A living model hit by this weapon has its base DEF reduced to 7 and cannot run or charge. Paralysis lasts for one round.Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon.This model's front arc extends to 360°.while in Baldur's control area, friendly models gain cover. While in Baldur's control area, enemy models never have Pathfinder and treat open terrain as rough terrain.When a model is damaged by this weapon it sufers -3 SPD and DEF for one round.When a living or undead model is boxed by this weapon, center a 3" AOE on it and then remove the model from play. The AOE is a froest that remains in play for one round. This model ignores the firing into melee penalty when making magic atacks against models in Wurmwood's command range.This model ignores forests when determining LOS. While in a forest, this model gains +2 DEF against melee attack rolls and can advance through obstructions and models if it has enough movement to move completely past them.This model gains one soul token for each living model destroyed in its command range. This model can have up to five soul tokens at a time. If this model is in Cassius the Oathkeeper's control area at the start of his activation, at that time Cassius can remove soul tokens from it to put fury on himself at 1 fury point per soul token removed.This model gains +1 ARM for each soul token currently on it.This model is included in any army that includes Cassius the Oathkeeper. If Cassius is destroyed or removed from play. remove this model from play. This model is part of Cassius' battlegroup.This model has no movement or action and cannot be knocked down or moved. It's front arc extends to 360°. It has no melee range, cannot engage, and is automatically hit by melee attacks.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.When this model would suffer damage, you must assign that damage to Cassius the Oathkeeper. This model does not suffer the damage assigned to Cassius. This damage can be transferred.Place this model after normal deployment, up to 6" beyond the established deployment zone.This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.At the beginning of this model's activation, choose one of the following warp effects. Warp effects last for one round. If this model frenzies it must choose Warp Strength at the start of its activation.
• Protective Plate - This model gains +2 ARM.
• Warp Speed - This model gains +2 SPD.
• Warp Strength - This model gains +2 STR.When an enemy model advances and ends its movement within 6" and in the LOS of this model, this model can immediately make a slam power attack agaist that model. If this model makes a counter slam, it cannot make another until after your next turn. This model cannot make a counter slam while engaged.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.This model can make slam power attacks without spending focus or being forced. Models slammed by this model are moved an additional 2".This model can add this weapon's POW to its head-butt and slam power attack damage rolls.While damaged this model can charge or make power attacks without being forced.Kaya can force warbeasts in her battlegroup even if they are outside her control area. At the end of the activation of each warbeast in her battlegroup, you can place that warbeast anywhere within 3" of Kaya. Call of the Hunt lasts for one turn.Living warbeasts in this model's battlegroup begining their activation in its control area can run, charge, or make a slam or trample power attack without being forced.When this model makes a melee attack against an enemy model within the melee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additional damage die.While engaging an enemy model, this model gains +2 ARM.This model is included in any army that includes Kaya the Moonhunter. If Kaya is destroyed or removd from play, remove this model from play. This model is part of Kaya's battlegroup.While this moel is within 3" of its warcaster or warlock and is not knocked down or stationary, its warcaster or warlock cannont be targeted by free strikes and gains +2 DEF against melee attack rolls, and models attacking the warcaster or warlock do not gain back strike bonuses.Laris is bonded to Kaya the Moonhunter. If Laris fenzies, he cannot choose Kaya as his target. While Laris is in Kaya's control area, she can channle spells through him.Place up to 3 fury points on each friendly Faction warbeast in Kaya's battlegroup that is in her control area. She can immediatel leach fury points from warbeasts in her battlegroup in her control area.Living warbeasts in this model's battlegroup in it's control area gain +2 on melee attack rolls.On a critical hit, the model hit is knocked down.Kromac suffers up to damag points. For each damage point he suffers, Kromac gains 1 fury point. Kromac's fury point total cannot exceed his current FURY as a result of Blood Rage. If Kromac is in human form when this feat is used, he can immediately take beast form; replace