere completely in this model's control area. The AOE remains in play for one round. When a living enemy model is destroyed in the AOE, this model gains one soul token. While the AOE is in play, this model cannot attack with Daeamortus and has no melee range. This model gains one soul token when a living enemy model is destroyed within 2' of it. This model can have up to three soul tokens at a time. During its activation, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost. RNG 5. Target friendly Faction model with Body Count, Cull Soul, Soul Collector, or Soul Taker. If the model is in range, remove any number of soul tokens from this model and place one soul token on the friendly model for each token removed. During its activation, this model can choose a friendly model in its CMD range with Body Count, Cull Soul, Soul Collector, or Soul Taker. Remove any number of soul tokens from the chosen model and place one soul token on this model for each token removed. This model does not generate a soul token when it is destroyed. This model can be included in the listed Warcaster's theme forces. It can also be bonded to the listed Warcaster. This model cannot be targeted by spells. While its warcaster is in this model's command range, when the warcaster casts a spell and is the point of origin for the spell, the spell gains +2 RNG. At the end of this model's activation, if it destroyed one or more enemy models with melee attacks this activation it can make a full advance. A warjack hit by this attack suffers the Stall continuous effect. While a warjack is suffering Stall, its base DEF becomes 7 and it cannot run or charge. This model is a standard bearer (p. 70). This model cannot be knocked down. Ranged and magic attacks declared against this model when the point of origin of the attack is greater than 5" away automatically miss. This model is not an intervening model (p. 43) when determining line of sight from a model greater than 5" away. This model can forfeit its movement to give this weapon +4 RNG this activation and gain the aiming bonus. If this model is directly hit by an enemy ranged attack, choose a friendly living non-incorporeal warrior model within 2" of it to be directly hit instead. That model is automatically hit and suffers all damage and effects. During this model's activation, when it makes and attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits. When this model makes a melee attack during its activation, its fron arc extends to 360 degrees, and it can make one melee attack against each model in its LOS that is in its melee range. When this model destroys an enemy model whit a normal ranged attack, immediately after the attack is resolved it can advance up to 2". When declaring and resolving attacks with this weapon, this model can target and draw line of sight to models in its field of fire or its back arc. 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. This model can add this weapon’s POW to its trample power attack damage rolls. Add this model's STR to the POW of this ranged attack. When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled, and is knocked down. Gain an additional damage die against knocked down targets. This model ignores conceleament, Camouflage, and Stealth. This model is not a living model and never flees. While engaging an enemy model, this model gains +2 ARM. During your Maintenance Phase, if one or more models in this unit were destroyed or removed from play by enemy attacks during your opponent's last turn, each model in the unit can advance 3" and make one normal melee attack. This model can make melee and ranged attacks during the same combat action. When this model makes its initial attacks, it can make both its initial ranged and melee attacks. When attacking with this weapon, add and additional die to its damage rolls. This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee. If a model in this model's battlegroup in its control area is hit by an enemy magic attack, immediately after the attack is resolved one model in this model's battlegroup in its control area can make a full advance and make one normal attack.