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Made in ca
Posts with Authority




I'm from the future. The future of space

I am absolutely not saying that you need the books. I'm saying that each book is a release of new models for all the factions of the game. The Forces of Warmachine books take the models released in MK1 across 6 or so books and update them to MK2 and assemble them all in one place. You certainly don't need it.

I don't yet think we've hit a point where there is too much to keep track of, but we seem to be heading in that direction. With MK2, balance has been way, way better than MK1 (which was already way better than 40k), so I am not really concerned with so much stuff coming out that the game breaks down.

The issue is there can be too much to keep track of. I know there are Hordes models that I couldn't tell you what they do at all. My approach to this is to only think about what's in front of me in an individual game. I ask to see cards of pretty much everything my opponent has an only worry about that.

It's starting to remind me of when I first started playing commander for MTG and suddenly I had to keep in mind cards from the entire history of magic. Eventually I learned the types of cards that my opponents player or were popular in the format and I only had to deal with a subset of what's available, but it was still a giant pain and made for a lot of less than dynamic games where I was stopping everything to read cards.


This message was edited 1 time. Last update was at 2014/08/18 17:05:19


Balance in pick up games? Two people, each with their own goals for the game, design half a board game on their own without knowing the layout of the board and hope it all works out. Good luck with that. The faster you can find like minded individuals who want the same things from the game as you, the better. 
   
Made in us
Big Fat Gospel of Menoth





The other side of the internet

It's likely they will stop updating main factions continuously and set more on the side factionseventually. They have several options they haven't touched yet, like infernals, and they could keep the game fresh with a more occasional release. They could also develop a whole new game too.

(╯°□°)╯︵ ┻━┻

RAGE

Be sure to use logic! Avoid fallacies whenever possible.
http://en.wikipedia.org/wiki/List_of_fallacies 
   
Made in us
Cosmic Joe





 Surtur wrote:
It's likely they will stop updating main factions continuously and set more on the side factionseventually. They have several options they haven't touched yet, like infernals, and they could keep the game fresh with a more occasional release. They could also develop a whole new game too.

Or campaign scenarios, maybe terrain?
I'd like to see them resurrect their giant monster game.



Also, check out my history blog: Minimum Wage Historian, a fun place to check out history that often falls between the couch cushions. 
   
Made in us
Wraith






Salem, MA

 MWHistorian wrote:
 Surtur wrote:
It's likely they will stop updating main factions continuously and set more on the side factionseventually. They have several options they haven't touched yet, like infernals, and they could keep the game fresh with a more occasional release. They could also develop a whole new game too.

Or campaign scenarios, maybe terrain?
I'd like to see them resurrect their giant monster game.


Monpocalypse? They have been uncharacteristically quiet on that front. Me thinks a copyright, creativity, or manufacturing dispute buried that poor game.

In terms of over expansion, I wouldn't really worry. In most settings (including competitive) I usually just ask about spells/feats and look for a quick rundown of unit abilities. Only with something entirely unfamiliar will I look at the cards.

Most folks are happy to oblige.

No wargames these days, more DM/Painting.

I paint things occasionally. Some things you may even like! 
   
Made in us
Master Tormentor





St. Louis

 gunslingerpro wrote:
 MWHistorian wrote:
 Surtur wrote:
It's likely they will stop updating main factions continuously and set more on the side factionseventually. They have several options they haven't touched yet, like infernals, and they could keep the game fresh with a more occasional release. They could also develop a whole new game too.

Or campaign scenarios, maybe terrain?
I'd like to see them resurrect their giant monster game.


Monpocalypse? They have been uncharacteristically quiet on that front. Me thinks a copyright, creativity, or manufacturing dispute buried that poor game.

In terms of over expansion, I wouldn't really worry. In most settings (including competitive) I usually just ask about spells/feats and look for a quick rundown of unit abilities. Only with something entirely unfamiliar will I look at the cards.

Most folks are happy to oblige.

Legal issue regarding the movie license and toy rights, if memory serves.
   
Made in us
Wraith






Salem, MA

 Laughing Man wrote:
Spoiler:
 gunslingerpro wrote:
 MWHistorian wrote:
 Surtur wrote:
It's likely they will stop updating main factions continuously and set more on the side factionseventually. They have several options they haven't touched yet, like infernals, and they could keep the game fresh with a more occasional release. They could also develop a whole new game too.

Or campaign scenarios, maybe terrain?
I'd like to see them resurrect their giant monster game.


Monpocalypse? They have been uncharacteristically quiet on that front. Me thinks a copyright, creativity, or manufacturing dispute buried that poor game.

In terms of over expansion, I wouldn't really worry. In most settings (including competitive) I usually just ask about spells/feats and look for a quick rundown of unit abilities. Only with something entirely unfamiliar will I look at the cards.

Most folks are happy to oblige.

Legal issue regarding the movie license and toy rights, if memory serves.


See I thought I had heard something similar, but that was years ago. Maybe development hell is to blame? The Kaiju iron is red hot right now.

No wargames these days, more DM/Painting.

I paint things occasionally. Some things you may even like! 
   
Made in us
Drakhun





Eaton Rapids, MI

 gunslingerpro wrote:
 Laughing Man wrote:
Spoiler:
 gunslingerpro wrote:
 MWHistorian wrote:
 Surtur wrote:
It's likely they will stop updating main factions continuously and set more on the side factionseventually. They have several options they haven't touched yet, like infernals, and they could keep the game fresh with a more occasional release. They could also develop a whole new game too.

Or campaign scenarios, maybe terrain?
I'd like to see them resurrect their giant monster game.


Monpocalypse? They have been uncharacteristically quiet on that front. Me thinks a copyright, creativity, or manufacturing dispute buried that poor game.

In terms of over expansion, I wouldn't really worry. In most settings (including competitive) I usually just ask about spells/feats and look for a quick rundown of unit abilities. Only with something entirely unfamiliar will I look at the cards.

Most folks are happy to oblige.

Legal issue regarding the movie license and toy rights, if memory serves.


See I thought I had heard something similar, but that was years ago. Maybe development hell is to blame? The Kaiju iron is red hot right now.


I think they are pushing the Level 7 brand hard right now. I'm guessing we will see some sort of TTWG in the near future.

That and the one off Bodger games


Now with 100% more blog....

CLICK THE LINK to my painting blog... You know you wanna. Do it, Just do it, like right now.
http://fltmedicpaints.blogspot.com

 
   
Made in us
Master Tormentor





St. Louis

 gunslingerpro wrote:
 Laughing Man wrote:
Spoiler:
 gunslingerpro wrote:
 MWHistorian wrote:
 Surtur wrote:
It's likely they will stop updating main factions continuously and set more on the side factionseventually. They have several options they haven't touched yet, like infernals, and they could keep the game fresh with a more occasional release. They could also develop a whole new game too.

Or campaign scenarios, maybe terrain?
I'd like to see them resurrect their giant monster game.


Monpocalypse? They have been uncharacteristically quiet on that front. Me thinks a copyright, creativity, or manufacturing dispute buried that poor game.

In terms of over expansion, I wouldn't really worry. In most settings (including competitive) I usually just ask about spells/feats and look for a quick rundown of unit abilities. Only with something entirely unfamiliar will I look at the cards.

Most folks are happy to oblige.

Legal issue regarding the movie license and toy rights, if memory serves.


See I thought I had heard something similar, but that was years ago. Maybe development hell is to blame? The Kaiju iron is red hot right now.

If the movie rights haven't reverted, then the reason would remain the same.
   
Made in pl
Longtime Dakkanaut




 Las wrote:
The whole page 5 thing was the final nail in the coffin of me ever trying out warmachine. Any company that would brazenly publish such a sexist and homophobic piece of writing should not be tolerated in wargaming. I don't care if it was "tongue in cheek" or toned down in MKII, in a culture that struggles to attract participants other than straight white males we can't afford to attack gamers for being "sissies" and not having balls.


Fun fact: I really dislike the warcraftish Warmachine aesthetics and apart from the idea to try it with 40k models, I was very negative about it but your post made me reconsider. And it's not that I'm a sexist douchebag (homophobia is too much sensless word to even reffer to it imo) but because political correctness deeply offends me and I will respect any company breaking free from this new facism.

This message was edited 1 time. Last update was at 2014/08/26 10:58:03


From the initial Age of Sigmar news thread, when its "feature" list was first confirmed:
Kid_Kyoto wrote:
It's like a train wreck. But one made from two circus trains colliding.

A collosal, terrible, flaming, hysterical train wreck with burning clowns running around spraying it with seltzer bottles while ring masters cry out how everything is fine and we should all come in while the dancing elephants lurch around leaving trails of blood behind them.

How could I look away?

 
   
Made in ca
Hauptmann




Hogtown

Oh, you poor oppressed individual. Gimme a break.

This message was edited 1 time. Last update was at 2014/08/26 21:18:37


Thought for the day
 
   
Made in us
Zealous Sin-Eater



Chico, CA

 Las wrote:
Oh, you poor oppressed individual. Gimme a break.


Yeah, thats helpful. Just becouse he don't get butthurt from a joke page like you, you take shots at him, good job. Feel like a big man, now?

Peter: As we all know, Christmas is that mystical time of year when the ghost of Jesus rises from the grave to feast on the flesh of the living! So we all sing Christmas Carols to lull him back to sleep.
Bob: Outrageous, How dare he say such blasphemy. I've got to do something.
Man #1: Bob, there's nothing you can do.
Bob: Well, I guess I'll just have to develop a sense of humor.  
   
Made in ca
Hauptmann




Hogtown

What a leap you've made, sir.

However, you are correct in that I was indeed taking a shot at him but rather at his reference to fascism.

This message was edited 1 time. Last update was at 2014/08/26 22:44:57


Thought for the day
 
   
Made in us
Drakhun





Eaton Rapids, MI

And..... We are back to this lunacy. I think maybe its time for a MOD to close this thread.....

Now with 100% more blog....

CLICK THE LINK to my painting blog... You know you wanna. Do it, Just do it, like right now.
http://fltmedicpaints.blogspot.com

 
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

It's been a fairly civil discussion for the most part.

Ideally we can keep the discussion on the merits and differences between the systems. (Though that isn't favorable for certain posters in the conversation...)

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in au
Land Raider Pilot on Cruise Control





Adelaide, South Australia

 Las wrote:
Oh, you poor oppressed individual. Gimme a break.

I an actually wholly understand the concept behind his thinking. Sort of a version of the enemy of my enemy type thing.

That said, civil discussion is good. Just a point of interest and for the edification of those here, I present to you this list. It is a list of all the different unit abilities currently in the game (not including some of the very newest stuff). It does not include the USRs like Pathfinder, Weaponmaster, Tough etc (all the stuff that appears as icons on the cards) nor does it include the 200+ feats or any spells. Just abilities you can find on models.

So far the list sits at eight hundred and fifty nine. And the game is very well balanced. I invite people to think about that the next time someone says 40k is too complex to properly balance.

Warning: lots of text.
Spoiler:

ACCURACY - This weapon gains +2 on attack rolls.
ACID BATH - If this attack directly hits a target, centre a 3" AOE on the target.Models in the AOE suffer Continuous Effect: Corrosion.
ACID BOMB - Models in the AOE are hit and suffer a POW 12 corrosion damage roll and the Corrosion continuous effect.
ACROBATICS - This model can advance through other models 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 target.
ACTIVATE [COMPANION] - At the end of your Control Phase you can put one [Companion] into play withing 1" of this model if there are fewer than three [Companion]'s in play in [this model]'s battlegroup.
ADAPTATION - When this model hits with a normal melee attack with this weapon, it can replace the base POW of this weapon with the base POW of a melee weapon on a model in its melee range. Adaption expires after the attack is resolved.
ADJUNCT [model/unit type] - Before the start of the game, choose one friendly [model/unit type] tp be this models's client/ This model cannot have the same client as another Adjunct. If this model's client unit has Advanced Deployment, this model gains Advanced Deployment.
ADMONISHER - When this model directly hits an enemy model with a melee or ranged attack, the d3 nearest enemy models within 5" of the model hit suffer a POW 10 magical damage roll.
ADVISOR - While in B2B with this model, friendly warcasters and solos gain +1CMD.
AEGIS - This model is immune to continuous effects.
AERIAL COORDINATION - Friendly Faction WarBeasts with Flight beginning their activations in this model’s command range can charge without being forced.
AGGRESSIVE - This model can run or charge without spending focus or being forced.
AGONIES - Once during its activation, this model can spend 1 fury point to use one of the following effects. Enemy models suffer these effects while within 4" of this model +1" per fury point on it. These effects last for one round.
ALCHEMICAL MASK - This model ignores gas effects. When determining LOS or resolving attacks, this model ignores cloud effects.
ALL-TERRAIN [TYPE] (★ACTION) - This model can make this special action only when B2B with a friendly Faction [TYPE]. The [TYPE] gains Pathfinder for one turn.
ALPHA - During a turn this model ran warbeasts in its battle group beginning their activation in its control area can run without being forced. During a turn this model charges, warbeasts in its battle group beginning their activations in its control area can charge or make a slam or trample power attack without being forced.
ALTERED STATES - At the start of your Maintenance 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 which form this model starts the game in
ALTERNATE FOOD SOURCE - If this model is within 1" of a friendly Faction warbeast during the warbeast’s activation, the warbeast can remove this model from play to heal d3 damage points
AMBUSH - You can choose not to deploy this unit 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 all models in this unit in formation within 3" of the chosen table edge
AMMO FEEDER - If B2B with the Leader, the Grunt can forfeit its action to use Ammo Feeder. This activation, if the Leader makes a Strafe special attack, it makes +3 attacks.
AMMO TYPE - Each time this weapon is used to make an attack, choose one of the following abilities:
AMPHIBIOUS - This model ignores the effects of deep and shallow water and can move through them without penalty. While completely within 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.
ANATOMICAL PRECISION - When this model’s melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point
ANCIENT SHROUD - When a damage roll against this model exceeds its ARM, it suffers 1 damage point instead.
ANCILLARY ATTACK (★ATTACK) - 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.
ANIMOSITY [Model Type] - This model cannot be included in an army that includes one or more models of the listed type.
ANNIHILATING GAZE - When a living model is hit by this attack, add its current STR to the damage roll
ANNIHILATOR - This model gains an additional die on melee damage rolls against living models. When a living model is destroyed withing 3" of this model, it never generates a soul token.
ANNOYANCE - Living enemy models within 1" of this model suffer -1 to attack rolls
APPARITION - During your Control Phase, place this model anywhere within 2" of its current location
ARC LIGHTNING (★ATTACK) - Arc Lighting is a RNG 10 magic attack. A model hit by this spell suffers a POW 10 electrical damage roll, and lighting arcs from it to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 4" of the last model it arced to, ignoring this model. Each model the lighting arcs to suffers a POW 10 electrical damage roll.
ARCANCE EXTENSION [Model] - During your Control Phase, while this model is in [Model]'s control area, [Model] can allocate focus to warjacks in his/her battlegroup that are in this model's command range.
ARCANE ACCUMULATOR - When another model casts a spell in this model’s control area, this model gains one power token, up to a maximum of three. During your Control Phase, after this model replenishes its focus but before it allocates focus, replace each power token with 1 focus point.
ARCANE ANNIHILATION - When this model is destroyed by an enemy attack, models within 8" of it lose their focus and fury points and cannot cast spells, channel, or use their animi for one round.
ARCANE ANTIDOTE (★ACTION) - RNG 5. Target this model of this model's client model/unit. If the target is in range, enemy upkeep spells on the target immediately expire.
ARCANE ARTIFACTS - When this model casts a spell, you can choose one of the following abilities. Each ability can be used once per activation and expires after the spell is cast.
ARCANE ASSASSIN - When making attacks, ignore focus points over boosting the target’s Power Field and spell effects adding to its ARM or DEF.
ARCANE BOLT (★ATTACK) - Arcane Bolt is a RNG 12, POW 11 magic attack.
ARCANE CONSUMPTION - When an enemy model casts a spell or uses an animus while in this model’s control area, after the spell is cast or animus is used the enemy model suffers 1 damage point and this model heals 1 damage point.
ARCANE DISJUNCTION - While in this model’s command range, enemy models pay double the focus or fury points cost to cast or upkeep spells.
ARCANE HUNTER - When making magic attack rolls, this model can use its RAT instead of its FURY.
ARCANE INFERNO (ORDER) - Models that received this order can participate in a combined ranged attack this activation. The unit commander must be the primary attacker. When resolving this attack, the AOE of the unit commander’s ranged weapon is 3". Do not choose an attack type for this attack. A unit can make only one Arcane Inferno attack per activation
ARCANE INTERFERENCE - When this model hits another model with an attack, upkeep spells and animi on the model hit expire and it loses the focus points on it. When this model hits a warjack with an attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
ARCANE NEXUS - When a [unit member] casts a spell, the [model A] is the spell's point of origin. The [member] must have LOS to his/her target, but the [model A] does not. All LOS modifiers are based on the LOS of the [member]. [Members] can channel spells normall. The [Unit name] can have up to one attached model; this model is attached to the [unit name], not to an individual [member]. The [unit] can have only one of each of their upkeep spells in play at a time.
ARCANE PRECISION - If this model forfeits its movement during its activation to gain the aiming bonus, it ignores Stealth that activation
ARCANE REALIGNMENT - While this model’s warcaster is within 5" of it, that warcaster can reroll one failed magic attack roll each turn
ARCANE REPEATER - While this model’s warcaster is within 5" of it, that warcaster’s control area is extended 2"
ARCANE VORTEX - This model can immediately negate any spell that targets it or a model within 3" of it by spending 1 focus point before the RNG of the spell is measured. The negated spell does not take effect, but its COST remains spent.
ARCANTRIK TURBINE - At the start of this model’s activation, it gains either +2" movement and Pathfinder for one turn or 1 focus point.
ARCING FIRE - When attacking with this weapon, this model can ignore intervening models except for those within 1" of the target.
ARMORED SHELL - While one of its arm systems is crippled, this model’s base ARM is 21; while both its arm systems are crippled, its base ARM is 17. If this model makes an attack, its base ARM is 17 until the start of its next activation. This model’s arms cannot be locked.
ARMOUR PIERCING - When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 damage rolls against models with small bases.
ARMOUR PIERCING (★ATTACK) - When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 damage rolls against models with small bases.
ARTILLERIST (★ACTION) - 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 deviation. Each roll can be rerolled only once as a result of Artillerist. Artillerist lasts for one turn.
ASHEN VEIL - This model has concealment. Living enemy models suffer -2 to attack rolls while within 2" of this model.
ASSAULT (ORDER) - 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 melee penalty. If the target is not in melee range after moving, this model can make the Assault ranged attack before its activation ends.
ASSAULT & BATTERY (ORDER) - 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.
ASSIMILATION - When this model destroys an enemy model that has Construct with this weapon, immediately after the attack is resolved, remove d3 damage points from this model.
ASSIST REPAIR (★ACTION) - This model can make this special action only when B2B with a friendly Faction warjack. When this model makes an Assist Repair special action, choose another model in this unit with the Repair ability also B2B with that warjack. The chosen model gains a cumulative +1 to its Repair skill on its next Repair skill check to repair that warjack this activation. If it passes the Repair check, remove 1 additional damage point from the warjack for each model that used Assist Repair on the chosen model
ATHANC - Immediately after leaching, this model gains 1 fury point if it had fewer fury points than its FURY
ATTACHED - Before the start of the game, attach this model to a friendly Faction warcaster/warlock for the rest of the game. Each warcaster/warlock can have only one model attached to it
ATTACHMENT [UNIT TYPE] - This attachment can be added to a [Unit Type] unit.
ATTUNED SPIRIT - Once per activation, this model can cast the animus of a
AUGURY - This model and warjacks in its battle group ignore cloud effects and forests when determining LOS
AUTO FIRE [dX]+X - Make dx+x 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
AWE - While in this model’s command range, living enemy models suffer -2 to attack rolls
BACK BLAST - When this model hits with an attack with this weapon, it can spend 1 focus point to use Back Blast. If it does, center a 3" AOE on the model hit. Models in the AOE suffer a POW 10 blast damage roll. This damage is not considered to have been caused by a melee attack
BACK PLATES - When a model hits this model with a free strike attack, immediately after the attack is resolved the attacking model suffers D6 damage points.
BACKSTAB - This model gains an additional die on its back strike damage rolls.
BACKSWING (★ATTACK) - Make two attacks with this weapon.
BACON - When this model is destroyed, each living warbeast B2B with it heals d3 damage points.
BAD JUJU - This model can use one of the following abilities during its unit’s turn.
BAIT THE LINE - Warbeasts in this model’s battle group gain +2" of movement when charging a model damaged by this weapon this turn
BALEFIRE - Gain an additional damage die on this weapon’s damage rolls against undead models.
BARBED HOOKS - This model’s melee weapons gain Reach.
BATTLE (★ACTION) - The warjack gains +2 to attack and damage rolls for one turn.
BATTLE PLAN - During this model’s activation, it can use one of the following plans. A friendly Faction model/unit can be affected by only one plan each turn
BATTLE WIZARD - 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.
BATTLE-DRIVEN - When a model in this unit is damaged by an enemy attack, after the attack is resolved models in this unit gain +2 STR and ARM and Pathfinder for one round.
BEAR’S STRENGTH - Affected models gain +3 STR for one turn.
BEAST MANIPULATION - A warbeast can be affected by only one Beast Manipulation special action per turn.
BEAST MASTER - This model can force friendly Faction warbeasts in its command range as if it were their controlling warlock.
BEAST MIND - This model does not have the Commander advantage, cannot upkeep spells, and cannot cast non-animi spells.
BEAST OUT - When this model suffers damage from an enemy attack during an opponent’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.
BEAT BACK - Immediately after a normal attack with this weapon is resolved during this model’s combat action, the enemy 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".
BELLOWS - While B2B with a Grunt in this unit, this weapon’s base stats become RNG SP 8 and POW 12.
BERSERK - 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.
BERSERK - 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.
BEYOND DEATH (★ACTION) - While in this model's command range, living enemy models suffer -2 to damage rolls. Beyond Death lasts for one round.
BIG BROTHER - While within 10" of a friendly Faction WarBeast, this model gains Fearless.
BINGE DRINKING - Once per game during its activation, this model can use Binge Drinking. This model is knocked down.
BIRD’S EYE - While in this model’s control area, models in its battle group extend their front arcs 360° and when determining LOS ignore cloud effects, forest terrain, and intervening models.
BLACK ARTS - A friendly Faction warcaster with this model in its control area can upkeep one spell without spending focus.
BLACK MANTLE - While in B2B with this mode, friendly Faction models gain Stealth.
BLACK OIL - This attack causes no damage. Instead, models in the AOE are hit and suffer Blind for one round. (A blind model cannot make ranged or magic attacks, suffers -4 MAT and DEF, cannot run or charge, and must forfeit either its movement or action during its next activation.)
BLACK PENNY - This attack ignores the firing into melee penalty.
BLADE RUSH - While making a trample power attack, this models 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.
BLADE SHIELD - This models gains +2 DEF against ranged attack rolls.
BLASTED EARTH - This activation this weapon’s base POW becomes 16 and it gains AOE 4. This weapon’s AOE is rough terrain that remains in play for one round.
BLASTER - 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.
BLESSED - When making an attack with this weapon, ignore spell effects that add to a model’s ARM or DEF
BLIGHT SHROUD (★ACTION) - Remove all fury points from this model. Enemy models within 1" of this model for each fury point removed suffer a POW 8 damage roll. Add an additional die to the damage roll for each focus or fury point on the enemy model
BLIGHT STORM (★ACTION) - Place a 5" AOE anywhere completely within this model’s command range. When an enemy model in the AOE is directly hit by an attack and the damage roll fails to exceed its ARM, it automatically suffers 1 damage point. Blight Storm lasts for one round.
BLIZZARD (★ACTION) - RNG 5. Target friendly Faction model. If the model is in range, center a 3" AOE cloud effect on it. The AOE remains centered on the model for one round. If the target model is destroyed or removed from play, remove the AOE from play.
BLOOD BOON - 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
BLOOD BURST - When this attack boxes a living enemy model, center a 5" AOE on the boxed model, then remove the model from play. Enemy models in the AOE are hit and suffer a blast damage roll with a POW equal to the boxed model’s STR.
BLOOD CREATION - This model never attacks friendly Faction warlocks and cannot choose them as its frenzy target
BLOOD DRINKER - Immediately after this model resolves a melee attack in which it destroys one or more living models, it can end its activation to heal d3 damage boxes
BLOOD LURE - Warbeasts in this model’s battle group can charge enemy models hit by this weapon this turn without being forced
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.
BLOOD QUENCHED - This models gains a cumulative +1 STR and ARM for each living enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
BLOOD REAPER - When this model makes its first melee attack during its activation, it makes one melee attack with this weapon against each model in its LOS and this weapon’s melee range
BLOOD SHADOW - 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.
BLOOD SHADOW - 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.
BLOOD SPAWN - Once per game, when this model suffers 5 or more damage points from an enemy attack that are not transferred, after the attack is resolved you can place a non-character Faction lesser warbeast in play completely within 3" of this model. The warbeast is part of this model’s battle group. The warbeast cannot activate this turn
BLOOD SPILLER - Gain an additional damage die against a living model.
BLOOD THIRST - When it charges a living model, this model gains +2" movement.
BLOOD TRADE - This model can upkeep spells by suffering 1 damage point per spell instead of spending focus.
BLOOD TRIALS - When this model suffers 1 or more damage points from an enemy attack, it gains one blood token. During your next Control Phase, after this model replenishes its focus but before it allocates focus, replace each blood token with 1 focus point
BLOODLETTING - When this model makes an attack with this weapon during its activation, choose one of the following abilities:
BLOOD-QUENCHED - This model gains a cumulative +1 STR and ARM for each living enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
BOB & WEAVE (ORDER) - Affected models make a full advance during their normal movement this activation and gain +2 DEF for one round
BODY COUNT - 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
BODY SNATCHER - This model gains one corpse token each time a [Cultist] or living model is destroyed within 5" of it or a Grunt in this unit.
BOMBARDMENT - Models hit suffer a POW 6 blast damage roll.
BOND OF BROTHERHOOD - Models in this unit gain +1 STR and ARM for each model in this unit that has been destroyed or removed from play. The bonuses for a model are lost if it returns to play
BONE MAGIC (★ACTION OR ATTACK) - This model casts the animus of one friendly destroyed warbeast as a spell without spending fury points. The animus cannot cast an animus with a RNG of SELF. This model must make a special attack to cast an offensive spell. Other spells are cast by making a special action.
BOUNDING LEAP - Once per activation, after making a full advance but before performing an action, this model can [be forced/spend 1 focus] to be placed completely within 5" of its current location. Any effects that prevent charging also prevent this model from using Bounding Leap
BOUNDING LEAP - Once per activation, after making a full advance but before performing an action, this model can be forced to be placed completely within 5" of its current location. Any effects that prevent charging also prevent this model from using Bounding Leap
BOUNTIFUL RESTORATION - 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
BRACE FOR IMPACT - When this model is slammed, reduce the slam distance rolled by 3. If the total slam distance is 0 or less, this model is not knocked down. This model is not knocked down when it suffers collateral damage
BRAIN DAMAGE - A model damaged by an attack with this weapon cannot cast spells, upkeep spells, or use an animus for one round
BREATH TAKER - Living enemy models suffer -2 STR and DEF while within 5" of this model
BROTHER’S KEEPER - While in this model’s command range, friendly [model type] models cannot be knocked down or made stationary
BRUTAL CHARGE - This model gains +2 to charge attack damage rolls with this weapon
BRUTAL DAMAGE - Gain an additional die on this weapon’s damage rolls.
BRUTAL SHOT - Gain an additional die on the damage roll against the model directly hit.
BULL RUSH - This model can make slam power attacks. A slammed model suffers a damage roll with POW equal to the current POW of this model’s Mount. The POW of collateral damage from a slam is equal to the current POW of the Mount. After resolving a slam attack, a model in this unit can make one normal melee attack
BULL RUSH (ORDER) - Affected models can make slam power attacks and must run, charge, or make a slam power attack this activation. A slammed model suffers a damage roll with POW equal to the current POW of this model’s Mount. The POW of collateral damage from a slam is equal to the current POW of the Mount. After a model in this unit resolves a slam attack, that model can make one normal melee attack
BULLDOZE - When this model advances into B2B contact with an enemy model during its activation, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per activation. Bulldoze has no effect when this model makes a trample power attack
BULLHEADED - When this model frenzies, if it would charge a model, it targets that model with a slam power attack instead. If it cannot, it frenzies normally
BURROW (★ACTION) - Place the burrow marker in base contact with this model anywhere in its front arc, and 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
BURST FIRE - Gain +1 to damage rolls with this weapon against models with medium bases and +2 damage rolls against models with large bases.
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.
BUSHWHACK - During its activation, this model can make its combat action before its normal movement. If it does, it must make a full advance as its normal movement this activation.
BUSHWHACK (ORDER) - During this unit’s activation, affected models make their combat actions before their normal movement. Affected models must make a full advance as per their normal movement this activation.
CACOPHONY - While in this model’s command range, enemy models/units cannot give or receive orders and cannot cast spells for one round.
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 fo Defiance lasts for one Round.
CALL TO ACTION - Knocked down models in this unit in formation immediately stand up.
CALL TO SACRIFICE [model type] - If this model is disabled by an enemy attack, can can choose a non-disabled trooper model of the type indicated in its command range to be destroyed. If another model is destroyed as a result of Call to Sactrifice, this model heals 1 damage point.
CAMOUFLAGE - This model gains an additional +2 DEF when benefitting from concealment or cover.
CANISTER SHOT - This weapon's base stats become RNG SP10, AOE -, and POW 20. When resolving this attack, the firing model gains +2 to attack rolls.
CANNONBALL - This weapon's base stats become RND 20, AOE -, and POW 16. Regardless of base size, a model hit is slammed d6" directly away from [firing Model]. Collateral damage from this slam is POW 16. If the model directly hit cannot be clammed, it suffers a POW 16 damage roll.
CARPET BOMB (★ATTACK) - After determining the point of impact, roll deviation for two additional 4" AOEs from that point. A model hit by one of the additional AOEs suffers a POW 7 blast damage roll
CARRIED - This model is not a warrior model. It can advance only during its unit’s normal movement. When it advances, it can move up to 1" for each Grunt in this unit within 2" of it at the beginning of this unit’s activation. This model is automatically hit by melee attacks. It cannot be knocked down or made stationary
CASE CRACKER (★ATTACK) - This weapon’s base stat becomes AOE 3 and POW 7 for this attack. When calculating damage from this attack, halve the base ARM stats of the models with medium or larger bases. For this attack, this model gains +2 to damage rolls against models with small bases
CAST IRON STOMACH - When this model destroys a construct with a melee attack, this model heals d6 damage points
CAUSTIC PRESENCE - Continuous effects that affect enemy models in this model’s control area cannot expire.
CAUTIOUS ADVANCE (ORDER) - Each model in the unit that received this order must make a full advance as its normal movement, perform the Dig In special action, and then can perform a combat action as its action
CENOTAPH - This model gails one soul token for each friendly living Faction warrion model destoyed within 5" by a continuous effect, an enemy attack or callateral damage of an enemy attack. This model can have up to three soul tokens at a time. During your Control Phase you can remove all soul tokens from tehi model to allocate it focus points, 1 for each token removed.
CHAIN ATTACK: BLOODBATH - If this model hits the same target with both its initial attacks with this weapon, after resolving the attacks it can immediately make one melee attack with this weapon against each model in its LOS that is in this weapon’s melee range.
CHAIN ATTACK: BRUTALITY - If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one head-butt power attack against that model.
CHAIN ATTACK: DEATH CHILL - 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.
CHAIN ATTACK: GRAB & SMASH - 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.
CHAIN ATTACK: SMITE - 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 this 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.
CHAIN STRIKE - This weapon has a 4" melee range during this model’s activation.
CHAIN WEAPON - This weapon ignores the Buckler and Shield advantages and Shield Wall.
CHANNELLER [Model Type] - While this model is not engaged and in in a friendly [Model Type]'s control area, the [model] can channel spells through it.
CHANNELLER [Model Type] - While this model is not engaged and in in a friend [Model Type]'s control area, the [model] can channel spells through it.
CHARGE OF THE TROLLS - An affected model gains +2 to melee attack and melee damage rolls against enemy models in the melee range of a friendly Faction warbeast.
CHARMER - When a friendly warbeast frenzies in this model’s control area, the warbeast can forfeit its activation
CHIEFTAIN [Model Type] - While in this model's commad range, friendly [Model Type] models can use its current CMD and THR in place of their own current values.
CIRCULAR VISION - This model’s front arc extends to 360°
CLEANSE (★ACTION) - Animi and continuous effects on models/units in this model’s command range immediately expire
CLEANSING AURA - This model can activate this miracle once per turn at any time during its activation. When this miracle is activated, animi and continuous effects on models/units in this models' command range immediately expire.
CLEAR! - Ranged attacks against friendly models made by a model with Clear! automatically miss.
CLEAVE - When this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved the model can make one additional melee attack. This model can gain only one additional attack from Cleave each activation.
CLOAK OF MIST (★ACTION) - While in formation models in this unit gain Stealth. Cloak of Mist lasts for one round.
CLOCKWORK VESSEL - This model counts as a living model for the purposes of generating soul tokens.
CLOSE COMBAT - This model cannot make an initial attack with this weapon during an activation it charged at least 3".
CLOSE FIRE (★ACTION) - RNG CMD. Target friendly Faction model. If the model is in range, friendly models do not suffer ranged blast damage from its attacks this turn.
CLOUD COVER (ORDER) - Models who received this order must forfeit their actions. After this unit’s normal movement, place a 3" AOE cloud effect in play. Its center point must be within 1" of the Leader. If the Grunt is B2B with the Leader, place a 5" AOE instead. This AOE remains in play for one round.
COIN - This model gains +1 CMD for each of its unmarked coin boxes
COLLECTOR - If this model has fewer than 3 corspe tokens when it boxes a living enemy model as a 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 the model 1 focus point for each corpse token spent.
COMBAT RIDER - During a combat action it did not make a charge attack, this model can make on melee attack with its Mount
COMBAT WARDING - Continuous effects on friendly Faction models affected by this unit’s Protective Aura expire. While affected by this unit’s Protective Aura, a model is immune to continuous effects. Combat Warding lasts for one round.
COMBINED ARMS - When this model misses an 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
COMBO SMITE (★ATTACK) - 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
COMBO STRIKE (★ATTACK) - 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
COMBUSTION (★ATTACK) - Models within 2" of this model suffer a POW 12 fire damage roll and the Fire continuous effect. This model can make additional melee attacks after making this special attack
COMFORT FOOD - If this model is within 1" of a friendly Faction warbeast at the beginning of your control phase, before leaching you can remove this model from play to remove any number of fury points from the warbeast
COMMUNION (★ACTION) - RNG 5. Target friendly Faction warjack. If the warjack is in range, spend up to three soul tokens to allocate 1 focus point for each soul token spent
COMPANION [MODEL] - This model is included in any army that includes [Model] and is part of [Model's] battlegroup. If [Model] is destroyed or removed from play, remove thie model from play. Place [this model] in play at the start of the game.
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.
CONCENTRATED POWER (★ACTION) - RNG 5. Target friendly Faction warjack. If the warjack is in range, it gains +2 on melee damage rolls this turn
CONDITION (★ACTION) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, place any number of fury points on or remove any number of fury points from it.
CONDUCTOR - When a friendly [Model Type] makes a Surge or Triangulation Storm call, this model is considered to be another friendly [Model Type]
CONFERRED RAGE - Warjacks in this model’s battle group beginning their activations in its control area can charge or make power attacks without spending focus. When this model destroys one or more enemy models during its activation, warjacks in its battle group beginning their activations in its control area gain +2 SPD and MAT for one turn.
CONSUME FURY (★ACTION) - RNG CMD. Target friendly Faction warbeast. If the warbeast is in range, remove up to 5 fury points from it and put them on this model. This model can have up to 5 fury points at any time.
CONTROLLED WARPING - 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.
CONVERT (★ACTION) - RNG CMD. Target living enemy non-character trooper model. If the model is in range, it must pass a command check or it becomes a friendly Faction solo under your control for the rest of the game. The converted model cannot activate this turn
CONVOCATION - This model gains one soul token for each friendly living Faction warrior model destroyed bin its command range by a continuous effect, an enemy attack, or collateral damage of an enemy attack. This model can have up to three soul tokens at a time.
COORDINATED STRIKE - This model and [model type] it controls can ignore friendly [unit type] models when drawing LOS and can advance through friendly [unit type] models if they have enough movement to move completely past the [unit type] model’s bases
CORTEX DAMAGE - When a warjack is hit by this weapon, it suffers 1 damage point to its first available Cortex system box
COUNTER CHARGE - 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
COUNTER MAGIC (★ACTION) - While within 3" of this model, +1" for each other model in this unit that is in formation, enemy models cannot cast spells and friendly models cannot be targeted by enemy spells. Counter Magic lasts for one round.
COUNTER SLAM - 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 against 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.
COURAGE OF THE FOREFATHERS - Affected models gain Fearless and Tough for one round.
COVEN - The [Unit] shares a single focus pool, and [Members] do not receive focus individually. The [Unit]'s base FOCUS is three times the number of [Members] in play. When the [Unit] replenishes its forcu, the [model A] recieves those focus points. The [Unit]'s control area is measured from the [model A]. Any [Member] in the [Unit]'s control area can spend focus points on the [model A]. The [model A] cannot be affected by focus-reducing or forcus removing effects. Each focus point on the [model A] gives each [Member] in the [Unit]'s control are +1 ARM. Effeects that ignore focus point overboosting the target's power field also ignore this bonus. The [Unit] can use their feat only once.
COVERING FIRE - Instead of making attacks with this weapon during this model's activation, place a 3" AOE anywhere completely withing this weapons's RNG. The center point of the AOE mist be in this model's LOS, ignoring intervening models. This model cannot place an AOE for this weapon while it is crippled. A model entering or ending its activation in the AOE suffers a damage roll with a POW equal to the POW of this weapon. The AOE remains in play for one round. It this model is destroyed or removed from play, immediately remove the AOE from play.
COVERING FIRE (*ACTION) - Place a 3" AOE anywhere completely within this weapon’s RNG. The center 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 a 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
CRAFT TALISMAN (*ACTION) - Target a friendly warlock within 3" of a model in this unit that is in formation. If the warlock is in range, when he casts a spell and is its point of origin, the spell gains +2 RNG. Spells with RNG SELF, SP, or CTRL are not affected. Craft Talisman lasts for one turn
CRANE (*ACTION) - Knocked down friendly models within 2" of this model immediately stand up and can activate normally this turn. Additionally, you can choose one friendly model within 2" of this model and place that model anywhere within 1" of its current location
CRATER - The AOE is rough terrain and remains in play for one round
CREATED - This model does not begin the game in play
CRESENDO - This weapon's base sats become AOE 4 and POW 12 for this attack. This attack's AOE remians in play for one round. Enemy models and non Faction friendly models entering or ending their activations in the AOF suffer a POW 12 damage roll.
CRITICAL AMPUTATION - On a critical hit, warjack arms and weapon systems that suffer damage from this attack are crippled
CRITICAL BRUTAL DAMAGE - On a critical hit, gain an additional die on this weapon’s damage roll against the model directly hit
CRITICAL CATASTROPHIC DAMAGE - On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged
CRITICAL CONSUME - On a critical hit, if the attack hit a small based non-warlock/warcaster model the model hit is removed from play.
CRITICAL DECAPITATION - 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
CRITICAL DEVASTATION - On a critical hit, instead of suffering a normal damage roll, each model in the AOE is thrown d6" directly away from the attacker regardless of its base size. Move models farthest from the attacker first. The model directly hit by the attack suffers a POW 15 damage roll. Other models hit 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
CRITICAL DISRUPTION - On a critical hit on a warjack, it suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
CRITICAL FREEZE - On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold
CRITICAL GRIEVOUS WOUNDS - On a critical hit, the model hit by this weapon loses Tough, cannot heal or be healed, and cannot transfer damage for one round
CRITICAL KNOCKDOWN - On a critical hit, the model hit is knocked down
CRITICAL PITCH - 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 equal to this model’s STR
CRITICAL POISON - On a critical hit, gain an additional die on this weapon’s damage rolls against living models
CRITICAL SHRED - On a critical hit, after the attack is resolved this model can make one additional attack against the model hit