his human model with his beast model. Effects on the replaced model are applied to the beast model.When this model suffers damage from an enemy attack during an opponet's turn while in human form, immediately after the attack is resolved this model can spend 1 fury point to take beast form. Replace its human model with the beast model. Effects on the replaced model are applied to the beast model.At the start of your Maintenace Phase, choose a form for this model to take: human or beast. If it changes form, replace the model in play with its alternate form. Effects on the replaced model are applied to the alternate form. You decide with form this model starts th game in.At the start of your Maintenace Phase, choose a form for this model to take: human or beast. If it changes form, replace the model in play with its alternate form. Effects on the replaced model are applied to the alternate form. You decide with form this model starts th game in.This model cannot upkeep spells and cannot cast non-animus spells.After using its normal movement to make a fll 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.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 whn declaring its charge target.Friendly Ciricle models/units in this model's command range never flee and immediately rally.Enemy models currently in Krueger's control area are pushd 3" directly away from Krueger and suffer -2 SPD for one round. You determine the order models are moved.During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.A warjack hit loses its focus points and cannot be allocated focus or channel spells for one round.Place three 3" AOEs anywhere completely in Krueger's control area. Enemy models in one or more of the AOEs when they are placed suffer a boostable POW 10 electrical damage roll. During each of your Maintenace Phases, remove one AOE. An enemy model entering or ending its activation in one or more AOEs suffers an unboostable POW 10 electrical damge roll.When a model is hit with this weapon, you can have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking model. The model the lightning arcs to suffer an unboostable POW 10 electrical damage roll.During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automtically hits.While in Mohsar's control area enemy models cannot be used to channel spells, cannot leach fury, and cannot have fury leached from them. Disjunction lasts for one round.This model's front arc extends to 360°.Once per turn during its activation this model can remove 1 fury point from a warbeast in its battlegroup that is in its control area and add 1 fury point to its own current total. The warbeast suffers d3 damge pointsThsi model rolls an additional die on this weapon's damage rolls against non-living models.When a friendly Faction model destroys a living or undead enemy model with a melee attack while in Morvahna's control area this trn, center a 3" AOE on the destroyed model and remove tht model from the table. The AOE is forest terrain that remains in play for one round. Enemy models in the AOE when it is put in play are hit and suffer an unboostable POW 13 blast damage roll.When this model is directly hit by an emeny ranged attack, you can choose to have one friendly, non-incorporeal Faction warrior model within 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.An enemy model damage by this weapon suffers Harrow for one round. Once per turn this model can transfer damage from an enemy attack to an enemy model with Harrow.At the begining of this model's activation, choose one of the following warp effects. Warp effects last for one round. If this model frenzies it must choose Warp Strength at the start of its activation.
• Ghostly - 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.
• Spell Ward - This model cannot be targeted by spells.
• Warp Strength - This model gains +2 STRWhiles in this model's command range, friendly Warpwolf models can use Ghostly as if it were a Controlled Warping effect on their cards.This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.Once per activation, after making a full advance but before performing an action, this model can be forced to be placed completly within 5" of its current location. Any effects tha prevent charging also prevent this model from using Bounding Leap.When a model misses this model with a charge or a power attack, the attacking model is knocked down.A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.This model can add this weapon's POW to its head-butt and slam power attack damage rolls.At the begining of this model's activation, choose one of the following warp effects. Warp effects last for one round. If this model frenzies it must choose Warp Strength at the start of its activation.
• Berserk - When this model destroys one or more models with a melee attack during its combat action, immediately after the attck against nother model in its mele range.
• Prowl - 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.
• Warp Stregth - This model gains +2 STRThis model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.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, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard if it is incorporeal, kncoked down, or stationary.During its activation, this model can be forced to use Stone Form. FOr one round or until it advances, this model gains +4 ARM, its base DEF is reduced to 5, and it is automatically hit by melee attacks.When a living or undead model is boxed by this weapon, center a 3" AOE on it and then remove the model from play. The AOE is a forest that remains in play for one round.When a living or undead model is boxed this weapon, center a 3" AOE on it and them remove the model from play. The AOE is a forest that remains in playh for one round.After an enemy model casts spell within 10" of this model, this model can immediately make a normal ranged attack targeting that model.Gain an additional die on attack and damge rolls with this weapon against models with an enemy upkeep spell on them.Once per activation while in its controller's control area, thsi model can be forced to cast one of its warlock's spells with COST of 3 or less. This models's controller is considered to have cast the spell but this model is its point of orgin. When making a magic attack roll, this model uses its controller's FURY. This model cannot cast spells with a RNG of SELF or CTRL.If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one additional melee attack against that model. If the additional attack hits, the target is slammed d6' directly away from thsi model. The POW of the slam damage roll is equal to the STR of this model + the POW of this weapon. The POW of collateral damage is equal to the STR of this model.A friendly Faction warlock can transfer damage to this model even if this model has a number of fury points equal to its current FURY.This model does not suffer blast damge. Friendly models B2B with it do not suffer blast damage.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.If this model is in Baldur's control area at the start of Baldur's activation, Baldur automatically heals d3 damage points.During your Control Phase, remove d3 damage points from this model. During your Control Phase, remove 1 damage point from friendly Woldwardens B2B with it.Once per activation while in its controller's control area, thsi model can be forced to cast one of its warlock's spells with COST of 3 or less. This models's controller is considered to have cast the spell but this model is its point of orgin. When making a magic attack roll, this model uses its controller's FURY. This model cannot cast spells with a RNG of SELF or CTRL.When a model is damaged by this weapon it suffers -3 SPD and DEF for one round.This model gains an additional +2 DEF when benefiting from concealment or cover. • Counter Magic (*Action) - This model cannot be target by enemy spells. While within 3' of this model +1' for each other model in this unit that is in formation, friendly models cannot be targeted by enemy spells and enemy models cannot cast spells. Counter Magic lasts for one round.
• Force Bolt (*Attack) - Force Bolt is RNG 10, POW 10 magic attack. An enemy model hit by this attack can be pushed d3" directly toward or away from this model. Choose the direction before rolling the distance. On a critical hit, the enemy model is knocked down after being pushed.
• Medicate (*Action) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, it heals d3 damge points. A warbeast can be affected by Medicate only once per turn.
• Summon Vortex (*Action) - Center a 3" AOE cloud effect on this model. Enemy models suffer -2 to attack rolls while in the AOE Summon Vortex Lasts for one round.This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.This model gains an additional +2 DEF when benefiting from concealment or cover. • Counter Magic (*Action) - This model cannot be target by enemy spells. While within 3' of this model +1' for each other model in this unit that is in formation, friendly models cannot be targeted by enemy spells and enemy models cannot cast spells. Counter Magic lasts for one round.
• Force Bolt (*Attack) - Force Bolt is RNG 10, POW 10 magic attack. An enemy model hit by this attack can be pushed d3" directly toward or away from this model. Choose the direction before rolling the distance. On a critical hit, the enemy model is knocked down after being pushed.
• Medicate (*Action) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, it heals d3 damge points. A warbeast can be affected by Medicate only once per turn.
• Summon Vortex (*Action) - Center a 3" AOE cloud effect on this model. Enemy models suffer -2 to attack rolls while in the AOE Summon Vortex Lasts for one round.This attachment can be added to a Druids of Orboros unit.This model can force friendly Faction warbeast in its command range as if it were their controlling warlock.This model gains an additional +2 DEF when benefiting from concealment or cover.• Elemental Protection (*Action) - Models in its unti gain Immunity: Cold, Immunity: Eectricity, and immunity: FIre for one round.
• Medicate (*Action) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, it heals d3 damage points. A warbeast can be affected by Medicate only once per turn.
• Summon Vortex (*Action) - Center a 3" AOE cloud effect on thsi model. Enemy models suffer -2 to attack rolls while in the AOE. Summon Vortex lasts for one round.
• The Devouring (*Attack) - The Devouring is a RNG 10, AOE 4, POW 8 magic attack. Add 1 to the POW of the attack for each model in this unit.Models in this unit gain Advance Deployment.This model is an Officer. The Officer is the unit commander of its unit.This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.• Concentrated Fire (*Action) - This activation models in this unit gain a +1 cumulative bonus to ranged damage rolls for each other model in this unit that has hit an enemy model with a ranged attack this activation.