CRITICAL SMITE - 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
CRITICAL STAGGER - On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round
CRITICAL SUSTAINED ATTACK - Critical Sustained Attack
CROSS-TRAINED - A Sea Dog Crew Grunt ending its normal movement within 3" of the Commodore can join this unit if it has fewer than three Crewmen. Replace the Grunt with the Crewman model. The Crewman has effects that were on the replaced Grunt, except for upkeep spells on the Grunt’s unit. Sea Dog Crew Grunts replaced this way do not count toward Massive Casualties in their original unit.
CULL SOUL - 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 [RESOURCE] point.
CULL SOUL - 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 force point.
CUMBERSOME - If this model attacks 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.
CURSE [Model Type] - RNG CMD. Target enemy model/unit. If the mode/unit is in range, it is cursed. A friendly [Model Type] charging a cursed model gainst +2" movement. Friendly [Model Type] models gain +2 to attack rolls against cursed models. Curse can be used once per activation and lasts for one turn.
DAMNATION - 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 at the beginning of the game.
DARK BANISHMENT - 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 withing d6" of its current location, plust 1" for each focus point on this model.
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
DARK RESTORATION [model] - If [model] is disabled while within 3" of this model, this model is destroyed and [model] heals 1 damage point.
DARK SENTINEL - Once per turn, when an enemy model ends its normal movement within 5" of this model, a friendly Faction warbeast within 5" of this model can immediately make a full advance followed by a normal melee or ranged attack targeting the enemy model. The warbeast gains boosted attack and damage rolls against the enemy model
DARK SHROUD - While in this model’s melee range, enemy models suffer -2 ARM
DEADLY SHOT (★ATTACK) - Instead of rolling damage, a model hit suffers 3 damage. When damaging a warjack or warbeast, choose which column or branch suffers the damage
DEATH BLAST - 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
DEATH BOLT - Instead of rolling damage, a model hit suffers 3 damage points. When damaging a warjack or warbeast, choose which column or branch suffers the damage
DEATH BOUND - Grunts in this unit that are destroyed while in formation return to play at the beginning of your next Maintenance 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
DEATH BURST (★ATTACK) - 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. Damage from Death Burst is unboostable
DEATH GATE [solo model type] - Once per round, when a living enemy warrion model is boxed while within 2" of this model, remove the boxed model from play and replace it with a [solo model type] model.
DEATH HARVEST - If this model is in its warcaster's control range during your Maintenance Phase, you can take any number of soul tokens from thie model and place them on the warcaster.
DEATH MAGIC - This model can remove friendly [Model Type]in its command range from play to make an additional attack or to boost an attack or damage roll for each [Model Type] model removed. When this model suffers damage, you can choose one or more models in this unit to suffer any number of those damage points instead, divided as you choose. If you do, this model does not suffer that damage. A model cannot suffer more damage as a result of Death Magic than it has unmarked damage boxes.
DEATH RIDE (★ACTION) - Friendly Undead Faction models currently in thie model's command range can immediately advance up to 1"
DEATH SHROUD - While within this model’s command range, enemy models suffer -2 STR
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 equal to the STR of the model destroyed by the attack
DEATH TIES - 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
DEATH TOLL - When this model destroys a living enemy model with a melee attack, after the attack is resolved you can add one Grunt to a 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.
DEATHWALK - When this model boxes a living enemy warrioer model with an attack with this weapon and the [companion model] is not in play, remove the boxed model from play and replace it with [companion model]
DECAPITATION - Damage exceeding the ARM of the model hit is doubled. A model disabled by this attack cannot make a Tough roll
DEFENSIVE FORMATION - Once per game during its unit’s activation, this model can use Defensive Formation. Immediately after models in this unit complete their activations this turn, models in this unit other than this one can make a full advance, any previous orders this unit was issued expire, and this unit is affected by the Shield Wall order
DEFENSIVE LINE - While this model is B2B with one or more models in its unit, it gains +2 ARM
DEFENSIVE STANCE - While B2B with one or more friendly warrior models, this model gains +2 ARM
DEFENSIVE STRIKE - 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
DESICCATOR (★ACTION) - Center a 4" AOE cloud effect on this model. Living models entering or ending their activation in the AOE suffer 1 point of corrosion damage. The AOE remains in play for one round.
DESPERATE PACE - If the target unit is in range, it gains +2" movement during its activation this turn.
DESTRUCTIVE POWER - During its activation, this model can suffer 1 damage point to boost an attack or damage roll. This damage is suffered before the roll is made.
DETONATE - After resolving continuous effects during your Maintenance Phase, you can detonate any number of friendly mine markers anywhere on the table. Center a 4" AOE template on each detonated mine and remove the mine marker from the table. Models in the AOE are hit and suffer an unboostable POW 14 blast damage roll
DEVOUR MAGIC - 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, place 1 fury point on this model. A model can have focus or fury removed from it once only per turn as a result of Devour Magic. This model can have up to 5 fury points at any time.
DEVOURER'S DEBT - During your Control Phase place one Wurn token on thie model. For each Wurm token on this model it gains +1 STR. At the end of this model's activations it suffers 1 damage point for each Wurm token on it. This damage cannot be transferred.
DIG IN (★ACTION) - 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.
DIRECT CURRENT - If this attack directly hits, you can choose to have all models whos bases intersect by a line drwanf between the center of the model directly hit and the center of this mode suffer an unboostable POW 10 electrical damage roll. This damage is not considered to have been caused bu an attack.
DIRGE OF MISTS - Affected models gain +1 DEF and Terror for one round.
DISBINDING (★ACTION) - Enemy upkeep spells on this model and/or its unit immediately expire.
DISCHARGE - After this model makes an attack with this weapon, it cannot make an attack with this weapon for one round.
DISMANTLE - When this model hits a warjack with a melee attack, roll an additional damage die.
DISMEMBER - When this model hits a warbeast with a melee attack, roll an additional damage die.
DISORIENTATION - This model cannot advance this turn after being placed by Shifting.
DISPEL - When this weapon hits a model/unit, upkeep spells on that model/unit immediately expire.
DISRUPTION - A warjack hit loses its focus points and cannot be allocated focus or channel spells for one round.
DISRUPTOR BOLT - A model hit loses all focus points. A model hit with the Focus Manipulation special rule does not replenish focus points next turn. A warjack hit suffers Disruption for one round. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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
DIVINE INSPIRATION - This model gains an additional die of melee attack and melee damage rolls. Discard the lowest die of each roll.
DIVINITY - This model cannot be knocked down and never suffers Blind. Its front arc extends to 360°
DODGE - This model can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while this model was advancing. It cannot be targeted by free strikes during this movement
DOMINATE UNDEAD (★ATTACK) - Dominate Undead is a RNG 10 magic attack. Take control of target enemy non-warcaster, non-warlock undead model hit. You can immediately make a full advance with the undead model followed by a normal melee attack, and then Dominate Undead expires. The undead model cannot be targeted by free strikes during this movement
DOOM DRIVER - For each corpse token on this model, this weapon gains +1 to damage rolls.
DOORS OF JUDGEMENT - Once per turn when a friendly living Faction warrior model in this model's command range is disabled by an enemy attack at any time other than when its advancing, this model can use this miracle. The disabled model can immediately make a full advance and can make one normal attack, then the affected model is removed from play. The affected model cannot be targeted by free strikes during this movement.
DOUBLE STRIKE - When this model spends a focus or fury point to make additional attacks with this weapon, it can make two additional attacks for each focus point spent.
DOUBLE TIME (ORDER) - Models receiving this order must make a full advance during their normal movement. After all models in this unit have completed their actions, each can make a full advance.
DRACONIC CONSORT - This model is not a warlock but has the following warlock special rules: Battle group Commander, Control Area, Damage Transference, Forcing, Fury Manipulation, Healing, and Spell caster. This model can have only non-character Faction lesser warbeasts in its battlegroup.
DRAG - 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.
DRAG BELOW - 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.
DRAGOON - While mounted, this model has base SPD [X] and base ARM [Z+2]. While dismounted, it has base SPD [Y] and base ARM [Z].
DRIVE - 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,
DUAL COVERING FIRE (★ACTION) - Place two 3" AOEs anywhere completely within this weapon’s RNG, centered on points in this model’s LOS, ignoring intervening models. Place one less AOE for each crippled arm system on this model. A model entering or ending
DUAL SHOT - When this model forfeits its movement to gain the aiming bonus it can also make one additional ranged attack this activation
DUCK - This model gains +4 DEF against melee and ranged attack rolls made by warbeasts. Warbeasts cannot target this model with free strikes
DUSK STRIKE - This attack causes no damage. Instead, on a direct hit models in the AOE suffer the Corrosion continuous effect
EARTH SHAKER - When an enemy model is directly hit by an attack made with this weapon, centrea a 4" AOE on the model directly hit. Models in the AOE and knocked down.
ELECTRICAL ARC - The Leader and models in this unit within 5" of it gain +2 RNG to ranged attacks and +2 to melee and ranged attack damage rolls
ELECTRICAL CURRENT - If this attack directly hits a model during this unit’s activation, ranged attacks against that model made by models in this unit later this activation automatically hit it
ELECTRICAL DISCHARGE - After all models in this unit have completed their actions, its Leader can make one ranged attack. The attack has base RNG 10, AOE 3, and POW 6. It gains +1 POW for each model in this unit that hit an enemy model with a melee attack this activation. Damage from this attack is electrical
ELECTRICALLY INSULATED - Ignore this model when lighting arcs to the nearest model
ELECTRO LEAP - 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 suffers an unboostable POW 10 electrical damage roll
ELECTROSTATIC - If this model is hit by a melee attack made by a warjack, immeditaly after the attack is resolved the warjack suffers Disruption unless this model was destroyed or removed form play by the attack. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
ELEMENTAL COMMUNION - While within 2" of deep or shallow water, this model gains +2 DEF. While within 2" of an obstacle or obstruction, this model gains +2 ARM. If this model begins its activation within 2" of rough terrain, it gains +2 SPD this activation
ELEMENTAL MASTERY - Warbeasts in this model’s battle group with the Construct advantage beginning their activations in this model’s control area can charge and make power attacks without being forced. This model can heal friendly warbeasts in its battle group with the Construct advantage
ELEMENTAL PROTECTION (★ACTION) - Models in its unit gain Immunity: Cold, Immunity: Electricity and Immunity: Fire for one round
ELITE CADRE [UNIT TYPE] - Friendly [Unit Type] models gain [Ability]
EMPATHIC TRANSFERENCE - 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
EMPOWER - Affected model's weapon gain Magical Weapon for one turn.
EMPOWERED ATTACK - This weapon gains +2 on its damage rolls.
ENERGY PULSE (★ATTACK) - Models within 6" of this model are hit and suffer a POW 12 electrical damage roll. Energy Pulse does not require a target
ENERGY SIPHON - 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
ENLIVEN (★ACTION) - RNG 5. Target friendly Faction warjack. If the warjack is in range, the next time it suffers damage from an enemy attack while it is not advancing, immediately after the attack is resolved the warjack can make a full advance, then Enliven expires. The warjack cannot be targeted by free strikes during this movement. Enliven lasts for one round
ENRAGE (★ACTION) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, it gains +2 STR and must charge or make a slam or trample power attack without being forced during its next activation. Enrage lasts for one turn.
ENTANGLE - When a warjack or warbeast is hit by this weapon it is knocked down
ENTROPIC FORCE - While in this model’s command range, enemy models lose Tough and cannot heal or be healed
EROSION - This model rolls an additional die on this weapon’s damage rolls against non-living models
ERUPTION OF ASH - If a model is boxed by an attack made with this weapon, center a 3" AOE cloud effect on the boxed model and then remove that model from play. The AOE remains in play for one round. Enemy models in the AOE when it was put in play are hit and suffer a POW 12 fire damage roll. Enemy models entering or ending their activation in the AOE suffer a POW 12 fire damage roll. Eruption of Ash damage rolls cannot be boosted
ERUPTION OF FAITH - This model can activate this miracle once per turn at any time during its activation. When this miracle is activated, enemy models currently within 2" of this model suffer the Fire continuous effect and are pushed 4" directly from it in the order you choose.
ESPIONAGE (★ACTION) - RNG 5. Target enemy warcaster or warlock. If the enemy warcaster or warlock is in range, friendly models/units in this model’s command range can immediately make a full advance and a normal attack
EVASIVE - This model cannot be targeted by free strikes. This model can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing
EVASIVE ACTION (★ACTION) - RNG 5. Target friendly Faction warjack. If the warjack is in range, it gains Evasive for one round. (A model with Evasive cannot be targeted by free strikes. It can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing.)
EXORCIST - While within 5" of this model, enemy models lose Incorporeal.
EXTENDED CONTROL RANGE - When checking to see if this model is in its controller’s control area for focus allocation, double the area
EXTENDED FIRE - Once per game while in formation, thise model can use Extended Fire during it's unit's activation. This activation, models in this unit gain +4 RNG to the ranged attacks.
FATE BLESSED - When a friendly Faction model makes an attack or damage roll during its activation while in this model’s control area, this model can spend 1 fury point to allow the model to reroll that roll. Each roll can be rerolled only once due to Fate Blessed
FEAST - The weapons of models in its unit gain Life Drinker for one turn. (When a model destroys a living enemy model with weapon a weapon with Life Drinker, immediately after the attack is resolved the attacking model heals d3 damage points.)
FEEDBACK - If this weapon damages a warjack that is part of a battle group, its controller suffers 1 damage point
FEIGN DEATH - This model cannot be targeted by ranged or magic attacks while knocked down
FELL CALLS - This model can make one of the following calls any time during its activation. A friendly Faction model/unit can be affected by only one Fell Call each turn
FEROCIOUS - During its activation, this model can spend fury points to gain additional attacks or to boost attack or damage rolls, at 1 fury point per attack or boost.
FERTILIZER - When a living 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
FERVOR - Affected models gain +2 to attack and damage rolls this activation
FIELD DEPENDENT - While its Field Generator system is crippled, this model loses the
FIERY BLAST - When this model is disabled, center a 5" AOE on it, then remove this model from play. Models in the AOE suffer the Fire continuous effect
FINISHER - This model gains an additional die on damage rolls against damaged models
FIRE BEACON - This attack becomes AOE 5 and POW for this attack. While a model is within the AOE, it loses Camouflage and Stealth, and other models can ignore cloud effects when determining LOS to it. The AOE lasts for one turn
FIRE! (★ACTION) - This model must be B2B with a the [Heavy Artillery] and not engaged to make a Fire! Special attack each activation. Both models must have LOS to the target. The [Heavy Artillery] does not block this model's LOS for this attack. This model cannot gain the aiming bonus. Base the RNG and all modefiers for the attack on the [Heavy Artillery].
FIRING FORMULAE [model type] - When this model makes a ranged attack with this weapon during its activation, determin eht position of the [model type] this model put into play. For each completely within its left firing arc, this model gains an additional die on attack rolls. For each complately within its right firing arc, this model gains an additional die on its damage rolls. For each completely within its back arc, this model makes an additional Auto Fire attack.
FLAGELLANT - This model is automatically hit by melee attacks made by friendly models.
FLAK FIELD - 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.
FLAME BURST - When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continuous effect.
FLAMES OF WRATH (★ACTION) - Choose a friendly Faction model/unit. For one round, while affected models are in this model’s command range, enemy models directly hit by their melee or ranged attacks suffer the Fire continuous effect.
FLANK [MODEL TYPE] - 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.
FLARE - Models hit by this weapon suffer -2 DEF for one round.
FLEET - At the start of this model’s activation, it can spend 1 focus point to gain +2" movement for one turn
FLESH MELD - This model can use Flesh Meld at any time during its activation while in B2B with Belphagor. Remove this model from the table. Belphagor becomes a warlock warrior model and loses Blood Creation and Soulless. Belphagore cannot activate after this model uses Flesh Meld during the turn it used Flesh Meld. While melded, Belphagor takes control of this model’s battle group, its base CMD becomes 9, and its base FURY becomes 7. Any effects on this model when it melds are applied to Belphagor. Remove the fury points currently on Belphagor. If there are any fury points on this model when it melds, place them on Belphagor. While melded, Belphagor can cast this model’s spells and use its feat, is not considered to be a warbeast, and loses its animus.
FLIGHT - 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
FOCAL POINT - This model’s unit has no unit commander. Models in this unit within 8" of this model are in formation. If a model in this model’s unit is out of formation when beginning its normal movement, it must either advance toward this model and forfeit its action or run directly toward this model. If this model is destroyed or removed from play, remove the remaining models in this unit from play
FOCUS BATTERY - During the Maintenance Phase, do not remove unspent focus points from this model. Focus points remaining on this model at the start of your Control Phase count toward its focus allocation limit
FOCUS MATRIX - This model can allocate focus points during its activation. Once per turn during its activation, you can remove focus points from warjacks in this model’s battle group that are in its control area and give those focus points to this model. This model cannot have more focus points than its FOCUS as a result of Focus Matrix
FOCUS POWERED - For each focus point on this model when it declares an attack with this weapon, the weapon gains +1 RNG and +1 POW for the rest of the attack
FOCUS SPHERE - Reduce the COST of the spell by 1
FOLLOW UP - 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
FOR THE MOTHERLAND - Affected models’ attack rolls are boosted this turn
FORCE BARRIER - This model gains +2 DEF against ranged attack rolls and does not suffer blast damage
FORCE BOLT (★ATTACK) - Force Bolt is a 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 is knocked down after being pushed
FORCE GENERATOR - At the start of this model’s activation, it can spend 1 focus point once to gain +3 STR for one turn
FORCE LOCK - Enemy models in this model’s melee range cannot advance except to change facing
FORCE WALL (★ACTION) - For one round, while within 3" of this model, friendly Faction models gain Force Barrier
FOREST GROWTH (★ACTION) - 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
FOREST WALK - While completely within a forest, this model can forfeit its normal movement to use Forest Walker. If it does, choose a location completely within this model’s control area that is completely within a forest. Remove this model from the forest and place it in the chosen location. This model cannot use Forest Walker while knocked down
FREEZE - A model hit by this weapon becomes stationary for one round unless it has Immunity: Cold
FROSTBITE (★ATTACK) - Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll
FULL AUTO [D3] - If this model forfeits its movement during its activation to gain the aiming bonus, it can make d3 initial attacks with this weapon during its combat action that activation, ignoring ROF
FURY BANK - While this model is in a friendly warlock's control area during the warlock's activation, the warlock can move fury points from itself to this model. This model can have up to 5 fury points at a time. While this model is ina friendly Faction warlock's control area, the warlock can leach fury from thie model as if it were a warbeast.
FURY GENERATOR - Thismodel gains 1 fury point at the start of your Control Phases. If can have up to [X] fury points at a time. If this model is in a friendly warlock's control area, the warlock can leach firy points from it during your Control Phase. Diring its activation, this model can spend point sto boost attack or damage rolls at 1 fury per point.
FURY LINKED - While in formation, this model can spend fury on its unit commander during its unit’s activation to boost attack or damage rolls
FURY VAULT - While this model is in a friendly warlock ‘s control area during the warlock’s activation, the warlock can move fury points from himself to it. If this model is in a friendly warlock’s control area, the warlock can leach fury points from it during your Control Phase. This model can have up to 1 fury point on it for each model currently in this unit. When a model in this unit is destroyed or removed from play, remove fury points from this model in excess of the number of models remaining in the unit. If this model is destroyed and replaced by a Grunt in its unit, place its fury points on the new Leader
FUTURE SIGHT - This model can boost attack and damage rolls after rolling
GANG - 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
GANG FIGHTER - 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
GATEKEEPER - This model gains one soul token for each friendly living Faction warrior model destroyed in its command range by a continuous effect, an enemy attack, or collateral damage of an enemy attack. This model can have up to five soul tokens at a time. During its activation, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
GEOMANCY - While in its controller’s control area, this model can be forced to cast one of its warcaster’s spells with a COST of 3 or less once per activation. This model’s controller is considered to have cast the spell but this model is its point of origin. 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.
GHOST SHIELD - This model gains +1 ARM for each soul token currently on it.
GHOST SHOT - This model ignores LOS when making ranged attacks with this weapon. When resolving attacks with this weapon, ignore concealment and cover.
GHOST STONE - This model’s front arc extends to 360° it ignores LOS when targeting models in its control area, and it ignores Stealth.
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.
GIRDED - This model does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.
GO TO GROUND - Once per game while in formation during its unit’s activation, this model can use Go to Ground. For one round or until they move, are placed, or are engaged, models in this unit in formation gain cover, do not suffer blast damage, and do not block LOS.
GOAD - When a warbeast in this model’s battle group destroys one or more models with a melee attack during its combat action, immediately after the attack is resolved this model can force the warbeast to advance up to 2".
GRAND SLAM - This model can make power attack slams without spending focus or being forced. Models slammed by this model are moved an additional 2".
GRANTED: CIRCULAR VISION - While this model is in play, models in this unit gain Circular Vision. (The front arc of a model with Circular Vision extends to 360°.)
GRANTED: CLEAVE - While this model is in play, models in its unit gain Cleave. (When a model with Cleave destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved the model can make one additional melee attack. A model can gain only one additional attack from Cleave per activation.)
GRANTED: COMBINED ARMS - While this model is in play, models in its unit gain Combined Arms. (When a model with Combined Arms misses an 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)
GRANTED: COMBINED MELEE ATTACK - While this model is in play, models in its unit gain Combined Melee Attack
GRANTED: COMBINED RANGED ATTACK - While this model is in play, models in its unit gain Combined Ranged Attack
GRANTED: DARK INDUSTRIES - 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
GRANTED: DEAD RISE - While this model is in play, after resolving continuous effects during your Maintenance Phase, knocked down models in its unit stand up and stationary models in its unit are no longer stationary
GRANTED: FEARLESS - While this model is in play, models in its unit gain Fearless
GRANTED: FORCE BARRIER - 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.)
GRANTED: HUNTER - While this model is in play, models in this unit gain Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
GRANTED: OVERTAKE - While this model is in play, models in its unit gain Overtake. (When a model with Overtake 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".)
GRANTED: PRACTICED MANEUVERS - While this model is in play, models in its unit gain Practiced Maneuvers. (A model with Practiced Maneuvers can ignore other models in its unit when determining LOS and can advance through other models in its unit if it has enough movement to move completely past them.)
GRANTED: PROWL - While this model is in play, models in its unit gain Prowl. (Models with Prowl gain Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.)
GRANTED: RANKED ATTACKS - While this model is in play, models in its unit gain Ranked Attacks. (Friendly Faction models can ignore models with Ranked Attacks when determining LOS.)
GRANTED: REANIMATION - 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.)
GRANTED: REFORM - While this model is in play, after all models in its unit have completed their actions, each can advance up to 3"
GRANTED: RELENTLESS CHARGE - While this model is in play, models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
GRANTED: SILENCE - While this model is in play, models in its unit do not have to make Berserk attacks
GRANTED: STEADY - While this model is in play, models in its unit gain Steady. (Models with Steady cannot be knocked down.)
GRANTED: STEALTH - While this model is in play, models in its unit gain Stealth
GRANTED: TOUGH - While this model is in play, models in its unit gain Tough
GRANTED: VENGEANCE - While this model is in play, models in its unit gain Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance 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.)
GRANTED: WAR TEMPERED - While this model is in play, models in its unit can make combined ranged attacks targeting models in melee
GRAPE SHOT - While this model is in formation, models in its unit can make a Grape Shot special attack. A Grape Shot special attack is a ranged attack with RNG SP 8, AOE -, and POW 10. When making a Grape Shot special attack, models cannot participate in combined ranged attacks
GRAVE SUMMONS (★ACTION) - When this mode uses Grave Summons it can spend any number of soul tokens. For each soul token spent put one friendly [model type] solo into play anywhere completely within 3" of this model.
GREAT POWER - During your Control Phase, this model can upkeep one spell without spending focus or fury
GRIEVLOUS WOUNDS - When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage
GRIEVOUS WOUNDS - When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage
GRIM SALVATION - When this model is damaged by an enemy melee or ranged attack, it does not suffer the damage and effects triggered by taking damage from the attack. Instead, remove one friendly [Faction type] warrior model within 1" of this model from play. If there is not a friendly [Faction type] warrior model within 1" of this model, it suffers the damage and effects of the attack normally
GROUND POUNDER (★ATTACK) - Place a 4" AOE anywhere completely within this weapon’s RNG. The center point of the AOE must be in this model’s front arc. This model makes one ranged attack roll against each model in the AOE, ignoring concealment, elevation, and Stealth. This model cannot gain the aiming bonus on Ground Pounder attack rolls. Models hit suffer a POW 12 ranged attack damage roll
GROUNDWORK - While knocked down, this model is not automatically hit by melee attacks and its DEF is not reduced
GUARD DOG - While this model is within 3" of its warcaster or warlock and is not knocked down or stationary, its warcaster or warlock 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
GUIDANCE (★ACTION) - RNG 5. Target friendly faction model. If target model is in range, it gains Eyeless Sight and its weapons gain Magical Weapon for one turn
GUIDED - Attacks made with this weapon automatically hit
GUNNERY (★ACTION) - RNG 2. Target [Heavy Artillery]. If the [Heavy Artillery] is in range, a model attack with the [Heavy Artillery] this activation gains a cumulative +2 to its attack roll.
GUNS BLAZING - Once per game while in formation during its unit’s activation, this model can use Guns Blazing. This activation, models in this unit in formation can make one additional ranged attack ignoring ROF.
GUN PLATFORM - This model can make ranged attacks even while in melee.
HAND OF VENGEANCE - When one or more friendly Faction warrior models are destroyed or removed from play by enemy attacks while within 5" of this model, this model gains +2 on attack and damage rolls for one round.
HANGOVER - The first time this model is disabled by an enemy attack, it heals all damage and is knocked down.
HARD - This model does not suffer damage or effects from impact attacks or collateral damage.
HARD HEAD - This model can add this weapon’s POW to its head-butt and slam power attack damage rolls.
HARMONIOUS EXALTATION (★ACTION) - RNG 5. Target this model’s warlock. If it is in range, once this turn when a warlock casts a spell, reduce its COST by 1.
HARROW - An enemy model damaged 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.
HEAL (★ACTION) - Choose a friendly living model B2B with this model. That model heals d3 damage points.
HEALING FIELD - Models in this unit that are in formation and friendly Faction models within 1" of one of more of them heal d3 damage points. Roll separately for each model. Healing Field can heal warbeasts with Construct.
HEART EATER - This model gains a corpse token each time it destroys a living enemy model with a melee attack. This model can have up to three corpse token at any time. It can spend a corpse token during its activation to boost an attack or damage roll or to make an additional melee attack.
HEAVY - 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
HEAVY ARTILLERY - 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
HEAVY BOILER - This model can run without spending focus
HELLFIRE (★ACTION) - Hellfire is a RNG 10, POW 14 magic attack. A model/unit hit by Hellfire must pass a command check of flee.
HERDING - While this model is in its warlock’s control area, the warlock can force, leach, reave, heal, and transfer damage to the warbeasts in its battle group that are in this model’s command range
HERO’S TRAGEDY - An enemy warrior model that destroys one or more affected models with a melee attack during its activation is knocked down at the end of its activation
HEROIC BALLAD - RNG CMD. Target friendly non-warlock Faction model/unit. If the model/unit is in range, it becomes Fearless and affected models can make one additional melee attack during their activations this turn. Heroic Ballad lasts for one round
HEX BOLT (★ATTACK) - Hex Bolt is a RNG 6, POW 13 magic attack. Models hit cannot make special actions or special attacks for one round
HOLY RELIQUARY - This models suffers d3 damage points each time it activates one of the following miracles. This damage is suffered before the miracle takes effect.
HOLY VESSEL - This model cannot be part of a battle group, does not have a functional cortex, and cannot be allocated focus. During the focus allocation step of your Control Phase, this model receives d3+1 focus points
HOMICIDAL MANIAC - When this model makes a normal melee attack during its activation, it makes one melee attack against each model in its LOS and melee range. If there are no enemy models in this model’s melee range after resolving a normal melee attack in which it destroyed one or more, it can advance up to 1"
HOOF IT - RNG CMD. Target friendly non-warlock Faction model/unit. If the model/unit is in range, affected models can make a full advance at the end of this turn after all friendly models have ended their activations. During this movement, affected models cannot be targeted by free strikes
HUNTER - This model ignores forests, concealment, and cover when determining LOS or making a ranged attack
HUNTERS MARK (★ATTACK) - Hunter’s Mark is a RNG 10 magic attack that causes no damage. Friendly models can charge or make a slam power attack against an enemy model hit by Hunter’s Mark without being forced or spending focus. A friendly model charging an enemy model hit by Hunter’s Mark gains +2" of movement. Hunter’s Mark lasts for one turn
HUNTSMAN - 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 this 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 removed from play, choose another model/unit as the prey
HYMN - RNG 3. Target friendly Faction [warjack]. When this model performs a Hymn special action, choose a hymn. Each activation, all models in this unit performing a hymn must perform the same hymn. If the target warjack is in range, it is affected by the hymn. While affected by a hymn, a warjack cannot be affected by another hymn.
HYPER AGGRESSIVE - When this model suffers damage from an enemy attack anytime except while it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model
HYPER REGENERATION - This model automatically heals d3 damage points at the start of each of its activations
ICE BOLT (★ATTACK) - Ice Bolt is a RNG 10 magic attack. A model hit suffers a POW 12 cold damage roll. On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold
ICE BREAKER (★ATTACK) - Make a melee attack with this weapon. Gain an additional die on the damage roll
ICE CAGE (★ATTACK) - Ice Cage is a RNG 10 magic attack. A model hit suffers a cumulative -2 DEF for one turn unless it has Immunity: Cold. When a model without Immunity: Cold is hit with three or more Ice Cage attacks the same turn, it becomes stationary for one round
IMMOBILE - 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
IMMOVABLE OBJECT - This model scannot be knocked down or placed. It can move or be moved only during its normal movement.
IMPERIL - For one round, when a model/unit hit but this attack suffers a damage roll add +2 to the roll.
IMPERISHABLE CONVICTION - When a friendly Faction model in its control area is destroyed by an enemy attack, thie model heals 1 damage point.
IMPERVIOUS WALL - During its activation, this model can forfeit its normal movement or action to gain Impervious Wall for one round. A model with Impervious Wall is immune to continuous effects, does not suffer damage or effects from non-magical ranged or melee attacks, and cannot be knocked down
IMPRINT: ARCANE ASSASSIN - During its activation, this model can spend 1 focus to gain Arcane Assassin for one turn. (When making attacks, a model with Arcane Assassin ignores focus points over boosting the target’s Power Field and spell effects adding to its ARM or DEF.)
IMPRINT: BUSHWHACK - During its activation, this model can spend one focus to gain Bushwhack this activation. (During its activation, a model with Bushwhack can make its combat action before its normal movement. If it does, it must make a full advance as its normal movement this activation.)
IMPRINT: DISENGAGE - During its activation, this model can spend 1 focus point to use Disengage. For one round, when this model is missed by an enemy melee attack anytime other than when it is advancing, this model can move up to 2". During this movement, it cannot be targeted by free strikes
IMPRINT: GHOSTLY - During its activation, this model 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.)
IMPRINT: GRUDGE - During this model’s activation, it can spend 1 focus point to use Grudge. For one round, when this model is hit by one or more melee attacks during an enemy model’s combat action, immediately after that combat action ends this model can make one normal melee attack, then Grudge expires
IMPRINT: HOLY FERVOR - During its activation, this model can spend 1 focus point to use Holy Fervor. This activation, this model’s melee attack rolls are boosted. When it destroys one or more enemy models with an attack with one of its melee weapons this activation, immediately after the attack is resolved this model can make on additional melee attack
IMPRINT: KINETIC FIELD - During its activation, this model can spend 1 focus point to use Kinetic Field. For one round, this model and friendly models within 3" of it gain +2 ARM against ranged attacks and do not suffer blast damage
IMPRINT: MURDEROUS - During its activation, this model can spend 1 focus point to use Murderous. That activation, this model gains an additional die on melee attack rolls against living enemy warrior models
IMPRINT: RUN RIOT - During its activation, this model can spend 1 focus point to use Run Riot. This activation, after resolving an attack in which this model destroyed one or more models with a normal melee attack, if there are no enemy models within its melee range it can advance up to 1"
IMPRINT: SALVAGE - At any time 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
IN STEP - While this model is within 3" of it, the unit commander gains +3" to its command range
INACCURATE - This model suffers -4 to attack rolls with this weapon
INCENDIARY SHOT - This weapon's base stats become RNG 16, AOE 4, and POW 14 for this attack. This attack causes fire damage, and models hit suffer the Fire continuous effect.
INCINERATE (ORDER) - Models that receive this order can participate in a combined ranged attack. The unit commander must be the primary attacker. This attack has RNG 8, AOE 4", and POW 12. The attack causes fire damage. The AOE remains in play for one round and is a cloud effect. Models entering or ending their activations in the AOE suffer a POW 12 fire damage roll. A unit can make only one Incinerate attack per activation
INDEPENDENT ATTACK - This attack has a base STR of X and base POW of Y, for a P+S of X+Y.
INFECTION - Once per activation, when this model boxes a living enemy warrior model with an attack with this weapon, remove the boxed model from play and replace it with a [Model Type] model.
INFLICT PAIN - When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast
INFLUENCE (★ATTACK) - Influence is a RNG 10 magic attack. Take control of target enemy non-warcaster, non-warlock warrior model hit. The model immediately makes one normal melee attack, and then Influence expires
INSCRUTABLE - Opponents cannot take control of this model.
INSPIRATION - Friendly faction models/units in this model’s command range never flee and immediately rally.
INTELLIGENCE - You gain +1 to the starting roll determining the order of deployment and play
INTERFACE - While in B2B with this model, a warjack in its battlegroup can spend focus points on this model
INTRIGUE - If one or more enemy models are in this model's command range during your Maintenance Phace, one friendly warrior model in this model's command range can advance up to 3".
INTUITION - When an enemy model targets this model with an attack and tha attack roll results in a hit, you can immediately [force this model/spend 1 fury/focus] to cause the enemy model to rreroll the attack roll.
IRON HORSE - Heavy warjacks in this model’s battle group gain Cavalry model rules. Light warjacks in this model’s battle group also gain Light Cavalry model rules and can run without spending focus. When a heavy warjack makes an impact attack, that attack has a base POW equal to its STR. The melee range of impact attacks is 0.5"
IRON ROT - When a warjack is hit by this attack, it suffers d3 points of corrosion damage to its Hull damage boxes
IRON SENTINEL - While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot be knocked down
IRON WALL - This model gains +2 ARM for each warjack it controls B2B with it. When this model is directly hit by an enemy ranged or magic attack, you can choose to have one of those warjacks become the target and automatically be hit by the attack instead
IRON ZEAL - Once per game during its activation, this model can use Iron Zeal. For one round, while in formation models in this unit gain +4 ARM and cannot become stationary or be knocked down
IT BURNS! - If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Fire continuous effect unless this model was destroyed or removed from play by the attack
JACK HUNTER - This model gains an additional die to its melee and ranged attack damage rolls against warjacks
JOURNEYMAN WARCASTER - This model is not a warcaster but has the following warcaster special rules: Battle group, Commander, Control Area, Focus Manipulation, Power Field, and Spell caster
JUMP - 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
KILL SHOT - Once per activation, when a living enemy model is destroyed or removed from play as a result of a melee attack made by this model during its activation, immediately after that attack is resolved this model can make one normal ranged attack ignoring ROF.
KILL STROKE - Once per game during its unit’s activation, this model can use Kill Stroke. This activation, models in this unit currently in formation can advance through other models if they have enough movement to move completely past them, ignore intervening models when declaring a charge, and cannot be targeted by free strikes
KILLERS - Models in this unit can reroll missed attack rolls against living models this turn. Each roll can be rerolled only once as a result of Killers
KILLING SPREE - 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
KINETIC ACCULATOR - When this model is hit by a melee or ranged attack made by an enemy model, it gains one power token, up to a maximum of three. During its activation, this model can spend power tokens to boost attack or damage rolls at one toke per boost.
KINETIC CAPACITOR - When this model is hit by an enemy melee or ranged attack, after the attack is resolved this model gains 1 focus point
KINETIC GRIP - When a model is hit by this attack, it cannot charge this model for one round
KISS OF LYLISS (★ATTACK) - Kiss of Lyliss is a RNG 10 magic attack. For one round, when a model/unit hit by Kiss of Lyliss suffers a damage roll add +2 to the roll
KNOCKDOWN - When a model is hit by an attack with this weapon, it is knocked down
LAMENTATIONS OF SUFFERING - While this model has 1 or more focus points, non-magical ranged attacks targeting it automatically miss.
LANCE - This weapon can be used only to make charge attacks. When this model charges, this weapon gains Reach until the charge is resolved
LASH - This model and friendly warrior models B2B with it cannot be knocked down
LAST CALL - If this model is disabled by an enemy attack, it can immediately make a special action
LAWGIVER’S CREED (★ACTION) - For one round, enemy models cannot cast spells while in this model’s command range
LEADERSHIP [UNIT] - While in this model's command range, friendly [UNIT TYPE] gain
LENS OF TARVODH - The spell gains +3 RNG
LENSE OF TARVODH - The spell gains +3 RNG
LESSER WARBEAST - This model cannot make power attacks
LESSER WARLOCK - This model is not a warlock but has the following warlock special rules: Battle group Commander, Control Area, Damage Transference, Forcing, Fury Manipulation, Healing, and Spell caster.
LIFE DRINKER - When it destroys a living enemy model with this weapon, immediately after the attack is resolved this model heals d3 damage points
LIFE TRADER - 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 be used once per attack
LIGHT ARTILLERY - This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking with this weapon and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapon that activation
LIGHTNING FIELD - When lighting arcs as a result of an attack made by a friendly model in this model's control area, ignore models with Immunity: Lightning whien determining which model the lightning arcs to.
LIGHTNING GENERATOR - When a model is hit with this weapon, lighting arcs from that model to d3 consecutive additional models. The lighting arcs to the nearest model it has not already arced to within 4" of the last model it arced to, ignoring this model. Each model the lighting arcs to suffers a POW 10 electrical damage roll
LINE BREAKER - This model gains an additional die on impact attack rolls
LINKED GUNS - When this model makes an initial attack with this weapon, after the initial attack has been resolved, it can immediately make one additional attack against the target of the initial attack. This additionl attack ignores this weapon's ROF.
LOADER - This model must be B2B with a friendly living Faction warrior model to make an attack with this weapon
LONG LEASH - When checking to see if this model is in its controller’s control area, double the area
LUCK - This model can reroll missed attack rolls with this weapon. Each attack roll can be rerolled only once as a result of Luck.
LUCKY CHARM (★ACTION) - During his activation this turn, the warcaster can gain an additional die on an attack or damage roll. Discard the lowest die
MACHINE MELD (★ACTION) - 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 battle group, 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.
MAGE KILLER - Gain an additional damage die on the weapon's damage rolls against models with Spellcaster or Magic Ability
MAGE KILLER - Gain an additional damage die on the weapon's damage rolls against moels with Spellcaster or Magic Ability
MAGE STATIC - While this model is in formation, enemy magic attacks targeting a model in this model’s unit suffer -5 RNG
MAGE STORM (★ATTACK) - Make a ranged attack with this weapon with AOE 4. Models hit suffer a POW 12 magical 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 a POW 12 magical damage roll. This model does not suffer damage from Mage Storm
MAGNO BLAST (★ATTACK) - Magno Blast is a RNG 10, POW 13 magic attack. If the attack hits an enemy model, before resolving damage immediately push models within 2" of the model hit 1" directly away or directly toward the model hit in the order you choose
MALTREATMENT - Once per turn during its activation this model can remove 1 fury point from a warbeast in its battle group that is in its control area and add 1 fury point to its own current total. The warbeast suffers d3 damage points
MAN CATCHER (★ATTACK) - This attack causes no damage. A warrioer model hit suffers -2 DEF and for one round cannot advance while within thie model's melee range.
MAN IN THE MACHINE - Karchev is a living model, but he is neither a warjack nor a warrior model. He has a damage grid and suffers damage like a warjack. Karchev can make slam, trample, throw, headlock/weapon lock, and push power attacks without spending focus. Karchev cannot make throws or headlock/weapon locks while his Open Fist is crippled. Effects modifying the amount of damage to or the manner in which damage is applied to a warjack also apply to him. The B boxes of Karchev’s damage grid represent his Body system. Friendly Faction models with the Repair skill can attempt to repair Karchev like a warjack but cannot repair his Body system. When Karchev spends focus points to heal damage, he can heal damage only to his Body system.
MAN-EATER - This model can charge living warrior models without being forced.
MAN-SIZED - This model is treated as a model with a small base and occupies the space from the bottom of its base to a height of 1.75"
MANUAL RELOAD - This model can make one additonal [weapon] ranged atack during its combat action for each [model type] model in B2B with it, up to a maximum of [2] additional attacks. These attacks do not count against the ROF of the [weapon].
MARCH - Affected models gain Pathfinder for one turn
MARK TARGET - Other friendly faction models gain +2 to ranged attack rolls against enemy models within 5" of this model and in its LOS
MARTIAL DISCIPLINE - 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
MARTYRDOM - When a friendly Faction non-warcaster warrior model in this model’s command range is disabled, this model can suffer d3 damage points to cause the disabled model to heal 1 damage point
MEAT FULED - This model gains +1 STR for each corpse token on it.
MECHANIKAL SEIZURE - When a warjack is hit by this weapon it becomes stationary for one round
MECHANIKALLY ADEPT - This model can attempt to repair friendly non-Faction warjacks and battle engines.
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.
MENOTH’S GAZE - During its activation, this model can spend 1 focus point to use Menoth’s Gaze. For one round, enemy models that begin their activation within 8" of this model and in its LOS can advance only toward this model
MENOTH’S SIGHT (★ACTION) - Choose a friendly Faction model. While in this model’s command range, for one round the chosen model ignores Stealth and ignores cloud effects when determining LOS
MERCY KILLER - When attacking with this weapon, this model gains an additional die on damage rolls against damaged models
MINIMUM RANGE 6 - Attacks made with this weapon cannot target any model within 6" of it
MINIMUM RANGE 8 - Attacks made with this weapon cannot target any model within 8" of it
MOMENTUM - Instead of suffering a normal damage roll, a small- or medium-based non-incorporeal model hit by this attack is slammed d3" directly away from this model regardless of its base size and suffers a damage roll equal to the POW of this weapon. Collateral damage from this slam is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack are knocked down
MONEY SHOT - Affected models gain +2 to ranged attack and damage rolls for one turn.
MONSTER HUNTER - When this model hits a warbeast with an attack, it suffers d6 points of damage to a branch of your choice
MORROW’S NAME - Once per game during its unit’s activation, this model can use Morrow’s Name. Models in this unit in formation gain an additional die on melee damage rolls this activation
MULTI-FIRE (★ATTACK) - 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
MULTIPLE HEADS - This model can make three initial attacks each combat action, using any combination of Blight Breath and Jaw attacks. This model loses one initial attack for each aspect it has lost. This model cannot be forced to make additional Blight Breath attacks
NECROMANCY - 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
NECROSURGERY (★ACTION) - Remove up to three corpse tokens from this model to add one Grunt to a friendly [unit type] unit in this model's command range per token removed. The Grunt must be placed in formation and within 3" of this model.
NEGATION - Remove 1 focus or fury point from enemy models currently in this model’s command range
NO SLEEPING ON THE JOB [UNIT TYPE] - This model and friendly [Unit TYPE] models in its command range cannot be knocked down.
NO, I'M FINE - When another friendly [UNIT TYPE] models makes a Tough roll of a 4,5 or 6 while in this model's command range, that model heals 1 damage point and is knocked down.
OATH OF SILENCE - This model does not have the Commander advantage
ONE SHOT - An attack with this weapon can be made only once per game
ORGOTH SEAL - When a model targets this model with an offensive spell, the spell suffers -3 RNG. If a model directly hits this model with an offensive spell, after the attack is resolved the attacking model suffers d6 damage points
OVERCOME - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn
OVERLOAD - Once per activation, you can roll one to three dice. This model gains a STR bonus equal to the total of that roll. Then roll the same dice again. This model suffers damage equal to the total of that roll. This bonus expires at the end of this model’s activation
OVERPOWER - During your Control Phase, after this model replenishes its focus but before it allocates focus, this model can spend focus to increase its control area for one round at 1 focus point for each 1" increase
OVERTAKE - 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"
PACK HUNTERS - Living warbeasts in this model’s battle group gain +2 on melee attack rolls against enemy models in its control area
PAIN DRIVER (★ACTION) - RNG 3. Targer friendly non-warlock Minion warrior model/unit. If the model is in range, it gainst +2 STR for one round.
PAIN MONGER - When this model suffers damage from an attack, it gains one blood token. For each blood token on this mode it gains +1 STR and ARM. This model can have up to five blood tokens at a time. Remove all blood tokens form this model at the start of your control phase.
PAIN RESPONSE - While damaged this model can charge or make power attacks without being forced
PARALYSIS - The base DEF of a living model hit by this attack becomes 7, and the model hit cannot run or charge for one round
PARRY - This model cannot be targeted by free strikes
PARTY FOUL - If this model is destroyed by an enemy attack, friendly Faction warrior models gain Fearless and Berserk for one round. While affected by Party Foul, 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 melee attack against another model in its melee range.)
PASSAGE (★ACTION) - The warjack cannot be targeted by non-magical ranged attacks. Passage lasts for one round.
PATH TO VICTORY - RNG 5. Target friendly Faction warrior mode/unit. If the model/unit is in range, it gains Fearless and +2 to charge attack rolls for one round.
PATRIOTIC SPEECHES - During this model’s activation, it can make one of the following speeches. When it does, choose a friendly [Unit type] unit. The speech affects this model and will affect the unit if it is in this model’s command range at the time this model made the speech.
PAYDAY - Affected models' melle attack rolls are boosted. When an affected model destroys an enemy model with a normal melee attack, immediately after the attack is resolved the affected model can advance up to 1". Payday lasts for one turn.
PAYMASTER - During this model's actication, you can mark one or more coin boxes on it's card. For each coin box you makr, you can use Paymaster once. When you do, choose one ot the following Incentives. Incentives are RNG CMD and can target only friendly [Unit Type] units. A [Unit Type] can be affected by an incentibve only once per turn. When all fice of its coin boxes have been marked, this model loses Paymaster for the rest of the game.
PENETRATING STRIKE - After hitting a warjack or warbeast with this model’s melee attack, you can choose to have it suffer 1 damage point instead of a normal damage roll
PERFECT BALANCE - This model cannot be targeted by combined melee attacks, combined ranged attacks, or free strikes. Models do not gain back strike bonuses against this model. When knocked down, this model can stand back up during its activation without forfeiting its movement or action if it is able to forfeit its movement or action to stand up
PERFECT CONJUCTION - A Perfect Conjuction is established anytime the [model A] is completely within the triangular are between all three [unit members] and each [member] has LOS to each other [member]. During a Perfect Conjunction reduce the COST of spells cast by a [member] by 1.
PHANTASMAL FIELD - This model gains +1 DEF against ranged and magic attack rolls for each focus point on it
PHANTOM SEEKER - This model ignores LOS when making ranged attacks. This model ignores concealment and cover when resolving ranged attacks
PHASE - 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 completely within 5" of its current location
PHASE JUMP (★ACTION) - If it is within 2" of a friendly Shifting Stone model, place this model anywhere completely within 12" of its current location. Otherwise, place it within 2" of a friendly Shifting Stone model anywhere on the table. After using Phase Jump, this model’s activation ends
PHOENIX FIELD - Remove d6 damage points from this model’s force field after resolving continuous effects during your Maintenance Phase
PIPER - During its activation this model can play one of the following tunes. When it does, choose a friendly unit. The tunes affect this model and will affect the unit if it is currently in this model's command range.
PITCH - 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
PLASMA NIMBUS - If this model is hit by a melee attack, immediately after this attack is resolved thea ttacking model suffers a POW 10 Electrical damage roll unless this models was destroyed or removed from play by the attack.
PLAYLIST - This model can use each of this weapon's ammo types only once per activation
POINT BLANK - During its activation, this model can make melee attacks with its ranged weapon, with a 0.5" melee range. Do not add this model’s STR to damage rolls made with ranged weapons. Charge attacks made with ranged weapons are not boosted
POISON - Gain an additional die on this weapon’s damage rolls against living models
POLARITY FIELD - This model cannot be charged by a model beginning the charge in this model’s front arc
POLARITY FIELD (★ACTION) - For one round, this model cannot be charged by a model beginning the charge in this model’s front arc
POLTERGEIST - 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 this model
POSSESSION - 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 the attack has been resolved, you can make a full advance with the warjack and can then make one normal attack, then Possession expires
POWER ATTACK SLAM - This model can make slam power attacks
POWER ATTACK TRAMPLE - This model can make trample power attacks
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
POWER GLYPHS (★ACTION) - This model can make a Power Glyphs special action only once per game while in its warlock’s control area. This model immediately casts one of its warlock’s spells with a COST of 3 or less. The warlock is considered to have cast the spell but this model is the point of origin. When making a magic attack roll, this model uses its warlock’s FURY. This model cannot cast a spell with a RNG of SELF or CTRL
POWER OF FAITH (★ACTION) - For one round, friendly Faction models cannot be knocked down or made stationary while in this model’s command range
POWER SWELL - Once per game during its unit’s activation, this model can use Power Swell. During this activation, models in this unit gain an additional die on melee damage rolls
POWER UP - This model gains +2 to damage rolls with this weapon during activations it ends its normal movement at least 1" from where it began its activation
POWERFUL ATTACK - When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack
POWERFUL CHARGE - This model gains +2 to charge attack rolls with this weapon
PRAYERS - The Leader of this unit can recite one of the following prayers each turn anytime during its unit’s activation. Each model in this unit gains the benefits listed
PRECISION STRIKE - When this model damages a warjack or warbeast with a melee attack, choose which column or branch suffers the damage
PRESS FORWARD - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains +2 SPD when making a full advance this turn
PREY - After deployment but before the first player’s turn, choose an enemy model/unit to be this model/unit’s prey. This model gains +2 to attack and damage rolls against its prey. When this model begins its activation within 10" of its prey, it gains +2" movement that activation. When the prey is destroyed or removed from play, choose another model/unit to be the prey
PRIMAL MAGIC - This model can use the animus of any friendly Faction non-character warbeast in its command range as it ianimus were its own.
PROTECTIVE AURA - Once at any time during its unit’s activation, this model can spend 1 fury point to use Protective Aura. When it does, for one round friendly Faction models gain +2 ARM while within 4" of this model + 1" per fury point on this model
PROTECTIVE FIT - When this model’s controlling warlock is damaged by an enemy attack, immediately after the attack is resolved this model can make a full advance toward the enemy model. After moving, this model can make one melee attack targeting the enemy model
PROTECTIVE PLATES - This model gains +2 ARM.
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
PSYCHIC ASSAULT (★ATTACK) - Psychic Assault is a RNG SP 8 magic attack. This attack ignores LOS. Models hit suffer a POW 12 damage roll
PSYCHIC RELAY - Models hit by this weapon suffer -2 DEF against magic attack rolls. Psychic relay lasts for one turn.
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 controlling warcaster can channel spells through the enemy model as if it were a model in his battle group with the Arc Node ability. At the end of the turn, the enemy model is destroyed.
PULL - 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
PUNCTURE - A model hit by this attack automatically suffers 1 damage point.
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 only one affected model reroll one or more dice of your choice rolled for a command check, attack, or damage roll, and then Puppet Master expires. Puppet Master lasts for one round
PURGATION - Gain an additional die on attack and damage rolls with this weapon against models with an enemy upkeep spell on them.
PURGE (★ATTACK) - 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.
PURITY - While this model is in formation, models in its unit cannot be targeted by enemy spells.
QUAKE - QUAKE - On a direct hit against an enemy model, all models hit are knocked down.
QUICK DRAW - 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 enemy model before it makes its attack roll. If this model’s ranged attack hits, the enemy model suffers no damage but its attack automatically misses.
QUICK WORK - 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.
RABID - This model can be forced during its activation to gain +2 SPD, Pathfinder, and boosted attack and damage rolls that activation
RAIN OF DEATH (★ATTACK) - Models B2B with this model suffer a POW 18 blast damage roll. Other models within 3" of this model suffer a POW 9 blast damage roll. When this model charges, instead of making a charge attack It can make a Rain Of Death attack. A Rain Of Death attack does not need a target. After a Rain Of Death attack, this model can make additional melee attacks
RAM - 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
RANGE AMPLIFIER - When this model casts a spell and is the point of origin for the spell, the spell gains +5 RNG
RANGE BOOSTER - If this model forfeits its movement during its activation to gain the aiming bonus, its range weapons gain +2 RNG this turn. If this model is gains the aiming bonus, while B2B with this model friendly myrmidon models also gain +2 RNG on their range weapons for one turn
RANGE FINDER - While B2B with one or more Grunts in this unit, this model gains +2 to attack rolls with this weapon
RANKED ATTACKS - Friendly Faction models can ignore this model when determining LOS
RANKING OFFICER - This model is a Ranking Officer. While this model is in play, models in its unit are Faction models instead of Mercenary models
RAPID FIRE [D3] - 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
RAPID FIRE [D3+1] - 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 ranged attacks this model can make with this weapon during the combat action, ignoring ROF
RAPID STRIKE - This model can make one additional melee attack each combat round
RATHROK’S AWAKENING - This model gains a blood token each time it destroys a living enemy model with a melee or ranged attack. This model can have up to three blood tokens at any time. During its activation, it can spend a blood token to advance up to 1", make an additional attack, boost an attack roll, or boost a damage roll.
REACTION DRIVE - Once per turn, immediately after this model’s controller channels a spell through it, this model can advance 3".
READY AMMO - While this model is in formation, models in its unit gain Dual Shot and their ranged weapons become ROF 2. (When a model with Dual Shot forfeits its movement to gain the aiming bonus it can also make one additional ranged attack that activation.)
REALIGNMENT - Once per game during its unit's activation, this model can use Realignment. Models in this unit can reroll failed attack rolls and skill checks this turn. Each roll can be rerolled only once as a result of Realignment.
REANIMATION - When this model boxes a living enemy warrior model with a melee attack, add one Grunt to this unit and then remove the boxed model from play. The Grunt must be placed in formation and within 3" of this model. The Grunt cannot activate this turn.
REAR ATTACK - When declaring and resolving attacks with this weapon, this model’s front arc extends to 360°.
RECLAIM - This model gains one soul token for each friendly living Faction warrior model destroyed by a continuous effect, an enemy attack, or collateral damage from an enemy attack in its control area. During your Control Phase, after this model replenishes its focus but before it allocates focus, replace each soul token with 1 focus point.
RECONSTRUCTION (★ACTION) [model type] - Remove one soul token from this model to return one destoroyed medium-based friendly Faction [model type] Grunt to play or remove up to three soul tokens to retun one destroyed small-based friendly faction [model type] to play per token removed. Each Grunt must be placed within 1" of this mode, in formation and within 3" of another mode in its unit.
RECYCLE - When a living model is destroyed within 4" of this model +1" for each Grunt in this unit that is in formation, place one corpse token on this model. This model can have up to three corpse tokens at a time
REFORM - After all models in this unit have completed their actions, each can advance up to 3".
REGENERATION [D3] - This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
RELENTLESS ADVANCE - When a model in this unit is damaged by an enemy attack, models in this unit gain +2 SPD for one round.
RELENTLESS CHARGE - This model gains Pathfinder during activations it charges.
RELIQUARY - This model is allocated 1 additional focus point during your Control Phase. The S boxes of this model's damage grid represent its Reliquary system. While its Reliquary system is crippled, this model loses the benefits of Reliquary.
RELOAD (★ACTION) - During his activation this turn, the warcaster can make one additional ranged attack ignoring ROF
RENDERING - When this model gains a soul token, it can immediately spend that token to remove d6 damage points
REPAIR X (★ACTION) - 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
REPAIRABLE - Other models can make Bodge or Repair special actions to repari this model as if it were a warjack.
REPEL - When a model hits with this weapon during its activation, the model hit is pushed 1" directly away from this model. When this model is hit with a melee attack made by a model in its front arc, after the attack is resolved the attacking model is pushed 1" directly away from this model. This model loses Repel while this weapon system is crippled or locked
REPLICATION - When an enemy model in this model’s control area spends focus points to cast an offensive spell, this model can cast that spell on your next turn as if it were one of its own spells. This model can upkeep replicated spells
REPULSOR FIELD - When this model is hit with a melee attack, after the attack is resolved the attacking model is pushed 1" directly away from this model.
RESONANCE [Model Type] - When this model begins its activation in the command range of a friendly [Model Type] model, this model gainst +2" movement this activation.
RESOURCEFUL - This model can upkeep spells on models in its battle group without spending fury
RETALITORY STRIKE - When this model is hit by a melee attack made by an enemy model during your opponent's turn, after tha attack is resolved this model can immediately make one normal melee attack against that model. This model can make one Retalitory Strike per turn.
RETRIBUTION PARTISAN - When included in a Retribution army, this model is a Retribution model instead of a Mercenary model
RETURN - Immediately after resolving a charge attack, this model can make a full advance toward its warcaster. This model cannot be targeted by free strikes during this movement
REVEILLE - Knocked down friendly Faction models in this model’s command range immediately stand up. Models that were knocked down this turn are not affected by Reveille
REVERSAL - When a model misses this model with a charge or a power attack, the attacking model is knocked down
RHULIC ’JACK MARSHAL - This model can control and reactivate only friendly Mercenary Rhulic warjacks
RHULIC WARCASTER - This model can have only Mercenary Rhulic warjacks in its battle group and can reactivate only friendly Mercenary Rhulic warjacks
RHULIC WARJACK - This model can be included only in a battle group 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
RIDE-BY ATTACK - This model can make ride-by attacks.
RIFLE GRENADE (★ATTACK) - Make a ranged attack with this weapon with AOE 3". When making a Rifle Grenade special attack, this model cannot participate in a combined ranged attack
RIGHTEOUS FLAMES - An enemy model that ends its activation within 2" of this model suffers the Fire continuous effect
RIGHTEOUS FURY - When one or more friendly Faction warrior models are destroyed by an enemy attack while in this model’s command range, this model gains +2 STR and ARM for one round
RIGHTEOUS VENGEANCE - If one or more friendly Faction warrior models were destroyed or removed from play by enemy attacks while within 5" of this model during your opponents last turn, after resolving continuous effects during your Maintenance Phase, this model can make a full advance followed by one normal melee attack