• Zephyr (*Action) - Models in this unit that are in formation can immediately advance up to 3". They cannot be targeted by free strikes during this movement.If this model is disabled by an enemy attack, you can choose a non-disabled model in this unit within 3" of his model to be destroyed. If another model is destroyed as a result of Self-Sacrifice, this model heals 1 damage point.This model never flees and automatically passes command checks.This model is not a living model, never flees, and automatically passes comand checks.This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.Place this model after normal deployment, up to 6" beyond the established deployment zone.This model is not a living model, never flees, and automatically passes comand checks.This model is an Officer. The Officer is the unit commander of its unit.Ranged and magic attacks declared against this model when the point of orgin of the attack is greater than 5" away automatically miss.Once per turn at any time during its unit's activation, this model can use Devour Magic. When it does, you can remove up to 1 focus or fury point from each enemy model in its command range. For each focus or fury point removed, placed 1 fury point on this model. A model can have focus or fury removed form it only once per turn as result of Devour Magic. This model can have up to 5 fury points at a time.This model has no movement or action and cannot be knocked down or moved. Its front arc extends to 360°. It has no melee range, cannot engage, and is automatically hit by melee attacks.This model can spend 1 fury point to use Phase once at any time during its unit's activation. When it does, place this model anywhere within 5" of its curent location.If there are fewer than 3 fury points on the Sentry Stone at the start of its activation, place 1 fury point on it. If there are fewer than three Mannikin Grunts in this unit in play at any time during its unit's activation, this model can spend a fury point to put a Manikin Grunt into playl Place the Mannikin Grunts in formation. Mannikin Grunts cannot activate the activation they are put in play. If this model is destroyed or removed from play, the Mannikin Grunts in its unit are removed from play.Place this model after normal deployment, up to 6" beyond the established deployment zone.This model is not a living model, never flees, and automatically passes comand checks.This model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.Center a 3" AOE on this model, then remove the model from play. This AOE is a forest that remains in play for one round.While in formation, this model can spend fury on its unit command during its unit's activation to boost attack or damage rolls.In WARMACHINE, this denotes a non-warcaster model that can control warjacks.This model is a terrifying entity. Models and units-friendly and enemy-within 3" of this model must pass a command check or fleePlace this model after normal deployment, up to 6" beyond the established deployment zone.In WARMACHINE, this advantage denotes a warjack with an Arc Node. Arc Nodes enable warjacks to channel spells.This weapon has an integral buckler that gives the model a cumulative +1 ARM bonus. A model does not gain this bonus while the location the buckler is in is being held in a weapon lock or when resolving damage that orgiinates in its back arc.Thi model can particaipate in combined melee attacks with othr models in its unit.This model can participate in combined ranged attacks with other models in its unit.A friendly faction model or unit in this model's command range can replace its current CMD with the current CMD of the commander when making command checks.This model is not a living model, never flees, and automatically passes comand checks.A model hit by this attack suffers the Corrosion continuous effect.A model hit by this atack suffers the Fire continuous effect.On a critical hit, the model hit by this attack suffers the Corrosion continuous effect.on a critical hit, the model hit by this attack suffers the Fire continuous effect.This weapon causes cold damageThis weapon causes corrosion damage.This weapon causes electrical damage.This weapon causes fire damage.This model ignores cloud effects and forests when determining line of sight. This model ignores concealment and stealth.This model never flees.This model is a gunfighter. The gunfighter has a melee range of 0.5" and can make ranged attacks targeting models in its melee range.This model does not suffer corrosion damage and is immune to the Corrosion continuous effect.This model does not suffer electricla damage.This model does not suffer fire damage and is immune to the fire continuous effect.This model does not suffer cold damge.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.A magical weapon can damage and affect models with the Incoreal ability.
Attacks made with magical weapons are not magic attacks.This model is an Officer. The Officer is the unit commander of its unit.This weapon is an Open Fist. A warbeast's Open Fist enables it to make certain power attacks. A warbeast with an Open Fist can make arm lock, headlock, and throw power attacks; a warbeast with two Open Fists can also make double-hand throw power attacks.sThis model can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.This weapon has a 2" melee range.This weapon is a shield that gives the model a cumulative +2 ARM bonus.
This model is a standard bearer.This model cannot be kncoked down.Ranged and magic attacks declared against this model when the point of orgin of the attack is greater than 5" away automatically miss.This model is a terrifying enitity. 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. When this model is disabled, roll a d6. On a 5 or 6, this model heals 1 damage point, is no longer disabled and is knocked down.This model is not a living model and never flees.When attacking with this weapon, add an additional die to its damage rolls.