RIME - If this model is hit by a melee attack, the attacking model becomes stationary for one round at the end of the attacking model’s activation unless that model has Immunity: Cold or this model was destroyed or removed from play by the end of the attacking model’s activation
RIPOSTE - 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
RITUAL OF RENEWAL (★ACTION) - Remove all Wurm tokens from this model.
ROCK HAMMER (★ATTACK) - Rock Hammer is a RNG 8, AOE 3, POW 14 magic attack. On a critical hit, models are knocked down
ROCKET VOLLEY - Instead of making ranged attacks separately, two or more models in this unit can make a combined ranged attack. Do not add a damage bonus for the number of models participating in the combined ranged attack. If 3-5 models participate in the attack, it has base AOE 4" and base POW 14. If 6 or more models participate in the attack, it has base AOE 5" and base POW 16.
RUNE SHOT - When a warjack controlled by this model makes a normal ranged attack during its activation, you can choose one of the attack types available to this unit to apply to the attack.
RUST - This attack causes no damage. Instead, warjacks in the AOE are hit and suffer -2 ARM for one turn.
SACRED WARD - This model cannot be targeted by enemy spells.
SACRIFICIAL PAWN - When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal [ ] model withing 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
SACRIFICIAL STRIKE (★ACTION) - RNG CMD. Target a model in this model’s LOS. If that model is in range, remove one friendly Faction trooper 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.
SANGUINE BOND - When this model would suffer damage from an enemy attack, you can choose one or more models in this unit to suffer any number of those points instead, divided as you choose. If you do, this model does not suffer that damage. A model cannot suffer more damage as a result of Sanguine Bond than it has unmarked damage boxes
SCATHER - 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 damage point
SCATTER SHOT (★ATTACK) - To make a Scattershot special attack, [Unit Models] must be in B2B. Make a normal attack with this weapon. After determining the point of impact for that attack, roll deviation for two additonal [AOE Size] AOEs centred on that poing. Models in the AOE and hit and suffer a POW [half POW of attack] blast damage roll.
SCOURING FLAMES - Once per game during its unit’s activation, this model can use Scouring Flames. This activation, the base RNG of Purifier weapons in this unit becomes SP 10 and the base POW becomes 10
SCROLL OF GRINDAR’S PERSEVERANCE - This model can use Scroll Of Grindar’s Perseverance once per game, when this model is directly hit by an attack. If this model uses the scroll, it suffers no damage roll from the attack. Declare use of the scroll after this model has been hit
SCROLL OF THE WILL OF BALASAR - This model can use this ability once per game when a warbeast frenzies in its control area. When Scroll of the Will of Balasar is used, choose the frenzy target of the warbeast
SEAS OF FATE - Models in this model's battlegroup that are in its control area can boost attack and damage rolls after seeing the result of the roll.
SECONDARY BLAST - After determining the point of impact, roll deviation for one additional [weapon AOE] AOE from that point. A model hit by one of the additional AOEs suffers a POW X blast damage roll
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
SELECTIVE - This unit can be included only in mercenary contract armies that list Cephalyx as possible members
SELF-SACRIFICE - If this model is disabled by an enemy attack, you can choose a non-disabled model in this unit within 3" of this model to be destroyed. If another model is destroyed by Self Sacrifice, this model heals 1 damage point
SERENITY - At the beginning of your Control Phase, before leaching, you can remove 1 fury point from a friendly Faction warbeast within 1" of this model
SERPENTINE - This model cannot make slam or trample power attacks and cannot be knocked down
SERVITOR SATELLITES [model type] - At the start of this model's activation remove any [model type] this model put into play from the table. Once per activation, after its normal movement, this model can place up to three [model type] anywhere within 1" of this model.
SET DEFENSE - A model in this model’s front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model
SHADOW BIND - 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
SHADOW FIRE - Friendly Faction models can ignore the model hit when determining LOS and making ranged or magic attacks this turn
SHADOW OF DEATH - While in this model’s command range, friendly undead Faction models gain Tough
SHADOW PLAY - If a model in ths unit damages one of more enemy models with a melee attack during its combat action, at the end of its combat action you can place one model in the unit in formation anywhere withing 1" of another model in this unit.
SHANGHAI - 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
SHEET OF FIRE (★ACTION) - Place a wall template anywhere completely within 5" of this model where it does not touch a model’s base, an obstruction, or an obstacle. When a model enters or ends its activation in the wall area, it suffers an unboostable POW 12 fire damage roll and the Fire continuous effect. Models within the wall template gain concealment. Sheet Of Fire lasts for one round
SHIELD GUARD - 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
SHIELD WALL (ORDER) - 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 the unit can being the game affected by Shield Wall
SHIELDING (★ACTION) - The warjack cannot be targeted by enemy spells. Shielding lasts for one round.
SHIELDS UP - This weapon gains Bucker +1.
SHIFTER - When this attack hits an enemy model, immediately after the attack is resolved place this model B2B with the enemy model.
SHIFTING - Place each model in this unit that is in formation anywhere within 8" of it's current location.
SHIFTING POWERS - Choose one of the following effects at the start of this unit's activation:
SHIFTING SANDS STANCE - During its activation, this model can forfeit its movement or action to gain +2 DEF. If an enemy attack misses this model any time except while it is advancing, after the attack is resolved it can immediately make a full advance. Shifting Sands Stance lasts for one round.
SHOCK FIELD - If a warjack in this model’s front arc hits it with a melee attack, immediately after the attack is resolved the attacker suffers 1 damage point to its first available Cortex system box. This model loses Shock Field while this weapon system is crippled or locked.
SIC 'EM [model type] - Once per turn if this model is not in melee, when a friendly [model type] hits an enemy model with an attack, immediately after the attack is resolved this model can charge the model hit. This model's charge attack roll is boosted.
SIDE STEP - When this model hits with an initial attack or a special attack, it can advance up to 2" after the attack is resolved. This model cannot be targeted by free strikes during this movement.
SILENCE - This model does not have to make Berserk attacks.
SILENCER - A model directly hit by this weapon cannot cast spells for one round.
SINGLE STRIKE (★ACTION) - RNG 10. Target Model. This model makes a skill check. If it passes and the target model is in range, the target model suffers a POW 10 electrical damage roll.
SKULLS OF HATE - 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°
SLAVE DRIVER - A Minion model/unit can be affected by only one Slave Driver special action each turn.
SMITE (★ATTACK) - Instead of making a normal damage roll, the model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model’s current STR plus the POW of this weapon. The POW of collateral damage from this slam is equal to this model’s STR
SMOKE - This weapon’s AOE is a cloud effect that remains in play for one round
SMOKE BOMBS (★ACTION) - Place a 3" AOE cloud effect in play. Its center point must be within 1" of this model. This AOE remains in play for one round
SNACKING - When this model boxes a living model with a melee attack, this model can heal d3 damage points. If this model heals the boxed model is removed from play
SNAP FIRE - When this model destroys one or more enemy models with a ranged attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Snap Fire do not count against a weapon’s ROF and cannot generate additional attacks from Snap Fire
SNAP STRIKE - This model can make one additionl attack with each melee weapon for each focus point spent to make an additional attacks.
SNIPE - This attack gains +4 RNG
SNIPER - 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
SNOW-WREATHED - This model always has concealment
SONIC ERUPTION - SONIC ERUPTION - This weapon's base stats become RNG SP10, AOE -, and POW 12 for this attack.
SOUL COLLECTOR - This model gains one soul token when a living enemy model is destroyed in its command range. This model can have up to three soul tokens at a time. During its actication, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at a one token per attack or boost.
SOUL DRIVE - This model is allocated 1 additional focus point during your Control Phase
SOUL GUARDIAN - This model gains one soul token for each friendly living Faction warrior model destroyed in its command range by a continuous effect, an enemy attack, or collateral damage of an enemy attack. This model can have up to 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
SOUL REAPER (★ACTION) - Place a 5" AOE anywhere completely within 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
SOUL STORM - While this model has one or more soul tokens, enemy models entering or ending their activations within 2" of it immediately suffer 1 damage point
SOUL TAKER - This model gains one soul token when a living 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.
SOUL TAP - While this model is in it's warlock's control area, its warlock can cpend soul tokens on it to upkeep spells at one token per spell upkept.
SOULLESS - This model does not generate a soul token when it is destroyed.
SPAWN [MODEL TYPE] - This model does not have to be put into play at the start of the game. When a friendly Faction warbeast is damaged by an enemy attack, immediately after the attack is resolved you can put one [Model Type] that did not begin the game in play into play. You can place this model anywhere within 2" of the warbeast
SPAWN HORROR (★ACTION) - Remove three corpse tokens from this model to place a non-character Faction lesser warbeast into play under your control. Place the warbeast within 3" of this model and choose a friendly Faction warlock. This warbeast becomes part of that warlock’s battle group
SPECIAL ISSUE [Condition] - This model/unit can be included in [Condition] theme forces. I can also be bonded to [Condition].
SPELL BARRIER - Anytime during its activation while B2B with its controlling warcaster, this model can spend 1 focus point to use Spell Barrier. If it does, the warcaster cannot be targeted by enemy spells for one round
SPELL SLAVE (★ACTION) - 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.
SPELL WARD - This model cannot be targeted by spells.
SPELLBOUND - This model can channel spells through a model hit by an attack made with this weapon. Spellbound lasts for one turn.
SPINE BURST (★ATTACK) - Spine Burst is a RNG 10, POW 10 magic attack. If target model is hit, the d3 neaest models within 5" fo it suffer a POW 10 magical damage roll.
SPIRIT CHASER - While within the area affected by this unit’s Protective Aura this round, enemy models lose Incorporeal and Stealth.
SPIRIT DRIVEN - At the beginning of this model’s activation, it can spend one soul token to gain +2" movement this activation.
SPIRIT EATER - This model can reave fury points from enemy warbeasts destroyed by this weapon. Other models cannot reave fury points from enemy warbeasts destroyed by this weapon.
SPIRIT GUIDE - During its activation, you can remove soul tokens from this model and place them on friendly Faction models in this model’s command range that have the Soul Guardian ability. A model cannot have more than three soul tokens as a result of Spirit Guide
SPIRIT TRAP (★ACTION) - This model immediately casts the animus of a friendly Faction warbeast in its command range as a spell. This model cannot cast an animus with a RNG of SELF. This model must make a special attack to cast an offensive spell. Other spells are cast by making a special action
SPIRITUAL CONFLAGRATION - While this model is not in melee and is in a friendly Faction warlock’s control area, the warlock can channel a spell through it. Remove this model from play after the spell is cast
SPONTANEOUS MUTATION - This model can spend fury points during its activation to spontaneously mutate. For each fury point spent it gains one of the following abilities for one turn
SPRINT - 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.
SPYGLASS (★ACTION) - Measure the distance between two models within the warcaster’s LOS.
STALL - 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.
STAR STRIKE - This attack causes no damage. Instead, on a direct hit models in the AOE suffer the Fire continuous effect.
STAY DEATH - Once per turn, when a friendly living [Faction] trooper model is disabled in this model’s command range, this model can spend 1 fury point for the disabled model to heal 1 damage point.
STEADY - This model cannot be knocked down.
STEALTH (★ACTION) - This model gains Stealth for one round.
STONE FORM (★ACTION) - 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.
STONE HEART - This model never flees and automatically passes command checks.
STONE SPRAY (★ATTACK) - Stone Spray is a RNG SP 8, POW 12 magic attack. On a critical hit, the model hit is knocked down.
STONE STRENGTH - While within the area of this unit’s Protective Aura this round, friendly Faction models gain +1 STR.
STONE WARP - This model can use one of the following effects each turn anytime during its unit’s activation.
STONE-AND-MORTAR STANCE - During its activation, this model can forfeit its normal movement or action to gain +4 ARM. The affected model cannot be knocked down. Stone-And-Mortar Stance lasts for one round.
STORM ACCUMULATOR - When this model beings its activating within 3" of one or more friendly Storm blade Infantry models, it is allocated 1 focus point.
STORM CALL X - This model can make one of the following storm calls. Warjacks affected by a storm call suffer Disruption (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
STORM GENERATOR - When a model is directly hit with this weapon, center a 3" AOE on it. You can then have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking models. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. After this damage roll is resolved, centre a 3" AOE on the model the lightning arced to. Th AOEs remoain in play for one round. Models entering or ending their activation in the AOE suffer a POW 10 electrical damage roll.
STORM’S EYE - While this model is in formation, when a model in its unit directly hits a model with a ranged attack the ranged weapon used in the attack becomes AOE 3".
STORYTELLING - This model can tell one of the following stories anytime during its activation. When this model tells a story, choose a friendly Faction unit. The story affects this model and will affect the unit if it is currently in this model’s command range. Stories last for one round. A unit can be affected by only one story each round
STRAFE DX+X (★ATTACK) - Make dX+X 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. Strafe counts as one attack for ROF
STRANGE GROWTH - Once per turn during its activation, place this model anywhere within 5" of its current location. This model cannot be placed except as a result of Strange Growth.
STRANGLE GAS - If the attack misses, nothing happens. If it hits, center a 3" AOE gas effect on the model hit. The AOE remains in play for one round. While in the AOE, living models suffer -2 DEF and -2 to attack rolls
STRIP (★ACTION) - This model can make this special action only when B2B with an enemy warjack. The warjack suffers 1 damage point to the column of your choice.
STUMBLING DRUNK - This model cannot be knocked down. If it is hit by an enemy attack anytime except while it is advancing, after the attack is resolved this model is pushed d3" in a direction determined by the deviation template, then you can choose its facing.
SUB-CORTEX - This model has a Sub-Cortex system that controls the operation of its bombards. The S boxes of this warjack’s damage grid represent its Sub-Cortex system. The Sub-Cortex can be allocated up to 3 focus points in addition to normal focus allocations to this model. Focus points allocated to the Sub-Cortex can be used only to boost ranged attack and ranged damage rolls. Focus points allocated to this model’s primary Cortex cannot be used to boost ranged attack or ranged damage rolls. If the Sub-Cortex is crippled, this model cannot make ranged attacks. Cortex damage effects do not affect the Sub-Cortex. 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.
SUBHARMONIC TUNING - While this model is not in melle,, is within 6" of a friendly Faction warjack, and is in a friendly Faction warcaster's control area, the warcaster can channel spells through this model.
SUCKER! - 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.
SUFFERING’S PRAYER - This model begins the game with 1 focus point. During your Control Phase during the focus allocation step, it receives 1 focus point if it does not have any. This model cannot have more than 1 focus point at a time. While this model has a focus point, ranged attacks targeting it automatically miss. During a friendly Faction warcaster’s activation, it can remove 1 focus point from this model in its control area and add that focus point to its own total. Each warcaster can do this only once per turn. When a focus point is removed from this model, roll a d6. On a 1, 2, or 3, this model explodes with the same effect as Death Blast and is removed from play.
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.
SUPERCHARGE - During your Control Phase, this model can allocate up to 5 focus points to one warjack in its battle group that is in its control area.
SUPERCONDUCTOR [Model Type/ALL] - When a friendly model makes attacks with a ranged weappon with Damage Type Electricity, it gains +2 to attack rolls atainst enemy models withing 5" of this model.
SUPPORT WEAPON - When attacking with this weapon, this model cannot participate in a combined ranged attack.
SUPPRESSING FIRE (ORDER) - This order can be issued only if two or more models with ranged weapons in this unit in formation are able to forfeit their actions. Each model in this unit in formation must forfeit its action. Other than the Standard Bearer, those models that do are participants. Place an AOE completely within
SURGE (★ACTION) - Choose a friendly [Model Type]. If when this model makes this special action the chosen model is within 20" of it, this model can target up to two models whose bases are intersected by any line drawn between its base and that of the chosen [Model Type]. This model makes a skill check for each model targeted. If it passes, that model suffers a POW 10 electrical damage roll. Models can be targeted only once per Surge special action. If the chosen model is not within 20" of this model when it makes this special action, nothing happens
SURGERY (★ACTION) - Choose a friendly Faction warrior model B2B with this model. That model heals d6 damage points
SUSTAINED ATTACK - 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
SWASHBUCKLER - When this model makes a melee attack during its activation, its front arc extends to 360°, and it can make one melee attack against each model in its LOS that is in its melee range
SWIFT FOOT - Affected models gain +2" movement this activation
SWIFT HUNTER - When this model destroys an enemy model with a normal ranged attack, immediately after the attack is resolved it can advance up to 2"
SYMPATHETIC LINK - When this model would suffer damage, you must assign that damage to one or more [members] instead, divided as you choose. A [member] cannot be assigned more damage than he/she has unmarked damage boxes. This model does not suffer the damage assigned to a [member].
TACTICIAN [UNIT TYPE] - While in this model's command range, friendly [UNIT TYPE] models can ignore other friendly [UNIT TYPE] models when detrermining LOS. Friendly [UNIT TYPE] models can advace through other friendly [UNIT TYPE] models in this model's command range without effect if they have enought movement to move completely past them.
TACTICS: ADVANCE DEPLOYMENT - Models in this unit gain Advance Deployment
TACTICS: CLEAR! - Models in this unit gain Clear! (Ranged attacks against friendly models made by a model with Clear! Automatically miss.)
TACTICS: COMBINED MELEE ATTACK - Models in this unit gain Combined Melee Attack
TACTICS: DUELIST - Models in this unit gain +2 DEF against melee attack rolls.
TACTICS: HUNTER - Models in this unit gain Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
TACTICS: MENOTH’S HOWL - Models in this unit gain Terror and their melee weapons gain the Fire continuous effect
TACTICS: OVERTAKE - Models in this unit gain Overtake. (When a model with Overtake 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".)
TACTICS: PATHFINDER - Models in this unit gain Pathfinder
TACTICS: PHANTOM SEEKER - Models in this unit gain Phantom Seeker. (A model with Phantom Seeker ignores LOS when making ranged attacks. That model ignores concealment and cover when resolving ranged attacks.)
TACTICS: PRECISION STRIKE - Models in this unit gain Precision Strike. (When a model with Precision Strike damages a warjack or warbeast with a melee attack, choose which column or branch suffers the damage.)
TACTICS: QUICK WORK - Models in this unit gain Quick Work. (When a model with Quick Work destroys one or more enemy models with a melee attack during its combat action, immediately after that attack is resolved it can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon’s ROF.)
TACTICS: RANKED ATTACKS - Models in this unit gain Ranked Attacks. (Friendly Faction models can ignore models with Ranked Attacks when determining LOS.)
TACTICS: RELENTLESS CHARGE - Models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
TACTICS: TRUE SIGHT - Models in this unit gain True Sight. (A model with True Sight ignores concealment, Camouflage, and Stealth.)
TAG ALONG - This model does not gain the abilities of the unit to which it is attached except Advance Deployment
TAKE DOWN - 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.
TAKE UP - 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 table instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.
TALE OF MIST - Affected models gain concealment and Feign Death. (A model with Feign Death cannot be targeted by ranged or melee attacks while knocked down).
TALION - Once per turn when this model suffers damage from an enemy attack, it can spend 1 fury point to transfer half the damage to an enemy warbeast in its control area but must suffer the rest of the damage itself.
TALISMAN OF SUBDUAL - This model cannot be charged or slammed by a warbeast that began the charge or slam in this model’s front arc. If a warbeast frenzies and would normally charge or slam Ironhide, it makes a full advance toward him instead.
TEAM EFFORT - Once per game while in formation, this model can use this ability during its unit’s activation. This activation, models in this unit gain +2 to attack and damage rolls when making a melee attack targeting an enemy model in melee range of another model in this unit.
TECHNOLOGICAL INTERFERENCE - While within 5" of this model, non-myrmidon warjacks cannot channel spells or be allocated focus.
TECHNOLOGICAL INTOLERANCE - When this model ends its normal movement within 5" of a friendly non-myrmidon warjack, its activation ends immediately
TECTONIC SHIFT (★ACTION) - Choose a table edge. Enemy models currently within 3" of this model are pushed 3" directly toward the chosen edge in the order you choose
TELEPORTATION - If all three [This unit model] models in this unit are in formation, place one friendly Faction model whise base is withing the triangrular area between them anywherre within 8" of its current location. The placed model must forfeit its movement after being placed this turn.
TELEMETRY - Other friendly Faction models gain +2 to magic attack rolls against an enemy within 5" of this model.
TEMPER FLESH (★ACTION) - RNG 3. Targer friendly minion warrior model/unit. Id the model/unit is in range, it gains Fearless and Tough for one round.
TERRITORIAL - This model can charge enemy warjacks or warbeasts without spending focus or being forced
TETHER [model] - If this model ends its activation outside [model]'s command range, it is destroyed
THE DEVOURING (★ACTION) - 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
THEME SONGS - Models in this unit care never affected by fell calls made by other friendly models.
THRALL BOMB - 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.
THRESHER (★ATTACK) - This model makes one melee attack with this weapon against each model in its LOS and this weapon’s melee range.
THRESING BLADES - This model can add this weapon's POW to its trample power attack damage rolls.
THROWN - Add this model’s STR to the POW of this ranged attack.
THUNDERBOLT - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model is knocked down after being pushed
THUNDER CLAP - Center a 4" AOE on the model directly hit. Models in the AOE without Immunity: Electricity become Stationary for one round.
THUNDEROUS IMPACT - After resolving this mode's impact attacks, if one or more impact attack rolls hit an enemy model, lightning arcs from this model to d3 consecutive models. The lightning arcs to the nearest model it has not already arced to within 4" of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll.
TORPID - If this model destroys a living enemy model with a normal melee attack, this model's activation ends immediately after the attack is resolved and you can remove 1 fury from this model.
TOTAL OBEDIENCE - While in this model’s command range, friendly living non-warcaster Faction warrior models gain Tough
TRACTOR FIELD - When a warjack is hit by this attack it cannot advance and suffers -4 DEF. Warjacks beginning an advance within 3" of a warjack hit cannot run or charge and can advance only directly toward it. Tractor Field lasts for one round
TRAMPLING HOOVES - This model can charge and make charge attacks with this weapon. During a combat action it did not make a charge attack, this model can make one melee attack with this weapon
TRAPPER (★ATTACK) - Place a 5" AOE in base contact with this model. The AOE remoains in place for one round Living and Undead models entering or ending their activations in the AOE suffer a POW 10 damage roll. Models that are damaged by Trapper are knocked down. Incorporeal models and models with Flight do not suffer the effects of Trapper.
TRASH - Gain an additional damage die against knocked down targets
TREEWALKER - 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 other models if it has enough movement to move completely past them
TREMOR (★ATTACK) - Tremor affects every model within 2" of this model and does not require a target. Make one melee attack roll. If the roll equals or exceeds the DEF of an affected model, it is knocked down. This attack roll cannot be rerolled. This model can make a Tremor special attack if it charges
TRIANGULATION (★ACTION) - Choose two other friendly [Model Type]. If when this model makes this special action it and that are all within 20" of each other, this mdeol can target up to three models whos bases are within the triangular are between all three [Model Type]. This models maks as skill check for each model targeted. If it passes, that models suffers a POW 10 electrical damage roll. Models can be targeted only once per Triangulation special action. If this models and the chosen models are not all within 20" of each other when this model makes this special atcion, nothing happens.
TRUE SIGHT - This model ignores concealment, Camouflage, and Stealth
TUNE UP [RHULIC] (★ACTION) - RNG 5. Target friendly Mercenary Rhulic Warjack. If the warjack is in range, its attack or damage rolls are boosted this turn.
TUNNELING (ORDER) - Before this unit’s normal movement, replace the unit commander with the tunneling marker, then remove the remaining models in this unit from the table. Remove those that were not in formation from play. Effects on models in this unit expire. Then move the tunneling marker up to 5". During your next Maintenance Phase, place models in this unit within 5" of the tunneling marker and remove it from the table. Models that cannot be placed are removed from play. This unit cannot receive the tunneling order if it received it during its last activation.
UNBINDING (★ACTION) - Enemy upkeep spells on models/units within 5" of this model expire. Models suffer d3 damage points for each of those spells they controlled.
UNCONQUERABLE - While in thie model's command range, friendly Faction warrior models gain Unyielding (While engaging an enemy mode, a models with Unyielding gains +2 ARM).
UNSTABLE - At the end of any activation in which this model spent 1 or more focus points, roll a d6. If the roll is equal to or less than the number of focus points spent, this model explodes and models within 3" of it suffer an unboostable POW 14 blast damage roll. Remove this model from play.
UNYIELDING - While engaging an enemy model, this model gains +2 ARM.
VAMPIRIC HARVEST - When a living enemy model is destroyed in this model's control area, a model in thismodel's battle group in its control area can heal 1 damage point.
VAMPIRIC REAVING - This model can reave fury points from enemy warbeasts destroyed in its control area if it is closer to the warbeast when it is destroyed than all other warlocks that could reave its fury.
VARIABLE [Melee or Ranged] - At the start of this model/units activation, choose one of the following modes for the model/units weapons. Each models [Melee or Ranged] weapons gains the ability listed for one round.
VENGEANCE - 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.
VENOM (★ATTACK) - Venom is a RNG SP 8 magic attack. Models hit suffer a POW 10 corrosion damage roll and the Corrosion continuous effect.
VENT STEAM (★ATTACK) - Center a 3" AOE cloud effect on this model. Living models currently in the AOE are hit and suffer a POW 12 damage roll. The AOE remains in play for one round. A Vent Steam attack does not need a target. After a Vent Steam attack, this model can make additional melee attacks.
VETERAN LEADER - Friendly [Trooper] models gain +2 to attack rolls while this model is in their LOS.
VICE LOCK (★ATTACK) - This attack causes no damage. The model hit suffers -2 DEF and for one round cannot advance while within this model’s melee range
VIRTUOSO - This model can make melee and ranged attacks during the same activation. When this model makes its initial attacks, it can make both its initial ranged and melee attacks.
VITRIOL - If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Corrosion continuous effect unless this model was destroyed or removed from play by the attack.
VOID LORD - While in this model’s control area, friendly undead Faction models gain boosted melee attack rolls.
WAILING - While withing 5" of this model, enemy models cannot give or receive orders and cannot cast spells.
WALK IT OFF - Affected models gain Tough for one round.
WALL OF STONE (★ACTION) - Place a wall template anywhere completely within 5" of this model where it does not touch a model’s base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover. Wall of Stone lasts for one round.
WAR CRY - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains +2 to melee attack rolls this turn.
WARBEAST BOND - Rules and abilities are too varied. Only mentioned here for statistical purposes.
WARCASTER BENEFITS - While this model is B2B with a friendly warcaster, this model can use one of the following special abilities:
WARCASTER UNIT - This unit is made up of [Warcaster] and [X companion models].
WARDING - Affected models cannot be targeted by enemy spells for one round.
WARHEAD - Center a 4" AOE on a model directly hit by this attack. Models in the AOE are hit and suffer a POW 10 blast damage roll. This damage is not considered to have been caused by a melee attack. On a critical hit, models in the AOE are knocked down. This model is not affected by Warhead.
WARJACK BOND - Rules and abilities are too varied. Only mentioned here for statistical purposes.
WARP SPEED - This model gains +2 SPD.
WARP STRENGTH - This model gains +2 STR.
WEAPON PLATFORM - 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.
WEAPONS MODULATION (★ACTION) [TYPE] - This model can make this special action only when B2B with a friendly Faction [TYPE]. The [TYPE]'s weapons gains Magical Weapon for one turn.
WEIGHT OF STONE - When a model is damaged by this weapon it suffers -3 SPD and DEF for one round.
WELL OF SOULS - This model begins the game with one soul token
WELLSPRING - If there are fewer than 3 fury points on the [this model] at the start of its activation, place 1 fury point on it. If there are fewer than three [spawing model type] Grunts in this unit in play at any time during its units's activation, this model can spend a fury point to put a [spawned model type] into play. Place the [spawned model type] Grunt in formation. [Spawned model type] Grunts cannot activate the activation they are put into play. If this model is destroyed or removed from play, the [Spawned model type] Grunts in this unit are removed from play.
WHELP [MODEL TYPE] SHEDDING - When this model suffers damage from an enemy attack anytime except during its activation, immediately after the attack has been resolved you can place a [MODEL TYPE] model into play B2B with this model. Do not put a [MODEL TYPE] in play if there is not room for its base.
WHIP SNAP (★ATTACK) - Whip Snap is a RNG 6, POW 12 magic attack. If this attack hits an enemy model, immediately after the attack is resolved this model or a friendly model within 3" of it can advance up to 3". A friendly model can always advance as a result of this spell only once per turn
WHIPLASH - When an enemy model misses this model with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks
WHITES OF THEIR EYES - Once per game while in formation, this model can use this ability during its unit’s activation. This activation, models in this unit gain an additional die on ranged attack rolls against models within 8" of it
WIND RAVAGER (★ACTION) - While in this model’s command range, enemy models cannot make ranged attacks for one round
WINTER STORM (★ACTION) - Enemy models that begin their activation in this model's command range lose Eyeless Sight, Flight, and Pathfinder during their activations. Winter Storm lasts for one round.
WITCH HOUND - If a model in this model’s battle group in its control area is hit by an enemy magic attack, immediately after the attack is resolved one model in this model’s battle group in its control area can make a full advance and make one normal attack.
WITCH HUNTER - After an enemy model casts a spell within 10" of this model, this model can immediately make a normal ranged attack targeting that model.
WITCH MARK - If this attack hits an enemy model during this model’s activation, this model can target and automatically hit that model with spells, ignoring RNG and LOS, until the end of this model’s activation.
WRAITH WALKER - At the end of you Control Phase, this model can gain Incorporeal for one round unless it gained incorporeal during the last round.
WRASTLER - While knocked down, this model can make melee attacks, has a melee range, can engage other models and can be engaged, and can use it's animus.
ZEPHYR (★ACTION) - Models in this unit that are in formation can immediately advance up to 3". Models cannot be targeted by free strikes during this movement.
[Model Type] - This model is a [model type].


Ancient Blood Angels
40IK - PP Conversion Project Files
Warmachine/Hordes 2008 Australian National Champion
Arcanacon Steamroller and Hardcore Champion 2009
Gencon Nationals 2nd Place and Hardcore Champion 2009 
   
Made in us
[DCM]
GW Public Relations Manager (Privateer Press Mole)







Please stay on topic and quit sniping at other users.

Ryan

Adepticon TT 2009---Best Heretical Force
Adepticon 2010---Best Appearance Warhammer Fantasy Warbands
Adepticon 2011---Best Team Display
 
   
Made in pl
Longtime Dakkanaut




 Las wrote:
Oh, you poor oppressed individual. Gimme a break.


Well that makes two of us with you surrounded by bloodthirsty undercover female misogynist anti gay agents hiding behind the innocence of tabletop wargaming rulebooks. From one freedom fighter to another, dont give up man, dont stop until EVERYTHING is correct.

Btw I fuly expect your boycott of the moderator above for his straight offensive avatar where Jesus Christ is presented as a lizard. With your sensibility and empathy I believe its either he bans himself or you will never post on this forum again, unless ofc youre just one of those typical leftist pretending to care for others hypocrites.

Sorry mod my last post like that.

From the initial Age of Sigmar news thread, when its "feature" list was first confirmed:
Kid_Kyoto wrote:
It's like a train wreck. But one made from two circus trains colliding.

A collosal, terrible, flaming, hysterical train wreck with burning clowns running around spraying it with seltzer bottles while ring masters cry out how everything is fine and we should all come in while the dancing elephants lurch around leaving trails of blood behind them.

How could I look away?

 
   
Made in us
Cosmic Joe





 Kojiro wrote:
 Las wrote:
Oh, you poor oppressed individual. Gimme a break.

I an actually wholly understand the concept behind his thinking. Sort of a version of the enemy of my enemy type thing.

That said, civil discussion is good. Just a point of interest and for the edification of those here, I present to you this list. It is a list of all the different unit abilities currently in the game (not including some of the very newest stuff). It does not include the USRs like Pathfinder, Weaponmaster, Tough etc (all the stuff that appears as icons on the cards) nor does it include the 200+ feats or any spells. Just abilities you can find on models.

So far the list sits at eight hundred and fifty nine. And the game is very well balanced. I invite people to think about that the next time someone says 40k is too complex to properly balance.

Warning: lots of text.
Spoiler:

ACCURACY - This weapon gains +2 on attack rolls.
ACID BATH - If this attack directly hits a target, centre a 3" AOE on the target.Models in the AOE suffer Continuous Effect: Corrosion.
ACID BOMB - Models in the AOE are hit and suffer a POW 12 corrosion damage roll and the Corrosion continuous effect.
ACROBATICS - This model can advance through other models 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 target.
ACTIVATE [COMPANION] - At the end of your Control Phase you can put one [Companion] into play withing 1" of this model if there are fewer than three [Companion]'s in play in [this model]'s battlegroup.
ADAPTATION - When this model hits with a normal melee attack with this weapon, it can replace the base POW of this weapon with the base POW of a melee weapon on a model in its melee range. Adaption expires after the attack is resolved.
ADJUNCT [model/unit type] - Before the start of the game, choose one friendly [model/unit type] tp be this models's client/ This model cannot have the same client as another Adjunct. If this model's client unit has Advanced Deployment, this model gains Advanced Deployment.
ADMONISHER - When this model directly hits an enemy model with a melee or ranged attack, the d3 nearest enemy models within 5" of the model hit suffer a POW 10 magical damage roll.
ADVISOR - While in B2B with this model, friendly warcasters and solos gain +1CMD.
AEGIS - This model is immune to continuous effects.
AERIAL COORDINATION - Friendly Faction WarBeasts with Flight beginning their activations in this model’s command range can charge without being forced.
AGGRESSIVE - This model can run or charge without spending focus or being forced.
AGONIES - Once during its activation, this model can spend 1 fury point to use one of the following effects. Enemy models suffer these effects while within 4" of this model +1" per fury point on it. These effects last for one round.
ALCHEMICAL MASK - This model ignores gas effects. When determining LOS or resolving attacks, this model ignores cloud effects.
ALL-TERRAIN [TYPE] (★ACTION) - This model can make this special action only when B2B with a friendly Faction [TYPE]. The [TYPE] gains Pathfinder for one turn.
ALPHA - During a turn this model ran warbeasts in its battle group beginning their activation in its control area can run without being forced. During a turn this model charges, warbeasts in its battle group beginning their activations in its control area can charge or make a slam or trample power attack without being forced.
ALTERED STATES - At the start of your Maintenance 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 which form this model starts the game in
ALTERNATE FOOD SOURCE - If this model is within 1" of a friendly Faction warbeast during the warbeast’s activation, the warbeast can remove this model from play to heal d3 damage points
AMBUSH - You can choose not to deploy this unit 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 all models in this unit in formation within 3" of the chosen table edge
AMMO FEEDER - If B2B with the Leader, the Grunt can forfeit its action to use Ammo Feeder. This activation, if the Leader makes a Strafe special attack, it makes +3 attacks.
AMMO TYPE - Each time this weapon is used to make an attack, choose one of the following abilities:
AMPHIBIOUS - This model ignores the effects of deep and shallow water and can move through them without penalty. While completely within 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.
ANATOMICAL PRECISION - When this model’s melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point
ANCIENT SHROUD - When a damage roll against this model exceeds its ARM, it suffers 1 damage point instead.
ANCILLARY ATTACK (★ATTACK) - 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.
ANIMOSITY [Model Type] - This model cannot be included in an army that includes one or more models of the listed type.
ANNIHILATING GAZE - When a living model is hit by this attack, add its current STR to the damage roll
ANNIHILATOR - This model gains an additional die on melee damage rolls against living models. When a living model is destroyed withing 3" of this model, it never generates a soul token.
ANNOYANCE - Living enemy models within 1" of this model suffer -1 to attack rolls
APPARITION - During your Control Phase, place this model anywhere within 2" of its current location
ARC LIGHTNING (★ATTACK) - Arc Lighting is a RNG 10 magic attack. A model hit by this spell suffers a POW 10 electrical damage roll, and lighting arcs from it to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 4" of the last model it arced to, ignoring this model. Each model the lighting arcs to suffers a POW 10 electrical damage roll.
ARCANCE EXTENSION [Model] - During your Control Phase, while this model is in [Model]'s control area, [Model] can allocate focus to warjacks in his/her battlegroup that are in this model's command range.
ARCANE ACCUMULATOR - When another model casts a spell in this model’s control area, this model gains one power token, up to a maximum of three. During your Control Phase, after this model replenishes its focus but before it allocates focus, replace each power token with 1 focus point.
ARCANE ANNIHILATION - When this model is destroyed by an enemy attack, models within 8" of it lose their focus and fury points and cannot cast spells, channel, or use their animi for one round.
ARCANE ANTIDOTE (★ACTION) - RNG 5. Target this model of this model's client model/unit. If the target is in range, enemy upkeep spells on the target immediately expire.
ARCANE ARTIFACTS - When this model casts a spell, you can choose one of the following abilities. Each ability can be used once per activation and expires after the spell is cast.
ARCANE ASSASSIN - When making attacks, ignore focus points over boosting the target’s Power Field and spell effects adding to its ARM or DEF.
ARCANE BOLT (★ATTACK) - Arcane Bolt is a RNG 12, POW 11 magic attack.
ARCANE CONSUMPTION - When an enemy model casts a spell or uses an animus while in this model’s control area, after the spell is cast or animus is used the enemy model suffers 1 damage point and this model heals 1 damage point.
ARCANE DISJUNCTION - While in this model’s command range, enemy models pay double the focus or fury points cost to cast or upkeep spells.
ARCANE HUNTER - When making magic attack rolls, this model can use its RAT instead of its FURY.
ARCANE INFERNO (ORDER) - Models that received this order can participate in a combined ranged attack this activation. The unit commander must be the primary attacker. When resolving this attack, the AOE of the unit commander’s ranged weapon is 3". Do not choose an attack type for this attack. A unit can make only one Arcane Inferno attack per activation
ARCANE INTERFERENCE - When this model hits another model with an attack, upkeep spells and animi on the model hit expire and it loses the focus points on it. When this model hits a warjack with an attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
ARCANE NEXUS - When a [unit member] casts a spell, the [model A] is the spell's point of origin. The [member] must have LOS to his/her target, but the [model A] does not. All LOS modifiers are based on the LOS of the [member]. [Members] can channel spells normall. The [Unit name] can have up to one attached model; this model is attached to the [unit name], not to an individual [member]. The [unit] can have only one of each of their upkeep spells in play at a time.
ARCANE PRECISION - If this model forfeits its movement during its activation to gain the aiming bonus, it ignores Stealth that activation
ARCANE REALIGNMENT - While this model’s warcaster is within 5" of it, that warcaster can reroll one failed magic attack roll each turn
ARCANE REPEATER - While this model’s warcaster is within 5" of it, that warcaster’s control area is extended 2"
ARCANE VORTEX - This model can immediately negate any spell that targets it or a model within 3" of it by spending 1 focus point before the RNG of the spell is measured. The negated spell does not take effect, but its COST remains spent.
ARCANTRIK TURBINE - At the start of this model’s activation, it gains either +2" movement and Pathfinder for one turn or 1 focus point.
ARCING FIRE - When attacking with this weapon, this model can ignore intervening models except for those within 1" of the target.
ARMORED SHELL - While one of its arm systems is crippled, this model’s base ARM is 21; while both its arm systems are crippled, its base ARM is 17. If this model makes an attack, its base ARM is 17 until the start of its next activation. This model’s arms cannot be locked.
ARMOUR PIERCING - When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 damage rolls against models with small bases.
ARMOUR PIERCING (★ATTACK) - When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 damage rolls against models with small bases.
ARTILLERIST (★ACTION) - 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 deviation. Each roll can be rerolled only once as a result of Artillerist. Artillerist lasts for one turn.
ASHEN VEIL - This model has concealment. Living enemy models suffer -2 to attack rolls while within 2" of this model.
ASSAULT (ORDER) - 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 melee penalty. If the target is not in melee range after moving, this model can make the Assault ranged attack before its activation ends.
ASSAULT & BATTERY (ORDER) - 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.
ASSIMILATION - When this model destroys an enemy model that has Construct with this weapon, immediately after the attack is resolved, remove d3 damage points from this model.
ASSIST REPAIR (★ACTION) - This model can make this special action only when B2B with a friendly Faction warjack. When this model makes an Assist Repair special action, choose another model in this unit with the Repair ability also B2B with that warjack. The chosen model gains a cumulative +1 to its Repair skill on its next Repair skill check to repair that warjack this activation. If it passes the Repair check, remove 1 additional damage point from the warjack for each model that used Assist Repair on the chosen model
ATHANC - Immediately after leaching, this model gains 1 fury point if it had fewer fury points than its FURY
ATTACHED - Before the start of the game, attach this model to a friendly Faction warcaster/warlock for the rest of the game. Each warcaster/warlock can have only one model attached to it
ATTACHMENT [UNIT TYPE] - This attachment can be added to a [Unit Type] unit.
ATTUNED SPIRIT - Once per activation, this model can cast the animus of a
AUGURY - This model and warjacks in its battle group ignore cloud effects and forests when determining LOS
AUTO FIRE [dX]+X - Make dx+x 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
AWE - While in this model’s command range, living enemy models suffer -2 to attack rolls
BACK BLAST - When this model hits with an attack with this weapon, it can spend 1 focus point to use Back Blast. If it does, center a 3" AOE on the model hit. Models in the AOE suffer a POW 10 blast damage roll. This damage is not considered to have been caused by a melee attack
BACK PLATES - When a model hits this model with a free strike attack, immediately after the attack is resolved the attacking model suffers D6 damage points.
BACKSTAB - This model gains an additional die on its back strike damage rolls.
BACKSWING (★ATTACK) - Make two attacks with this weapon.
BACON - When this model is destroyed, each living warbeast B2B with it heals d3 damage points.
BAD JUJU - This model can use one of the following abilities during its unit’s turn.
BAIT THE LINE - Warbeasts in this model’s battle group gain +2" of movement when charging a model damaged by this weapon this turn
BALEFIRE - Gain an additional damage die on this weapon’s damage rolls against undead models.
BARBED HOOKS - This model’s melee weapons gain Reach.
BATTLE (★ACTION) - The warjack gains +2 to attack and damage rolls for one turn.
BATTLE PLAN - During this model’s activation, it can use one of the following plans. A friendly Faction model/unit can be affected by only one plan each turn
BATTLE WIZARD - 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.
BATTLE-DRIVEN - When a model in this unit is damaged by an enemy attack, after the attack is resolved models in this unit gain +2 STR and ARM and Pathfinder for one round.
BEAR’S STRENGTH - Affected models gain +3 STR for one turn.
BEAST MANIPULATION - A warbeast can be affected by only one Beast Manipulation special action per turn.
BEAST MASTER - This model can force friendly Faction warbeasts in its command range as if it were their controlling warlock.
BEAST MIND - This model does not have the Commander advantage, cannot upkeep spells, and cannot cast non-animi spells.
BEAST OUT - When this model suffers damage from an enemy attack during an opponent’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.
BEAT BACK - Immediately after a normal attack with this weapon is resolved during this model’s combat action, the enemy 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".
BELLOWS - While B2B with a Grunt in this unit, this weapon’s base stats become RNG SP 8 and POW 12.
BERSERK - 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.
BERSERK - 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.
BEYOND DEATH (★ACTION) - While in this model's command range, living enemy models suffer -2 to damage rolls. Beyond Death lasts for one round.
BIG BROTHER - While within 10" of a friendly Faction WarBeast, this model gains Fearless.
BINGE DRINKING - Once per game during its activation, this model can use Binge Drinking. This model is knocked down.
BIRD’S EYE - While in this model’s control area, models in its battle group extend their front arcs 360° and when determining LOS ignore cloud effects, forest terrain, and intervening models.
BLACK ARTS - A friendly Faction warcaster with this model in its control area can upkeep one spell without spending focus.
BLACK MANTLE - While in B2B with this mode, friendly Faction models gain Stealth.
BLACK OIL - This attack causes no damage. Instead, models in the AOE are hit and suffer Blind for one round. (A blind model cannot make ranged or magic attacks, suffers -4 MAT and DEF, cannot run or charge, and must forfeit either its movement or action during its next activation.)
BLACK PENNY - This attack ignores the firing into melee penalty.
BLADE RUSH - While making a trample power attack, this models 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.
BLADE SHIELD - This models gains +2 DEF against ranged attack rolls.
BLASTED EARTH - This activation this weapon’s base POW becomes 16 and it gains AOE 4. This weapon’s AOE is rough terrain that remains in play for one round.
BLASTER - 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.
BLESSED - When making an attack with this weapon, ignore spell effects that add to a model’s ARM or DEF
BLIGHT SHROUD (★ACTION) - Remove all fury points from this model. Enemy models within 1" of this model for each fury point removed suffer a POW 8 damage roll. Add an additional die to the damage roll for each focus or fury point on the enemy model
BLIGHT STORM (★ACTION) - Place a 5" AOE anywhere completely within this model’s command range. When an enemy model in the AOE is directly hit by an attack and the damage roll fails to exceed its ARM, it automatically suffers 1 damage point. Blight Storm lasts for one round.
BLIZZARD (★ACTION) - RNG 5. Target friendly Faction model. If the model is in range, center a 3" AOE cloud effect on it. The AOE remains centered on the model for one round. If the target model is destroyed or removed from play, remove the AOE from play.
BLOOD BOON - 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
BLOOD BURST - When this attack boxes a living enemy model, center a 5" AOE on the boxed model, then remove the model from play. Enemy models in the AOE are hit and suffer a blast damage roll with a POW equal to the boxed model’s STR.
BLOOD CREATION - This model never attacks friendly Faction warlocks and cannot choose them as its frenzy target
BLOOD DRINKER - Immediately after this model resolves a melee attack in which it destroys one or more living models, it can end its activation to heal d3 damage boxes
BLOOD LURE - Warbeasts in this model’s battle group can charge enemy models hit by this weapon this turn without being forced
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.
BLOOD QUENCHED - This models gains a cumulative +1 STR and ARM for each living enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
BLOOD REAPER - When this model makes its first melee attack during its activation, it makes one melee attack with this weapon against each model in its LOS and this weapon’s melee range
BLOOD SHADOW - 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.
BLOOD SHADOW - 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.
BLOOD SPAWN - Once per game, when this model suffers 5 or more damage points from an enemy attack that are not transferred, after the attack is resolved you can place a non-character Faction lesser warbeast in play completely within 3" of this model. The warbeast is part of this model’s battle group. The warbeast cannot activate this turn
BLOOD SPILLER - Gain an additional damage die against a living model.
BLOOD THIRST - When it charges a living model, this model gains +2" movement.
BLOOD TRADE - This model can upkeep spells by suffering 1 damage point per spell instead of spending focus.
BLOOD TRIALS - When this model suffers 1 or more damage points from an enemy attack, it gains one blood token. During your next Control Phase, after this model replenishes its focus but before it allocates focus, replace each blood token with 1 focus point
BLOODLETTING - When this model makes an attack with this weapon during its activation, choose one of the following abilities:
BLOOD-QUENCHED - This model gains a cumulative +1 STR and ARM for each living enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
BOB & WEAVE (ORDER) - Affected models make a full advance during their normal movement this activation and gain +2 DEF for one round
BODY COUNT - 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
BODY SNATCHER - This model gains one corpse token each time a [Cultist] or living model is destroyed within 5" of it or a Grunt in this unit.
BOMBARDMENT - Models hit suffer a POW 6 blast damage roll.
BOND OF BROTHERHOOD - Models in this unit gain +1 STR and ARM for each model in this unit that has been destroyed or removed from play. The bonuses for a model are lost if it returns to play
BONE MAGIC (★ACTION OR ATTACK) - This model casts the animus of one friendly destroyed warbeast as a spell without spending fury points. The animus cannot cast an animus with a RNG of SELF. This model must make a special attack to cast an offensive spell. Other spells are cast by making a special action.
BOUNDING LEAP - Once per activation, after making a full advance but before performing an action, this model can [be forced/spend 1 focus] to be placed completely within 5" of its current location. Any effects that prevent charging also prevent this model from using Bounding Leap
BOUNDING LEAP - Once per activation, after making a full advance but before performing an action, this model can be forced to be placed completely within 5" of its current location. Any effects that prevent charging also prevent this model from using Bounding Leap
BOUNTIFUL RESTORATION - 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
BRACE FOR IMPACT - When this model is slammed, reduce the slam distance rolled by 3. If the total slam distance is 0 or less, this model is not knocked down. This model is not knocked down when it suffers collateral damage
BRAIN DAMAGE - A model damaged by an attack with this weapon cannot cast spells, upkeep spells, or use an animus for one round
BREATH TAKER - Living enemy models suffer -2 STR and DEF while within 5" of this model
BROTHER’S KEEPER - While in this model’s command range, friendly [model type] models cannot be knocked down or made stationary
BRUTAL CHARGE - This model gains +2 to charge attack damage rolls with this weapon
BRUTAL DAMAGE - Gain an additional die on this weapon’s damage rolls.
BRUTAL SHOT - Gain an additional die on the damage roll against the model directly hit.
BULL RUSH - This model can make slam power attacks. A slammed model suffers a damage roll with POW equal to the current POW of this model’s Mount. The POW of collateral damage from a slam is equal to the current POW of the Mount. After resolving a slam attack, a model in this unit can make one normal melee attack
BULL RUSH (ORDER) - Affected models can make slam power attacks and must run, charge, or make a slam power attack this activation. A slammed model suffers a damage roll with POW equal to the current POW of this model’s Mount. The POW of collateral damage from a slam is equal to the current POW of the Mount. After a model in this unit resolves a slam attack, that model can make one normal melee attack
BULLDOZE - When this model advances into B2B contact with an enemy model during its activation, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per activation. Bulldoze has no effect when this model makes a trample power attack
BULLHEADED - When this model frenzies, if it would charge a model, it targets that model with a slam power attack instead. If it cannot, it frenzies normally
BURROW (★ACTION) - Place the burrow marker in base contact with this model anywhere in its front arc, and 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
BURST FIRE - Gain +1 to damage rolls with this weapon against models with medium bases and +2 damage rolls against models with large bases.
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.
BUSHWHACK - During its activation, this model can make its combat action before its normal movement. If it does, it must make a full advance as its normal movement this activation.
BUSHWHACK (ORDER) - During this unit’s activation, affected models make their combat actions before their normal movement. Affected models must make a full advance as per their normal movement this activation.
CACOPHONY - While in this model’s command range, enemy models/units cannot give or receive orders and cannot cast spells for one round.
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 fo Defiance lasts for one Round.
CALL TO ACTION - Knocked down models in this unit in formation immediately stand up.
CALL TO SACRIFICE [model type] - If this model is disabled by an enemy attack, can can choose a non-disabled trooper model of the type indicated in its command range to be destroyed. If another model is destroyed as a result of Call to Sactrifice, this model heals 1 damage point.
CAMOUFLAGE - This model gains an additional +2 DEF when benefitting from concealment or cover.
CANISTER SHOT - This weapon's base stats become RNG SP10, AOE -, and POW 20. When resolving this attack, the firing model gains +2 to attack rolls.
CANNONBALL - This weapon's base stats become RND 20, AOE -, and POW 16. Regardless of base size, a model hit is slammed d6" directly away from [firing Model]. Collateral damage from this slam is POW 16. If the model directly hit cannot be clammed, it suffers a POW 16 damage roll.
CARPET BOMB (★ATTACK) - After determining the point of impact, roll deviation for two additional 4" AOEs from that point. A model hit by one of the additional AOEs suffers a POW 7 blast damage roll
CARRIED - This model is not a warrior model. It can advance only during its unit’s normal movement. When it advances, it can move up to 1" for each Grunt in this unit within 2" of it at the beginning of this unit’s activation. This model is automatically hit by melee attacks. It cannot be knocked down or made stationary
CASE CRACKER (★ATTACK) - This weapon’s base stat becomes AOE 3 and POW 7 for this attack. When calculating damage from this attack, halve the base ARM stats of the models with medium or larger bases. For this attack, this model gains +2 to damage rolls against models with small bases
CAST IRON STOMACH - When this model destroys a construct with a melee attack, this model heals d6 damage points
CAUSTIC PRESENCE - Continuous effects that affect enemy models in this model’s control area cannot expire.
CAUTIOUS ADVANCE (ORDER) - Each model in the unit that received this order must make a full advance as its normal movement, perform the Dig In special action, and then can perform a combat action as its action
CENOTAPH - This model gails one soul token for each friendly living Faction warrion model destoyed within 5" by a continuous effect, an enemy attack or callateral damage of an enemy attack. This model can have up to three soul tokens at a time. During your Control Phase you can remove all soul tokens from tehi model to allocate it focus points, 1 for each token removed.
CHAIN ATTACK: BLOODBATH - If this model hits the same target with both its initial attacks with this weapon, after resolving the attacks it can immediately make one melee attack with this weapon against each model in its LOS that is in this weapon’s melee range.
CHAIN ATTACK: BRUTALITY - If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one head-butt power attack against that model.
CHAIN ATTACK: DEATH CHILL - 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.
CHAIN ATTACK: GRAB & SMASH - 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.
CHAIN ATTACK: SMITE - 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 this 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.
CHAIN STRIKE - This weapon has a 4" melee range during this model’s activation.
CHAIN WEAPON - This weapon ignores the Buckler and Shield advantages and Shield Wall.
CHANNELLER [Model Type] - While this model is not engaged and in in a friendly [Model Type]'s control area, the [model] can channel spells through it.
CHANNELLER [Model Type] - While this model is not engaged and in in a friend [Model Type]'s control area, the [model] can channel spells through it.
CHARGE OF THE TROLLS - An affected model gains +2 to melee attack and melee damage rolls against enemy models in the melee range of a friendly Faction warbeast.
CHARMER - When a friendly warbeast frenzies in this model’s control area, the warbeast can forfeit its activation
CHIEFTAIN [Model Type] - While in this model's commad range, friendly [Model Type] models can use its current CMD and THR in place of their own current values.
CIRCULAR VISION - This model’s front arc extends to 360°
CLEANSE (★ACTION) - Animi and continuous effects on models/units in this model’s command range immediately expire
CLEANSING AURA - This model can activate this miracle once per turn at any time during its activation. When this miracle is activated, animi and continuous effects on models/units in this models' command range immediately expire.
CLEAR! - Ranged attacks against friendly models made by a model with Clear! automatically miss.
CLEAVE - When this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved the model can make one additional melee attack. This model can gain only one additional attack from Cleave each activation.
CLOAK OF MIST (★ACTION) - While in formation models in this unit gain Stealth. Cloak of Mist lasts for one round.
CLOCKWORK VESSEL - This model counts as a living model for the purposes of generating soul tokens.
CLOSE COMBAT - This model cannot make an initial attack with this weapon during an activation it charged at least 3".
CLOSE FIRE (★ACTION) - RNG CMD. Target friendly Faction model. If the model is in range, friendly models do not suffer ranged blast damage from its attacks this turn.
CLOUD COVER (ORDER) - Models who received this order must forfeit their actions. After this unit’s normal movement, place a 3" AOE cloud effect in play. Its center point must be within 1" of the Leader. If the Grunt is B2B with the Leader, place a 5" AOE instead. This AOE remains in play for one round.
COIN - This model gains +1 CMD for each of its unmarked coin boxes
COLLECTOR - If this model has fewer than 3 corspe tokens when it boxes a living enemy model as a 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 the model 1 focus point for each corpse token spent.
COMBAT RIDER - During a combat action it did not make a charge attack, this model can make on melee attack with its Mount
COMBAT WARDING - Continuous effects on friendly Faction models affected by this unit’s Protective Aura expire. While affected by this unit’s Protective Aura, a model is immune to continuous effects. Combat Warding lasts for one round.
COMBINED ARMS - When this model misses an 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
COMBO SMITE (★ATTACK) - 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
COMBO STRIKE (★ATTACK) - 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
COMBUSTION (★ATTACK) - Models within 2" of this model suffer a POW 12 fire damage roll and the Fire continuous effect. This model can make additional melee attacks after making this special attack
COMFORT FOOD - If this model is within 1" of a friendly Faction warbeast at the beginning of your control phase, before leaching you can remove this model from play to remove any number of fury points from the warbeast
COMMUNION (★ACTION) - RNG 5. Target friendly Faction warjack. If the warjack is in range, spend up to three soul tokens to allocate 1 focus point for each soul token spent
COMPANION [MODEL] - This model is included in any army that includes [Model] and is part of [Model's] battlegroup. If [Model] is destroyed or removed from play, remove thie model from play. Place [this model] in play at the start of the game.
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.
CONCENTRATED POWER (★ACTION) - RNG 5. Target friendly Faction warjack. If the warjack is in range, it gains +2 on melee damage rolls this turn
CONDITION (★ACTION) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, place any number of fury points on or remove any number of fury points from it.
CONDUCTOR - When a friendly [Model Type] makes a Surge or Triangulation Storm call, this model is considered to be another friendly [Model Type]
CONFERRED RAGE - Warjacks in this model’s battle group beginning their activations in its control area can charge or make power attacks without spending focus. When this model destroys one or more enemy models during its activation, warjacks in its battle group beginning their activations in its control area gain +2 SPD and MAT for one turn.
CONSUME FURY (★ACTION) - RNG CMD. Target friendly Faction warbeast. If the warbeast is in range, remove up to 5 fury points from it and put them on this model. This model can have up to 5 fury points at any time.
CONTROLLED WARPING - 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.
CONVERT (★ACTION) - RNG CMD. Target living enemy non-character trooper model. If the model is in range, it must pass a command check or it becomes a friendly Faction solo under your control for the rest of the game. The converted model cannot activate this turn
CONVOCATION - This model gains one soul token for each friendly living Faction warrior model destroyed bin its command range by a continuous effect, an enemy attack, or collateral damage of an enemy attack. This model can have up to three soul tokens at a time.
COORDINATED STRIKE - This model and [model type] it controls can ignore friendly [unit type] models when drawing LOS and can advance through friendly [unit type] models if they have enough movement to move completely past the [unit type] model’s bases
CORTEX DAMAGE - When a warjack is hit by this weapon, it suffers 1 damage point to its first available Cortex system box
COUNTER CHARGE - 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
COUNTER MAGIC (★ACTION) - While within 3" of this model, +1" for each other model in this unit that is in formation, enemy models cannot cast spells and friendly models cannot be targeted by enemy spells. Counter Magic lasts for one round.
COUNTER SLAM - 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 against 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.
COURAGE OF THE FOREFATHERS - Affected models gain Fearless and Tough for one round.
COVEN - The [Unit] shares a single focus pool, and [Members] do not receive focus individually. The [Unit]'s base FOCUS is three times the number of [Members] in play. When the [Unit] replenishes its forcu, the [model A] recieves those focus points. The [Unit]'s control area is measured from the [model A]. Any [Member] in the [Unit]'s control area can spend focus points on the [model A]. The [model A] cannot be affected by focus-reducing or forcus removing effects. Each focus point on the [model A] gives each [Member] in the [Unit]'s control are +1 ARM. Effeects that ignore focus point overboosting the target's power field also ignore this bonus. The [Unit] can use their feat only once.
COVERING FIRE - Instead of making attacks with this weapon during this model's activation, place a 3" AOE anywhere completely withing this weapons's RNG. The center point of the AOE mist be in this model's LOS, ignoring intervening models. This model cannot place an AOE for this weapon while it is crippled. A model entering or ending its activation in the AOE suffers a damage roll with a POW equal to the POW of this weapon. The AOE remains in play for one round. It this model is destroyed or removed from play, immediately remove the AOE from play.
COVERING FIRE (*ACTION) - Place a 3" AOE anywhere completely within this weapon’s RNG. The center 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 a 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
CRAFT TALISMAN (*ACTION) - Target a friendly warlock within 3" of a model in this unit that is in formation. If the warlock is in range, when he casts a spell and is its point of origin, the spell gains +2 RNG. Spells with RNG SELF, SP, or CTRL are not affected. Craft Talisman lasts for one turn
CRANE (*ACTION) - Knocked down friendly models within 2" of this model immediately stand up and can activate normally this turn. Additionally, you can choose one friendly model within 2" of this model and place that model anywhere within 1" of its current location
CRATER - The AOE is rough terrain and remains in play for one round
CREATED - This model does not begin the game in play
CRESENDO - This weapon's base sats become AOE 4 and POW 12 for this attack. This attack's AOE remians in play for one round. Enemy models and non Faction friendly models entering or ending their activations in the AOF suffer a POW 12 damage roll.
CRITICAL AMPUTATION - On a critical hit, warjack arms and weapon systems that suffer damage from this attack are crippled
CRITICAL BRUTAL DAMAGE - On a critical hit, gain an additional die on this weapon’s damage roll against the model directly hit
CRITICAL CATASTROPHIC DAMAGE - On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged
CRITICAL CONSUME - On a critical hit, if the attack hit a small based non-warlock/warcaster model the model hit is removed from play.
CRITICAL DECAPITATION - 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
CRITICAL DEVASTATION - On a critical hit, instead of suffering a normal damage roll, each model in the AOE is thrown d6" directly away from the attacker regardless of its base size. Move models farthest from the attacker first. The model directly hit by the attack suffers a POW 15 damage roll. Other models hit 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
CRITICAL DISRUPTION - On a critical hit on a warjack, it suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
CRITICAL FREEZE - On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold
CRITICAL GRIEVOUS WOUNDS - On a critical hit, the model hit by this weapon loses Tough, cannot heal or be healed, and cannot transfer damage for one round
CRITICAL KNOCKDOWN - On a critical hit, the model hit is knocked down
CRITICAL PITCH - 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 equal to this model’s STR
CRITICAL POISON - On a critical hit, gain an additional die on this weapon’s damage rolls against living models
CRITICAL SHRED - On a critical hit, after the attack is resolved this model can make one additional attack against the model hit
CRITICAL SMITE - 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
CRITICAL STAGGER - On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round
CRITICAL SUSTAINED ATTACK - Critical Sustained Attack
CROSS-TRAINED - A Sea Dog Crew Grunt ending its normal movement within 3" of the Commodore can join this unit if it has fewer than three Crewmen. Replace the Grunt with the Crewman model. The Crewman has effects that were on the replaced Grunt, except for upkeep spells on the Grunt’s unit. Sea Dog Crew Grunts replaced this way do not count toward Massive Casualties in their original unit.
CULL SOUL - 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 [RESOURCE] point.
CULL SOUL - 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 force point.
CUMBERSOME - If this model attacks 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.
CURSE [Model Type] - RNG CMD. Target enemy model/unit. If the mode/unit is in range, it is cursed. A friendly [Model Type] charging a cursed model gainst +2" movement. Friendly [Model Type] models gain +2 to attack rolls against cursed models. Curse can be used once per activation and lasts for one turn.
DAMNATION - 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 at the beginning of the game.
DARK BANISHMENT - 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 withing d6" of its current location, plust 1" for each focus point on this model.
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
DARK RESTORATION [model] - If [model] is disabled while within 3" of this model, this model is destroyed and [model] heals 1 damage point.
DARK SENTINEL - Once per turn, when an enemy model ends its normal movement within 5" of this model, a friendly Faction warbeast within 5" of this model can immediately make a full advance followed by a normal melee or ranged attack targeting the enemy model. The warbeast gains boosted attack and damage rolls against the enemy model
DARK SHROUD - While in this model’s melee range, enemy models suffer -2 ARM
DEADLY SHOT (★ATTACK) - Instead of rolling damage, a model hit suffers 3 damage. When damaging a warjack or warbeast, choose which column or branch suffers the damage
DEATH BLAST - 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
DEATH BOLT - Instead of rolling damage, a model hit suffers 3 damage points. When damaging a warjack or warbeast, choose which column or branch suffers the damage
DEATH BOUND - Grunts in this unit that are destroyed while in formation return to play at the beginning of your next Maintenance 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
DEATH BURST (★ATTACK) - 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. Damage from Death Burst is unboostable
DEATH GATE [solo model type] - Once per round, when a living enemy warrion model is boxed while within 2" of this model, remove the boxed model from play and replace it with a [solo model type] model.
DEATH HARVEST - If this model is in its warcaster's control range during your Maintenance Phase, you can take any number of soul tokens from thie model and place them on the warcaster.
DEATH MAGIC - This model can remove friendly [Model Type]in its command range from play to make an additional attack or to boost an attack or damage roll for each [Model Type] model removed. When this model suffers damage, you can choose one or more models in this unit to suffer any number of those damage points instead, divided as you choose. If you do, this model does not suffer that damage. A model cannot suffer more damage as a result of Death Magic than it has unmarked damage boxes.
DEATH RIDE (★ACTION) - Friendly Undead Faction models currently in thie model's command range can immediately advance up to 1"
DEATH SHROUD - While within this model’s command range, enemy models suffer -2 STR
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 equal to the STR of the model destroyed by the attack
DEATH TIES - 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
DEATH TOLL - When this model destroys a living enemy model with a melee attack, after the attack is resolved you can add one Grunt to a 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.
DEATHWALK - When this model boxes a living enemy warrioer model with an attack with this weapon and the [companion model] is not in play, remove the boxed model from play and replace it with [companion model]
DECAPITATION - Damage exceeding the ARM of the model hit is doubled. A model disabled by this attack cannot make a Tough roll
DEFENSIVE FORMATION - Once per game during its unit’s activation, this model can use Defensive Formation. Immediately after models in this unit complete their activations this turn, models in this unit other than this one can make a full advance, any previous orders this unit was issued expire, and this unit is affected by the Shield Wall order
DEFENSIVE LINE - While this model is B2B with one or more models in its unit, it gains +2 ARM
DEFENSIVE STANCE - While B2B with one or more friendly warrior models, this model gains +2 ARM
DEFENSIVE STRIKE - 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
DESICCATOR (★ACTION) - Center a 4" AOE cloud effect on this model. Living models entering or ending their activation in the AOE suffer 1 point of corrosion damage. The AOE remains in play for one round.
DESPERATE PACE - If the target unit is in range, it gains +2" movement during its activation this turn.
DESTRUCTIVE POWER - During its activation, this model can suffer 1 damage point to boost an attack or damage roll. This damage is suffered before the roll is made.
DETONATE - After resolving continuous effects during your Maintenance Phase, you can detonate any number of friendly mine markers anywhere on the table. Center a 4" AOE template on each detonated mine and remove the mine marker from the table. Models in the AOE are hit and suffer an unboostable POW 14 blast damage roll
DEVOUR MAGIC - 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, place 1 fury point on this model. A model can have focus or fury removed from it once only per turn as a result of Devour Magic. This model can have up to 5 fury points at any time.
DEVOURER'S DEBT - During your Control Phase place one Wurn token on thie model. For each Wurm token on this model it gains +1 STR. At the end of this model's activations it suffers 1 damage point for each Wurm token on it. This damage cannot be transferred.
DIG IN (★ACTION) - 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.
DIRECT CURRENT - If this attack directly hits, you can choose to have all models whos bases intersect by a line drwanf between the center of the model directly hit and the center of this mode suffer an unboostable POW 10 electrical damage roll. This damage is not considered to have been caused bu an attack.
DIRGE OF MISTS - Affected models gain +1 DEF and Terror for one round.
DISBINDING (★ACTION) - Enemy upkeep spells on this model and/or its unit immediately expire.
DISCHARGE - After this model makes an attack with this weapon, it cannot make an attack with this weapon for one round.
DISMANTLE - When this model hits a warjack with a melee attack, roll an additional damage die.
DISMEMBER - When this model hits a warbeast with a melee attack, roll an additional damage die.
DISORIENTATION - This model cannot advance this turn after being placed by Shifting.
DISPEL - When this weapon hits a model/unit, upkeep spells on that model/unit immediately expire.
DISRUPTION - A warjack hit loses its focus points and cannot be allocated focus or channel spells for one round.
DISRUPTOR BOLT - A model hit loses all focus points. A model hit with the Focus Manipulation special rule does not replenish focus points next turn. A warjack hit suffers Disruption for one round. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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
DIVINE INSPIRATION - This model gains an additional die of melee attack and melee damage rolls. Discard the lowest die of each roll.
DIVINITY - This model cannot be knocked down and never suffers Blind. Its front arc extends to 360°
DODGE - This model can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while this model was advancing. It cannot be targeted by free strikes during this movement
DOMINATE UNDEAD (★ATTACK) - Dominate Undead is a RNG 10 magic attack. Take control of target enemy non-warcaster, non-warlock undead model hit. You can immediately make a full advance with the undead model followed by a normal melee attack, and then Dominate Undead expires. The undead model cannot be targeted by free strikes during this movement
DOOM DRIVER - For each corpse token on this model, this weapon gains +1 to damage rolls.
DOORS OF JUDGEMENT - Once per turn when a friendly living Faction warrior model in this model's command range is disabled by an enemy attack at any time other than when its advancing, this model can use this miracle. The disabled model can immediately make a full advance and can make one normal attack, then the affected model is removed from play. The affected model cannot be targeted by free strikes during this movement.
DOUBLE STRIKE - When this model spends a focus or fury point to make additional attacks with this weapon, it can make two additional attacks for each focus point spent.
DOUBLE TIME (ORDER) - Models receiving this order must make a full advance during their normal movement. After all models in this unit have completed their actions, each can make a full advance.
DRACONIC CONSORT - This model is not a warlock but has the following warlock special rules: Battle group Commander, Control Area, Damage Transference, Forcing, Fury Manipulation, Healing, and Spell caster. This model can have only non-character Faction lesser warbeasts in its battlegroup.
DRAG - 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.
DRAG BELOW - 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.
DRAGOON - While mounted, this model has base SPD [X] and base ARM [Z+2]. While dismounted, it has base SPD [Y] and base ARM [Z].
DRIVE - 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,
DUAL COVERING FIRE (★ACTION) - Place two 3" AOEs anywhere completely within this weapon’s RNG, centered on points in this model’s LOS, ignoring intervening models. Place one less AOE for each crippled arm system on this model. A model entering or ending
DUAL SHOT - When this model forfeits its movement to gain the aiming bonus it can also make one additional ranged attack this activation
DUCK - This model gains +4 DEF against melee and ranged attack rolls made by warbeasts. Warbeasts cannot target this model with free strikes
DUSK STRIKE - This attack causes no damage. Instead, on a direct hit models in the AOE suffer the Corrosion continuous effect
EARTH SHAKER - When an enemy model is directly hit by an attack made with this weapon, centrea a 4" AOE on the model directly hit. Models in the AOE and knocked down.
ELECTRICAL ARC - The Leader and models in this unit within 5" of it gain +2 RNG to ranged attacks and +2 to melee and ranged attack damage rolls
ELECTRICAL CURRENT - If this attack directly hits a model during this unit’s activation, ranged attacks against that model made by models in this unit later this activation automatically hit it
ELECTRICAL DISCHARGE - After all models in this unit have completed their actions, its Leader can make one ranged attack. The attack has base RNG 10, AOE 3, and POW 6. It gains +1 POW for each model in this unit that hit an enemy model with a melee attack this activation. Damage from this attack is electrical
ELECTRICALLY INSULATED - Ignore this model when lighting arcs to the nearest model
ELECTRO LEAP - 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 suffers an unboostable POW 10 electrical damage roll
ELECTROSTATIC - If this model is hit by a melee attack made by a warjack, immeditaly after the attack is resolved the warjack suffers Disruption unless this model was destroyed or removed form play by the attack. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
ELEMENTAL COMMUNION - While within 2" of deep or shallow water, this model gains +2 DEF. While within 2" of an obstacle or obstruction, this model gains +2 ARM. If this model begins its activation within 2" of rough terrain, it gains +2 SPD this activation
ELEMENTAL MASTERY - Warbeasts in this model’s battle group with the Construct advantage beginning their activations in this model’s control area can charge and make power attacks without being forced. This model can heal friendly warbeasts in its battle group with the Construct advantage
ELEMENTAL PROTECTION (★ACTION) - Models in its unit gain Immunity: Cold, Immunity: Electricity and Immunity: Fire for one round
ELITE CADRE [UNIT TYPE] - Friendly [Unit Type] models gain [Ability]
EMPATHIC TRANSFERENCE - 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
EMPOWER - Affected model's weapon gain Magical Weapon for one turn.
EMPOWERED ATTACK - This weapon gains +2 on its damage rolls.
ENERGY PULSE (★ATTACK) - Models within 6" of this model are hit and suffer a POW 12 electrical damage roll. Energy Pulse does not require a target
ENERGY SIPHON - 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
ENLIVEN (★ACTION) - RNG 5. Target friendly Faction warjack. If the warjack is in range, the next time it suffers damage from an enemy attack while it is not advancing, immediately after the attack is resolved the warjack can make a full advance, then Enliven expires. The warjack cannot be targeted by free strikes during this movement. Enliven lasts for one round
ENRAGE (★ACTION) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, it gains +2 STR and must charge or make a slam or trample power attack without being forced during its next activation. Enrage lasts for one turn.
ENTANGLE - When a warjack or warbeast is hit by this weapon it is knocked down
ENTROPIC FORCE - While in this model’s command range, enemy models lose Tough and cannot heal or be healed
EROSION - This model rolls an additional die on this weapon’s damage rolls against non-living models
ERUPTION OF ASH - If a model is boxed by an attack made with this weapon, center a 3" AOE cloud effect on the boxed model and then remove that model from play. The AOE remains in play for one round. Enemy models in the AOE when it was put in play are hit and suffer a POW 12 fire damage roll. Enemy models entering or ending their activation in the AOE suffer a POW 12 fire damage roll. Eruption of Ash damage rolls cannot be boosted
ERUPTION OF FAITH - This model can activate this miracle once per turn at any time during its activation. When this miracle is activated, enemy models currently within 2" of this model suffer the Fire continuous effect and are pushed 4" directly from it in the order you choose.
ESPIONAGE (★ACTION) - RNG 5. Target enemy warcaster or warlock. If the enemy warcaster or warlock is in range, friendly models/units in this model’s command range can immediately make a full advance and a normal attack
EVASIVE - This model cannot be targeted by free strikes. This model can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing
EVASIVE ACTION (★ACTION) - RNG 5. Target friendly Faction warjack. If the warjack is in range, it gains Evasive for one round. (A model with Evasive cannot be targeted by free strikes. It can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing.)
EXORCIST - While within 5" of this model, enemy models lose Incorporeal.
EXTENDED CONTROL RANGE - When checking to see if this model is in its controller’s control area for focus allocation, double the area
EXTENDED FIRE - Once per game while in formation, thise model can use Extended Fire during it's unit's activation. This activation, models in this unit gain +4 RNG to the ranged attacks.
FATE BLESSED - When a friendly Faction model makes an attack or damage roll during its activation while in this model’s control area, this model can spend 1 fury point to allow the model to reroll that roll. Each roll can be rerolled only once due to Fate Blessed
FEAST - The weapons of models in its unit gain Life Drinker for one turn. (When a model destroys a living enemy model with weapon a weapon with Life Drinker, immediately after the attack is resolved the attacking model heals d3 damage points.)
FEEDBACK - If this weapon damages a warjack that is part of a battle group, its controller suffers 1 damage point
FEIGN DEATH - This model cannot be targeted by ranged or magic attacks while knocked down
FELL CALLS - This model can make one of the following calls any time during its activation. A friendly Faction model/unit can be affected by only one Fell Call each turn
FEROCIOUS - During its activation, this model can spend fury points to gain additional attacks or to boost attack or damage rolls, at 1 fury point per attack or boost.
FERTILIZER - When a living 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
FERVOR - Affected models gain +2 to attack and damage rolls this activation
FIELD DEPENDENT - While its Field Generator system is crippled, this model loses the
FIERY BLAST - When this model is disabled, center a 5" AOE on it, then remove this model from play. Models in the AOE suffer the Fire continuous effect
FINISHER - This model gains an additional die on damage rolls against damaged models
FIRE BEACON - This attack becomes AOE 5 and POW for this attack. While a model is within the AOE, it loses Camouflage and Stealth, and other models can ignore cloud effects when determining LOS to it. The AOE lasts for one turn
FIRE! (★ACTION) - This model must be B2B with a the [Heavy Artillery] and not engaged to make a Fire! Special attack each activation. Both models must have LOS to the target. The [Heavy Artillery] does not block this model's LOS for this attack. This model cannot gain the aiming bonus. Base the RNG and all modefiers for the attack on the [Heavy Artillery].
FIRING FORMULAE [model type] - When this model makes a ranged attack with this weapon during its activation, determin eht position of the [model type] this model put into play. For each completely within its left firing arc, this model gains an additional die on attack rolls. For each complately within its right firing arc, this model gains an additional die on its damage rolls. For each completely within its back arc, this model makes an additional Auto Fire attack.
FLAGELLANT - This model is automatically hit by melee attacks made by friendly models.
FLAK FIELD - 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.
FLAME BURST - When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continuous effect.
FLAMES OF WRATH (★ACTION) - Choose a friendly Faction model/unit. For one round, while affected models are in this model’s command range, enemy models directly hit by their melee or ranged attacks suffer the Fire continuous effect.
FLANK [MODEL TYPE] - 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.
FLARE - Models hit by this weapon suffer -2 DEF for one round.
FLEET - At the start of this model’s activation, it can spend 1 focus point to gain +2" movement for one turn
FLESH MELD - This model can use Flesh Meld at any time during its activation while in B2B with Belphagor. Remove this model from the table. Belphagor becomes a warlock warrior model and loses Blood Creation and Soulless. Belphagore cannot activate after this model uses Flesh Meld during the turn it used Flesh Meld. While melded, Belphagor takes control of this model’s battle group, its base CMD becomes 9, and its base FURY becomes 7. Any effects on this model when it melds are applied to Belphagor. Remove the fury points currently on Belphagor. If there are any fury points on this model when it melds, place them on Belphagor. While melded, Belphagor can cast this model’s spells and use its feat, is not considered to be a warbeast, and loses its animus.
FLIGHT - 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
FOCAL POINT - This model’s unit has no unit commander. Models in this unit within 8" of this model are in formation. If a model in this model’s unit is out of formation when beginning its normal movement, it must either advance toward this model and forfeit its action or run directly toward this model. If this model is destroyed or removed from play, remove the remaining models in this unit from play
FOCUS BATTERY - During the Maintenance Phase, do not remove unspent focus points from this model. Focus points remaining on this model at the start of your Control Phase count toward its focus allocation limit
FOCUS MATRIX - This model can allocate focus points during its activation. Once per turn during its activation, you can remove focus points from warjacks in this model’s battle group that are in its control area and give those focus points to this model. This model cannot have more focus points than its FOCUS as a result of Focus Matrix
FOCUS POWERED - For each focus point on this model when it declares an attack with this weapon, the weapon gains +1 RNG and +1 POW for the rest of the attack
FOCUS SPHERE - Reduce the COST of the spell by 1
FOLLOW UP - 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
FOR THE MOTHERLAND - Affected models’ attack rolls are boosted this turn
FORCE BARRIER - This model gains +2 DEF against ranged attack rolls and does not suffer blast damage
FORCE BOLT (★ATTACK) - Force Bolt is a 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 is knocked down after being pushed
FORCE GENERATOR - At the start of this model’s activation, it can spend 1 focus point once to gain +3 STR for one turn
FORCE LOCK - Enemy models in this model’s melee range cannot advance except to change facing
FORCE WALL (★ACTION) - For one round, while within 3" of this model, friendly Faction models gain Force Barrier
FOREST GROWTH (★ACTION) - 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
FOREST WALK - While completely within a forest, this model can forfeit its normal movement to use Forest Walker. If it does, choose a location completely within this model’s control area that is completely within a forest. Remove this model from the forest and place it in the chosen location. This model cannot use Forest Walker while knocked down
FREEZE - A model hit by this weapon becomes stationary for one round unless it has Immunity: Cold
FROSTBITE (★ATTACK) - Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll
FULL AUTO [D3] - If this model forfeits its movement during its activation to gain the aiming bonus, it can make d3 initial attacks with this weapon during its combat action that activation, ignoring ROF
FURY BANK - While this model is in a friendly warlock's control area during the warlock's activation, the warlock can move fury points from itself to this model. This model can have up to 5 fury points at a time. While this model is ina friendly Faction warlock's control area, the warlock can leach fury from thie model as if it were a warbeast.
FURY GENERATOR - Thismodel gains 1 fury point at the start of your Control Phases. If can have up to [X] fury points at a time. If this model is in a friendly warlock's control area, the warlock can leach firy points from it during your Control Phase. Diring its activation, this model can spend point sto boost attack or damage rolls at 1 fury per point.
FURY LINKED - While in formation, this model can spend fury on its unit commander during its unit’s activation to boost attack or damage rolls
FURY VAULT - While this model is in a friendly warlock ‘s control area during the warlock’s activation, the warlock can move fury points from himself to it. If this model is in a friendly warlock’s control area, the warlock can leach fury points from it during your Control Phase. This model can have up to 1 fury point on it for each model currently in this unit. When a model in this unit is destroyed or removed from play, remove fury points from this model in excess of the number of models remaining in the unit. If this model is destroyed and replaced by a Grunt in its unit, place its fury points on the new Leader
FUTURE SIGHT - This model can boost attack and damage rolls after rolling
GANG - 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
GANG FIGHTER - 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
GATEKEEPER - This model gains one soul token for each friendly living Faction warrior model destroyed in its command range by a continuous effect, an enemy attack, or collateral damage of an enemy attack. This model can have up to five soul tokens at a time. During its activation, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
GEOMANCY - While in its controller’s control area, this model can be forced to cast one of its warcaster’s spells with a COST of 3 or less once per activation. This model’s controller is considered to have cast the spell but this model is its point of origin. 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.
GHOST SHIELD - This model gains +1 ARM for each soul token currently on it.
GHOST SHOT - This model ignores LOS when making ranged attacks with this weapon. When resolving attacks with this weapon, ignore concealment and cover.
GHOST STONE - This model’s front arc extends to 360° it ignores LOS when targeting models in its control area, and it ignores Stealth.
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.
GIRDED - This model does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.
GO TO GROUND - Once per game while in formation during its unit’s activation, this model can use Go to Ground. For one round or until they move, are placed, or are engaged, models in this unit in formation gain cover, do not suffer blast damage, and do not block LOS.
GOAD - When a warbeast in this model’s battle group destroys one or more models with a melee attack during its combat action, immediately after the attack is resolved this model can force the warbeast to advance up to 2".
GRAND SLAM - This model can make power attack slams without spending focus or being forced. Models slammed by this model are moved an additional 2".
GRANTED: CIRCULAR VISION - While this model is in play, models in this unit gain Circular Vision. (The front arc of a model with Circular Vision extends to 360°.)
GRANTED: CLEAVE - While this model is in play, models in its unit gain Cleave. (When a model with Cleave destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved the model can make one additional melee attack. A model can gain only one additional attack from Cleave per activation.)
GRANTED: COMBINED ARMS - While this model is in play, models in its unit gain Combined Arms. (When a model with Combined Arms misses an 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)
GRANTED: COMBINED MELEE ATTACK - While this model is in play, models in its unit gain Combined Melee Attack
GRANTED: COMBINED RANGED ATTACK - While this model is in play, models in its unit gain Combined Ranged Attack
GRANTED: DARK INDUSTRIES - 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
GRANTED: DEAD RISE - While this model is in play, after resolving continuous effects during your Maintenance Phase, knocked down models in its unit stand up and stationary models in its unit are no longer stationary
GRANTED: FEARLESS - While this model is in play, models in its unit gain Fearless
GRANTED: FORCE BARRIER - 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.)
GRANTED: HUNTER - While this model is in play, models in this unit gain Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
GRANTED: OVERTAKE - While this model is in play, models in its unit gain Overtake. (When a model with Overtake 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".)
GRANTED: PRACTICED MANEUVERS - While this model is in play, models in its unit gain Practiced Maneuvers. (A model with Practiced Maneuvers can ignore other models in its unit when determining LOS and can advance through other models in its unit if it has enough movement to move completely past them.)
GRANTED: PROWL - While this model is in play, models in its unit gain Prowl. (Models with Prowl gain Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.)
GRANTED: RANKED ATTACKS - While this model is in play, models in its unit gain Ranked Attacks. (Friendly Faction models can ignore models with Ranked Attacks when determining LOS.)
GRANTED: REANIMATION - 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.)
GRANTED: REFORM - While this model is in play, after all models in its unit have completed their actions, each can advance up to 3"
GRANTED: RELENTLESS CHARGE - While this model is in play, models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
GRANTED: SILENCE - While this model is in play, models in its unit do not have to make Berserk attacks
GRANTED: STEADY - While this model is in play, models in its unit gain Steady. (Models with Steady cannot be knocked down.)
GRANTED: STEALTH - While this model is in play, models in its unit gain Stealth
GRANTED: TOUGH - While this model is in play, models in its unit gain Tough
GRANTED: VENGEANCE - While this model is in play, models in its unit gain Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance 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.)
GRANTED: WAR TEMPERED - While this model is in play, models in its unit can make combined ranged attacks targeting models in melee
GRAPE SHOT - While this model is in formation, models in its unit can make a Grape Shot special attack. A Grape Shot special attack is a ranged attack with RNG SP 8, AOE -, and POW 10. When making a Grape Shot special attack, models cannot participate in combined ranged attacks
GRAVE SUMMONS (★ACTION) - When this mode uses Grave Summons it can spend any number of soul tokens. For each soul token spent put one friendly [model type] solo into play anywhere completely within 3" of this model.
GREAT POWER - During your Control Phase, this model can upkeep one spell without spending focus or fury
GRIEVLOUS WOUNDS - When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage
GRIEVOUS WOUNDS - When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage
GRIM SALVATION - When this model is damaged by an enemy melee or ranged attack, it does not suffer the damage and effects triggered by taking damage from the attack. Instead, remove one friendly [Faction type] warrior model within 1" of this model from play. If there is not a friendly [Faction type] warrior model within 1" of this model, it suffers the damage and effects of the attack normally
GROUND POUNDER (★ATTACK) - Place a 4" AOE anywhere completely within this weapon’s RNG. The center point of the AOE must be in this model’s front arc. This model makes one ranged attack roll against each model in the AOE, ignoring concealment, elevation, and Stealth. This model cannot gain the aiming bonus on Ground Pounder attack rolls. Models hit suffer a POW 12 ranged attack damage roll
GROUNDWORK - While knocked down, this model is not automatically hit by melee attacks and its DEF is not reduced
GUARD DOG - While this model is within 3" of its warcaster or warlock and is not knocked down or stationary, its warcaster or warlock 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
GUIDANCE (★ACTION) - RNG 5. Target friendly faction model. If target model is in range, it gains Eyeless Sight and its weapons gain Magical Weapon for one turn
GUIDED - Attacks made with this weapon automatically hit
GUNNERY (★ACTION) - RNG 2. Target [Heavy Artillery]. If the [Heavy Artillery] is in range, a model attack with the [Heavy Artillery] this activation gains a cumulative +2 to its attack roll.
GUNS BLAZING - Once per game while in formation during its unit’s activation, this model can use Guns Blazing. This activation, models in this unit in formation can make one additional ranged attack ignoring ROF.
GUN PLATFORM - This model can make ranged attacks even while in melee.
HAND OF VENGEANCE - When one or more friendly Faction warrior models are destroyed or removed from play by enemy attacks while within 5" of this model, this model gains +2 on attack and damage rolls for one round.
HANGOVER - The first time this model is disabled by an enemy attack, it heals all damage and is knocked down.
HARD - This model does not suffer damage or effects from impact attacks or collateral damage.
HARD HEAD - This model can add this weapon’s POW to its head-butt and slam power attack damage rolls.
HARMONIOUS EXALTATION (★ACTION) - RNG 5. Target this model’s warlock. If it is in range, once this turn when a warlock casts a spell, reduce its COST by 1.
HARROW - An enemy model damaged 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.
HEAL (★ACTION) - Choose a friendly living model B2B with this model. That model heals d3 damage points.
HEALING FIELD - Models in this unit that are in formation and friendly Faction models within 1" of one of more of them heal d3 damage points. Roll separately for each model. Healing Field can heal warbeasts with Construct.
HEART EATER - This model gains a corpse token each time it destroys a living enemy model with a melee attack. This model can have up to three corpse token at any time. It can spend a corpse token during its activation to boost an attack or damage roll or to make an additional melee attack.
HEAVY - 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
HEAVY ARTILLERY - 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
HEAVY BOILER - This model can run without spending focus
HELLFIRE (★ACTION) - Hellfire is a RNG 10, POW 14 magic attack. A model/unit hit by Hellfire must pass a command check of flee.
HERDING - While this model is in its warlock’s control area, the warlock can force, leach, reave, heal, and transfer damage to the warbeasts in its battle group that are in this model’s command range
HERO’S TRAGEDY - An enemy warrior model that destroys one or more affected models with a melee attack during its activation is knocked down at the end of its activation
HEROIC BALLAD - RNG CMD. Target friendly non-warlock Faction model/unit. If the model/unit is in range, it becomes Fearless and affected models can make one additional melee attack during their activations this turn. Heroic Ballad lasts for one round
HEX BOLT (★ATTACK) - Hex Bolt is a RNG 6, POW 13 magic attack. Models hit cannot make special actions or special attacks for one round
HOLY RELIQUARY - This models suffers d3 damage points each time it activates one of the following miracles. This damage is suffered before the miracle takes effect.
HOLY VESSEL - This model cannot be part of a battle group, does not have a functional cortex, and cannot be allocated focus. During the focus allocation step of your Control Phase, this model receives d3+1 focus points
HOMICIDAL MANIAC - When this model makes a normal melee attack during its activation, it makes one melee attack against each model in its LOS and melee range. If there are no enemy models in this model’s melee range after resolving a normal melee attack in which it destroyed one or more, it can advance up to 1"
HOOF IT - RNG CMD. Target friendly non-warlock Faction model/unit. If the model/unit is in range, affected models can make a full advance at the end of this turn after all friendly models have ended their activations. During this movement, affected models cannot be targeted by free strikes
HUNTER - This model ignores forests, concealment, and cover when determining LOS or making a ranged attack
HUNTERS MARK (★ATTACK) - Hunter’s Mark is a RNG 10 magic attack that causes no damage. Friendly models can charge or make a slam power attack against an enemy model hit by Hunter’s Mark without being forced or spending focus. A friendly model charging an enemy model hit by Hunter’s Mark gains +2" of movement. Hunter’s Mark lasts for one turn
HUNTSMAN - 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 this 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 removed from play, choose another model/unit as the prey
HYMN - RNG 3. Target friendly Faction [warjack]. When this model performs a Hymn special action, choose a hymn. Each activation, all models in this unit performing a hymn must perform the same hymn. If the target warjack is in range, it is affected by the hymn. While affected by a hymn, a warjack cannot be affected by another hymn.
HYPER AGGRESSIVE - When this model suffers damage from an enemy attack anytime except while it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model
HYPER REGENERATION - This model automatically heals d3 damage points at the start of each of its activations
ICE BOLT (★ATTACK) - Ice Bolt is a RNG 10 magic attack. A model hit suffers a POW 12 cold damage roll. On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold
ICE BREAKER (★ATTACK) - Make a melee attack with this weapon. Gain an additional die on the damage roll
ICE CAGE (★ATTACK) - Ice Cage is a RNG 10 magic attack. A model hit suffers a cumulative -2 DEF for one turn unless it has Immunity: Cold. When a model without Immunity: Cold is hit with three or more Ice Cage attacks the same turn, it becomes stationary for one round
IMMOBILE - 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
IMMOVABLE OBJECT - This model scannot be knocked down or placed. It can move or be moved only during its normal movement.
IMPERIL - For one round, when a model/unit hit but this attack suffers a damage roll add +2 to the roll.
IMPERISHABLE CONVICTION - When a friendly Faction model in its control area is destroyed by an enemy attack, thie model heals 1 damage point.
IMPERVIOUS WALL - During its activation, this model can forfeit its normal movement or action to gain Impervious Wall for one round. A model with Impervious Wall is immune to continuous effects, does not suffer damage or effects from non-magical ranged or melee attacks, and cannot be knocked down
IMPRINT: ARCANE ASSASSIN - During its activation, this model can spend 1 focus to gain Arcane Assassin for one turn. (When making attacks, a model with Arcane Assassin ignores focus points over boosting the target’s Power Field and spell effects adding to its ARM or DEF.)
IMPRINT: BUSHWHACK - During its activation, this model can spend one focus to gain Bushwhack this activation. (During its activation, a model with Bushwhack can make its combat action before its normal movement. If it does, it must make a full advance as its normal movement this activation.)
IMPRINT: DISENGAGE - During its activation, this model can spend 1 focus point to use Disengage. For one round, when this model is missed by an enemy melee attack anytime other than when it is advancing, this model can move up to 2". During this movement, it cannot be targeted by free strikes
IMPRINT: GHOSTLY - During its activation, this model 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.)
IMPRINT: GRUDGE - During this model’s activation, it can spend 1 focus point to use Grudge. For one round, when this model is hit by one or more melee attacks during an enemy model’s combat action, immediately after that combat action ends this model can make one normal melee attack, then Grudge expires
IMPRINT: HOLY FERVOR - During its activation, this model can spend 1 focus point to use Holy Fervor. This activation, this model’s melee attack rolls are boosted. When it destroys one or more enemy models with an attack with one of its melee weapons this activation, immediately after the attack is resolved this model can make on additional melee attack
IMPRINT: KINETIC FIELD - During its activation, this model can spend 1 focus point to use Kinetic Field. For one round, this model and friendly models within 3" of it gain +2 ARM against ranged attacks and do not suffer blast damage
IMPRINT: MURDEROUS - During its activation, this model can spend 1 focus point to use Murderous. That activation, this model gains an additional die on melee attack rolls against living enemy warrior models
IMPRINT: RUN RIOT - During its activation, this model can spend 1 focus point to use Run Riot. This activation, after resolving an attack in which this model destroyed one or more models with a normal melee attack, if there are no enemy models within its melee range it can advance up to 1"
IMPRINT: SALVAGE - At any time 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
IN STEP - While this model is within 3" of it, the unit commander gains +3" to its command range
INACCURATE - This model suffers -4 to attack rolls with this weapon
INCENDIARY SHOT - This weapon's base stats become RNG 16, AOE 4, and POW 14 for this attack. This attack causes fire damage, and models hit suffer the Fire continuous effect.
INCINERATE (ORDER) - Models that receive this order can participate in a combined ranged attack. The unit commander must be the primary attacker. This attack has RNG 8, AOE 4", and POW 12. The attack causes fire damage. The AOE remains in play for one round and is a cloud effect. Models entering or ending their activations in the AOE suffer a POW 12 fire damage roll. A unit can make only one Incinerate attack per activation
INDEPENDENT ATTACK - This attack has a base STR of X and base POW of Y, for a P+S of X+Y.
INFECTION - Once per activation, when this model boxes a living enemy warrior model with an attack with this weapon, remove the boxed model from play and replace it with a [Model Type] model.
INFLICT PAIN - When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast
INFLUENCE (★ATTACK) - Influence is a RNG 10 magic attack. Take control of target enemy non-warcaster, non-warlock warrior model hit. The model immediately makes one normal melee attack, and then Influence expires
INSCRUTABLE - Opponents cannot take control of this model.
INSPIRATION - Friendly faction models/units in this model’s command range never flee and immediately rally.
INTELLIGENCE - You gain +1 to the starting roll determining the order of deployment and play
INTERFACE - While in B2B with this model, a warjack in its battlegroup can spend focus points on this model
INTRIGUE - If one or more enemy models are in this model's command range during your Maintenance Phace, one friendly warrior model in this model's command range can advance up to 3".
INTUITION - When an enemy model targets this model with an attack and tha attack roll results in a hit, you can immediately [force this model/spend 1 fury/focus] to cause the enemy model to rreroll the attack roll.
IRON HORSE - Heavy warjacks in this model’s battle group gain Cavalry model rules. Light warjacks in this model’s battle group also gain Light Cavalry model rules and can run without spending focus. When a heavy warjack makes an impact attack, that attack has a base POW equal to its STR. The melee range of impact attacks is 0.5"
IRON ROT - When a warjack is hit by this attack, it suffers d3 points of corrosion damage to its Hull damage boxes
IRON SENTINEL - While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot be knocked down
IRON WALL - This model gains +2 ARM for each warjack it controls B2B with it. When this model is directly hit by an enemy ranged or magic attack, you can choose to have one of those warjacks become the target and automatically be hit by the attack instead
IRON ZEAL - Once per game during its activation, this model can use Iron Zeal. For one round, while in formation models in this unit gain +4 ARM and cannot become stationary or be knocked down
IT BURNS! - If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Fire continuous effect unless this model was destroyed or removed from play by the attack
JACK HUNTER - This model gains an additional die to its melee and ranged attack damage rolls against warjacks
JOURNEYMAN WARCASTER - This model is not a warcaster but has the following warcaster special rules: Battle group, Commander, Control Area, Focus Manipulation, Power Field, and Spell caster
JUMP - 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
KILL SHOT - Once per activation, when a living enemy model is destroyed or removed from play as a result of a melee attack made by this model during its activation, immediately after that attack is resolved this model can make one normal ranged attack ignoring ROF.
KILL STROKE - Once per game during its unit’s activation, this model can use Kill Stroke. This activation, models in this unit currently in formation can advance through other models if they have enough movement to move completely past them, ignore intervening models when declaring a charge, and cannot be targeted by free strikes
KILLERS - Models in this unit can reroll missed attack rolls against living models this turn. Each roll can be rerolled only once as a result of Killers
KILLING SPREE - 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
KINETIC ACCULATOR - When this model is hit by a melee or ranged attack made by an enemy model, it gains one power token, up to a maximum of three. During its activation, this model can spend power tokens to boost attack or damage rolls at one toke per boost.
KINETIC CAPACITOR - When this model is hit by an enemy melee or ranged attack, after the attack is resolved this model gains 1 focus point
KINETIC GRIP - When a model is hit by this attack, it cannot charge this model for one round
KISS OF LYLISS (★ATTACK) - Kiss of Lyliss is a RNG 10 magic attack. For one round, when a model/unit hit by Kiss of Lyliss suffers a damage roll add +2 to the roll
KNOCKDOWN - When a model is hit by an attack with this weapon, it is knocked down
LAMENTATIONS OF SUFFERING - While this model has 1 or more focus points, non-magical ranged attacks targeting it automatically miss.
LANCE - This weapon can be used only to make charge attacks. When this model charges, this weapon gains Reach until the charge is resolved
LASH - This model and friendly warrior models B2B with it cannot be knocked down
LAST CALL - If this model is disabled by an enemy attack, it can immediately make a special action
LAWGIVER’S CREED (★ACTION) - For one round, enemy models cannot cast spells while in this model’s command range
LEADERSHIP [UNIT] - While in this model's command range, friendly [UNIT TYPE] gain
LENS OF TARVODH - The spell gains +3 RNG
LENSE OF TARVODH - The spell gains +3 RNG
LESSER WARBEAST - This model cannot make power attacks
LESSER WARLOCK - This model is not a warlock but has the following warlock special rules: Battle group Commander, Control Area, Damage Transference, Forcing, Fury Manipulation, Healing, and Spell caster.
LIFE DRINKER - When it destroys a living enemy model with this weapon, immediately after the attack is resolved this model heals d3 damage points
LIFE TRADER - 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 be used once per attack
LIGHT ARTILLERY - This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking with this weapon and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapon that activation
LIGHTNING FIELD - When lighting arcs as a result of an attack made by a friendly model in this model's control area, ignore models with Immunity: Lightning whien determining which model the lightning arcs to.
LIGHTNING GENERATOR - When a model is hit with this weapon, lighting arcs from that model to d3 consecutive additional models. The lighting arcs to the nearest model it has not already arced to within 4" of the last model it arced to, ignoring this model. Each model the lighting arcs to suffers a POW 10 electrical damage roll
LINE BREAKER - This model gains an additional die on impact attack rolls
LINKED GUNS - When this model makes an initial attack with this weapon, after the initial attack has been resolved, it can immediately make one additional attack against the target of the initial attack. This additionl attack ignores this weapon's ROF.
LOADER - This model must be B2B with a friendly living Faction warrior model to make an attack with this weapon
LONG LEASH - When checking to see if this model is in its controller’s control area, double the area
LUCK - This model can reroll missed attack rolls with this weapon. Each attack roll can be rerolled only once as a result of Luck.
LUCKY CHARM (★ACTION) - During his activation this turn, the warcaster can gain an additional die on an attack or damage roll. Discard the lowest die
MACHINE MELD (★ACTION) - 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 battle group, 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.
MAGE KILLER - Gain an additional damage die on the weapon's damage rolls against models with Spellcaster or Magic Ability
MAGE KILLER - Gain an additional damage die on the weapon's damage rolls against moels with Spellcaster or Magic Ability
MAGE STATIC - While this model is in formation, enemy magic attacks targeting a model in this model’s unit suffer -5 RNG
MAGE STORM (★ATTACK) - Make a ranged attack with this weapon with AOE 4. Models hit suffer a POW 12 magical 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 a POW 12 magical damage roll. This model does not suffer damage from Mage Storm
MAGNO BLAST (★ATTACK) - Magno Blast is a RNG 10, POW 13 magic attack. If the attack hits an enemy model, before resolving damage immediately push models within 2" of the model hit 1" directly away or directly toward the model hit in the order you choose
MALTREATMENT - Once per turn during its activation this model can remove 1 fury point from a warbeast in its battle group that is in its control area and add 1 fury point to its own current total. The warbeast suffers d3 damage points
MAN CATCHER (★ATTACK) - This attack causes no damage. A warrioer model hit suffers -2 DEF and for one round cannot advance while within thie model's melee range.
MAN IN THE MACHINE - Karchev is a living model, but he is neither a warjack nor a warrior model. He has a damage grid and suffers damage like a warjack. Karchev can make slam, trample, throw, headlock/weapon lock, and push power attacks without spending focus. Karchev cannot make throws or headlock/weapon locks while his Open Fist is crippled. Effects modifying the amount of damage to or the manner in which damage is applied to a warjack also apply to him. The B boxes of Karchev’s damage grid represent his Body system. Friendly Faction models with the Repair skill can attempt to repair Karchev like a warjack but cannot repair his Body system. When Karchev spends focus points to heal damage, he can heal damage only to his Body system.
MAN-EATER - This model can charge living warrior models without being forced.
MAN-SIZED - This model is treated as a model with a small base and occupies the space from the bottom of its base to a height of 1.75"
MANUAL RELOAD - This model can make one additonal [weapon] ranged atack during its combat action for each [model type] model in B2B with it, up to a maximum of [2] additional attacks. These attacks do not count against the ROF of the [weapon].
MARCH - Affected models gain Pathfinder for one turn
MARK TARGET - Other friendly faction models gain +2 to ranged attack rolls against enemy models within 5" of this model and in its LOS
MARTIAL DISCIPLINE - 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
MARTYRDOM - When a friendly Faction non-warcaster warrior model in this model’s command range is disabled, this model can suffer d3 damage points to cause the disabled model to heal 1 damage point
MEAT FULED - This model gains +1 STR for each corpse token on it.
MECHANIKAL SEIZURE - When a warjack is hit by this weapon it becomes stationary for one round
MECHANIKALLY ADEPT - This model can attempt to repair friendly non-Faction warjacks and battle engines.
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.
MENOTH’S GAZE - During its activation, this model can spend 1 focus point to use Menoth’s Gaze. For one round, enemy models that begin their activation within 8" of this model and in its LOS can advance only toward this model
MENOTH’S SIGHT (★ACTION) - Choose a friendly Faction model. While in this model’s command range, for one round the chosen model ignores Stealth and ignores cloud effects when determining LOS
MERCY KILLER - When attacking with this weapon, this model gains an additional die on damage rolls against damaged models
MINIMUM RANGE 6 - Attacks made with this weapon cannot target any model within 6" of it
MINIMUM RANGE 8 - Attacks made with this weapon cannot target any model within 8" of it
MOMENTUM - Instead of suffering a normal damage roll, a small- or medium-based non-incorporeal model hit by this attack is slammed d3" directly away from this model regardless of its base size and suffers a damage roll equal to the POW of this weapon. Collateral damage from this slam is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack are knocked down
MONEY SHOT - Affected models gain +2 to ranged attack and damage rolls for one turn.
MONSTER HUNTER - When this model hits a warbeast with an attack, it suffers d6 points of damage to a branch of your choice
MORROW’S NAME - Once per game during its unit’s activation, this model can use Morrow’s Name. Models in this unit in formation gain an additional die on melee damage rolls this activation
MULTI-FIRE (★ATTACK) - 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
MULTIPLE HEADS - This model can make three initial attacks each combat action, using any combination of Blight Breath and Jaw attacks. This model loses one initial attack for each aspect it has lost. This model cannot be forced to make additional Blight Breath attacks
NECROMANCY - 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
NECROSURGERY (★ACTION) - Remove up to three corpse tokens from this model to add one Grunt to a friendly [unit type] unit in this model's command range per token removed. The Grunt must be placed in formation and within 3" of this model.
NEGATION - Remove 1 focus or fury point from enemy models currently in this model’s command range
NO SLEEPING ON THE JOB [UNIT TYPE] - This model and friendly [Unit TYPE] models in its command range cannot be knocked down.
NO, I'M FINE - When another friendly [UNIT TYPE] models makes a Tough roll of a 4,5 or 6 while in this model's command range, that model heals 1 damage point and is knocked down.
OATH OF SILENCE - This model does not have the Commander advantage
ONE SHOT - An attack with this weapon can be made only once per game
ORGOTH SEAL - When a model targets this model with an offensive spell, the spell suffers -3 RNG. If a model directly hits this model with an offensive spell, after the attack is resolved the attacking model suffers d6 damage points
OVERCOME - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn
OVERLOAD - Once per activation, you can roll one to three dice. This model gains a STR bonus equal to the total of that roll. Then roll the same dice again. This model suffers damage equal to the total of that roll. This bonus expires at the end of this model’s activation
OVERPOWER - During your Control Phase, after this model replenishes its focus but before it allocates focus, this model can spend focus to increase its control area for one round at 1 focus point for each 1" increase
OVERTAKE - 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"
PACK HUNTERS - Living warbeasts in this model’s battle group gain +2 on melee attack rolls against enemy models in its control area
PAIN DRIVER (★ACTION) - RNG 3. Targer friendly non-warlock Minion warrior model/unit. If the model is in range, it gainst +2 STR for one round.
PAIN MONGER - When this model suffers damage from an attack, it gains one blood token. For each blood token on this mode it gains +1 STR and ARM. This model can have up to five blood tokens at a time. Remove all blood tokens form this model at the start of your control phase.
PAIN RESPONSE - While damaged this model can charge or make power attacks without being forced
PARALYSIS - The base DEF of a living model hit by this attack becomes 7, and the model hit cannot run or charge for one round
PARRY - This model cannot be targeted by free strikes
PARTY FOUL - If this model is destroyed by an enemy attack, friendly Faction warrior models gain Fearless and Berserk for one round. While affected by Party Foul, 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 melee attack against another model in its melee range.)
PASSAGE (★ACTION) - The warjack cannot be targeted by non-magical ranged attacks. Passage lasts for one round.
PATH TO VICTORY - RNG 5. Target friendly Faction warrior mode/unit. If the model/unit is in range, it gains Fearless and +2 to charge attack rolls for one round.
PATRIOTIC SPEECHES - During this model’s activation, it can make one of the following speeches. When it does, choose a friendly [Unit type] unit. The speech affects this model and will affect the unit if it is in this model’s command range at the time this model made the speech.
PAYDAY - Affected models' melle attack rolls are boosted. When an affected model destroys an enemy model with a normal melee attack, immediately after the attack is resolved the affected model can advance up to 1". Payday lasts for one turn.
PAYMASTER - During this model's actication, you can mark one or more coin boxes on it's card. For each coin box you makr, you can use Paymaster once. When you do, choose one ot the following Incentives. Incentives are RNG CMD and can target only friendly [Unit Type] units. A [Unit Type] can be affected by an incentibve only once per turn. When all fice of its coin boxes have been marked, this model loses Paymaster for the rest of the game.
PENETRATING STRIKE - After hitting a warjack or warbeast with this model’s melee attack, you can choose to have it suffer 1 damage point instead of a normal damage roll
PERFECT BALANCE - This model cannot be targeted by combined melee attacks, combined ranged attacks, or free strikes. Models do not gain back strike bonuses against this model. When knocked down, this model can stand back up during its activation without forfeiting its movement or action if it is able to forfeit its movement or action to stand up
PERFECT CONJUCTION - A Perfect Conjuction is established anytime the [model A] is completely within the triangular are between all three [unit members] and each [member] has LOS to each other [member]. During a Perfect Conjunction reduce the COST of spells cast by a [member] by 1.
PHANTASMAL FIELD - This model gains +1 DEF against ranged and magic attack rolls for each focus point on it
PHANTOM SEEKER - This model ignores LOS when making ranged attacks. This model ignores concealment and cover when resolving ranged attacks
PHASE - 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 completely within 5" of its current location
PHASE JUMP (★ACTION) - If it is within 2" of a friendly Shifting Stone model, place this model anywhere completely within 12" of its current location. Otherwise, place it within 2" of a friendly Shifting Stone model anywhere on the table. After using Phase Jump, this model’s activation ends
PHOENIX FIELD - Remove d6 damage points from this model’s force field after resolving continuous effects during your Maintenance Phase
PIPER - During its activation this model can play one of the following tunes. When it does, choose a friendly unit. The tunes affect this model and will affect the unit if it is currently in this model's command range.
PITCH - 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
PLASMA NIMBUS - If this model is hit by a melee attack, immediately after this attack is resolved thea ttacking model suffers a POW 10 Electrical damage roll unless this models was destroyed or removed from play by the attack.
PLAYLIST - This model can use each of this weapon's ammo types only once per activation
POINT BLANK - During its activation, this model can make melee attacks with its ranged weapon, with a 0.5" melee range. Do not add this model’s STR to damage rolls made with ranged weapons. Charge attacks made with ranged weapons are not boosted
POISON - Gain an additional die on this weapon’s damage rolls against living models
POLARITY FIELD - This model cannot be charged by a model beginning the charge in this model’s front arc
POLARITY FIELD (★ACTION) - For one round, this model cannot be charged by a model beginning the charge in this model’s front arc
POLTERGEIST - 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 this model
POSSESSION - 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 the attack has been resolved, you can make a full advance with the warjack and can then make one normal attack, then Possession expires
POWER ATTACK SLAM - This model can make slam power attacks
POWER ATTACK TRAMPLE - This model can make trample power attacks
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
POWER GLYPHS (★ACTION) - This model can make a Power Glyphs special action only once per game while in its warlock’s control area. This model immediately casts one of its warlock’s spells with a COST of 3 or less. The warlock is considered to have cast the spell but this model is the point of origin. When making a magic attack roll, this model uses its warlock’s FURY. This model cannot cast a spell with a RNG of SELF or CTRL
POWER OF FAITH (★ACTION) - For one round, friendly Faction models cannot be knocked down or made stationary while in this model’s command range
POWER SWELL - Once per game during its unit’s activation, this model can use Power Swell. During this activation, models in this unit gain an additional die on melee damage rolls
POWER UP - This model gains +2 to damage rolls with this weapon during activations it ends its normal movement at least 1" from where it began its activation
POWERFUL ATTACK - When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack
POWERFUL CHARGE - This model gains +2 to charge attack rolls with this weapon
PRAYERS - The Leader of this unit can recite one of the following prayers each turn anytime during its unit’s activation. Each model in this unit gains the benefits listed
PRECISION STRIKE - When this model damages a warjack or warbeast with a melee attack, choose which column or branch suffers the damage
PRESS FORWARD - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains +2 SPD when making a full advance this turn
PREY - After deployment but before the first player’s turn, choose an enemy model/unit to be this model/unit’s prey. This model gains +2 to attack and damage rolls against its prey. When this model begins its activation within 10" of its prey, it gains +2" movement that activation. When the prey is destroyed or removed from play, choose another model/unit to be the prey
PRIMAL MAGIC - This model can use the animus of any friendly Faction non-character warbeast in its command range as it ianimus were its own.
PROTECTIVE AURA - Once at any time during its unit’s activation, this model can spend 1 fury point to use Protective Aura. When it does, for one round friendly Faction models gain +2 ARM while within 4" of this model + 1" per fury point on this model
PROTECTIVE FIT - When this model’s controlling warlock is damaged by an enemy attack, immediately after the attack is resolved this model can make a full advance toward the enemy model. After moving, this model can make one melee attack targeting the enemy model
PROTECTIVE PLATES - This model gains +2 ARM.
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
PSYCHIC ASSAULT (★ATTACK) - Psychic Assault is a RNG SP 8 magic attack. This attack ignores LOS. Models hit suffer a POW 12 damage roll
PSYCHIC RELAY - Models hit by this weapon suffer -2 DEF against magic attack rolls. Psychic relay lasts for one turn.
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 controlling warcaster can channel spells through the enemy model as if it were a model in his battle group with the Arc Node ability. At the end of the turn, the enemy model is destroyed.
PULL - 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
PUNCTURE - A model hit by this attack automatically suffers 1 damage point.
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 only one affected model reroll one or more dice of your choice rolled for a command check, attack, or damage roll, and then Puppet Master expires. Puppet Master lasts for one round
PURGATION - Gain an additional die on attack and damage rolls with this weapon against models with an enemy upkeep spell on them.
PURGE (★ATTACK) - 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.
PURITY - While this model is in formation, models in its unit cannot be targeted by enemy spells.
QUAKE - QUAKE - On a direct hit against an enemy model, all models hit are knocked down.
QUICK DRAW - 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 enemy model before it makes its attack roll. If this model’s ranged attack hits, the enemy model suffers no damage but its attack automatically misses.
QUICK WORK - 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.
RABID - This model can be forced during its activation to gain +2 SPD, Pathfinder, and boosted attack and damage rolls that activation
RAIN OF DEATH (★ATTACK) - Models B2B with this model suffer a POW 18 blast damage roll. Other models within 3" of this model suffer a POW 9 blast damage roll. When this model charges, instead of making a charge attack It can make a Rain Of Death attack. A Rain Of Death attack does not need a target. After a Rain Of Death attack, this model can make additional melee attacks
RAM - 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
RANGE AMPLIFIER - When this model casts a spell and is the point of origin for the spell, the spell gains +5 RNG
RANGE BOOSTER - If this model forfeits its movement during its activation to gain the aiming bonus, its range weapons gain +2 RNG this turn. If this model is gains the aiming bonus, while B2B with this model friendly myrmidon models also gain +2 RNG on their range weapons for one turn
RANGE FINDER - While B2B with one or more Grunts in this unit, this model gains +2 to attack rolls with this weapon
RANKED ATTACKS - Friendly Faction models can ignore this model when determining LOS
RANKING OFFICER - This model is a Ranking Officer. While this model is in play, models in its unit are Faction models instead of Mercenary models
RAPID FIRE [D3] - 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
RAPID FIRE [D3+1] - 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 ranged attacks this model can make with this weapon during the combat action, ignoring ROF
RAPID STRIKE - This model can make one additional melee attack each combat round
RATHROK’S AWAKENING - This model gains a blood token each time it destroys a living enemy model with a melee or ranged attack. This model can have up to three blood tokens at any time. During its activation, it can spend a blood token to advance up to 1", make an additional attack, boost an attack roll, or boost a damage roll.
REACTION DRIVE - Once per turn, immediately after this model’s controller channels a spell through it, this model can advance 3".
READY AMMO - While this model is in formation, models in its unit gain Dual Shot and their ranged weapons become ROF 2. (When a model with Dual Shot forfeits its movement to gain the aiming bonus it can also make one additional ranged attack that activation.)
REALIGNMENT - Once per game during its unit's activation, this model can use Realignment. Models in this unit can reroll failed attack rolls and skill checks this turn. Each roll can be rerolled only once as a result of Realignment.
REANIMATION - When this model boxes a living enemy warrior model with a melee attack, add one Grunt to this unit and then remove the boxed model from play. The Grunt must be placed in formation and within 3" of this model. The Grunt cannot activate this turn.
REAR ATTACK - When declaring and resolving attacks with this weapon, this model’s front arc extends to 360°.
RECLAIM - This model gains one soul token for each friendly living Faction warrior model destroyed by a continuous effect, an enemy attack, or collateral damage from an enemy attack in its control area. During your Control Phase, after this model replenishes its focus but before it allocates focus, replace each soul token with 1 focus point.
RECONSTRUCTION (★ACTION) [model type] - Remove one soul token from this model to return one destoroyed medium-based friendly Faction [model type] Grunt to play or remove up to three soul tokens to retun one destroyed small-based friendly faction [model type] to play per token removed. Each Grunt must be placed within 1" of this mode, in formation and within 3" of another mode in its unit.
RECYCLE - When a living model is destroyed within 4" of this model +1" for each Grunt in this unit that is in formation, place one corpse token on this model. This model can have up to three corpse tokens at a time
REFORM - After all models in this unit have completed their actions, each can advance up to 3".
REGENERATION [D3] - This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
RELENTLESS ADVANCE - When a model in this unit is damaged by an enemy attack, models in this unit gain +2 SPD for one round.
RELENTLESS CHARGE - This model gains Pathfinder during activations it charges.
RELIQUARY - This model is allocated 1 additional focus point during your Control Phase. The S boxes of this model's damage grid represent its Reliquary system. While its Reliquary system is crippled, this model loses the benefits of Reliquary.
RELOAD (★ACTION) - During his activation this turn, the warcaster can make one additional ranged attack ignoring ROF
RENDERING - When this model gains a soul token, it can immediately spend that token to remove d6 damage points
REPAIR X (★ACTION) - 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
REPAIRABLE - Other models can make Bodge or Repair special actions to repari this model as if it were a warjack.
REPEL - When a model hits with this weapon during its activation, the model hit is pushed 1" directly away from this model. When this model is hit with a melee attack made by a model in its front arc, after the attack is resolved the attacking model is pushed 1" directly away from this model. This model loses Repel while this weapon system is crippled or locked
REPLICATION - When an enemy model in this model’s control area spends focus points to cast an offensive spell, this model can cast that spell on your next turn as if it were one of its own spells. This model can upkeep replicated spells
REPULSOR FIELD - When this model is hit with a melee attack, after the attack is resolved the attacking model is pushed 1" directly away from this model.
RESONANCE [Model Type] - When this model begins its activation in the command range of a friendly [Model Type] model, this model gainst +2" movement this activation.
RESOURCEFUL - This model can upkeep spells on models in its battle group without spending fury
RETALITORY STRIKE - When this model is hit by a melee attack made by an enemy model during your opponent's turn, after tha attack is resolved this model can immediately make one normal melee attack against that model. This model can make one Retalitory Strike per turn.
RETRIBUTION PARTISAN - When included in a Retribution army, this model is a Retribution model instead of a Mercenary model
RETURN - Immediately after resolving a charge attack, this model can make a full advance toward its warcaster. This model cannot be targeted by free strikes during this movement
REVEILLE - Knocked down friendly Faction models in this model’s command range immediately stand up. Models that were knocked down this turn are not affected by Reveille
REVERSAL - When a model misses this model with a charge or a power attack, the attacking model is knocked down
RHULIC ’JACK MARSHAL - This model can control and reactivate only friendly Mercenary Rhulic warjacks
RHULIC WARCASTER - This model can have only Mercenary Rhulic warjacks in its battle group and can reactivate only friendly Mercenary Rhulic warjacks
RHULIC WARJACK - This model can be included only in a battle group 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
RIDE-BY ATTACK - This model can make ride-by attacks.
RIFLE GRENADE (★ATTACK) - Make a ranged attack with this weapon with AOE 3". When making a Rifle Grenade special attack, this model cannot participate in a combined ranged attack
RIGHTEOUS FLAMES - An enemy model that ends its activation within 2" of this model suffers the Fire continuous effect
RIGHTEOUS FURY - When one or more friendly Faction warrior models are destroyed by an enemy attack while in this model’s command range, this model gains +2 STR and ARM for one round
RIGHTEOUS VENGEANCE - If one or more friendly Faction warrior models were destroyed or removed from play by enemy attacks while within 5" of this model during your opponents last turn, after resolving continuous effects during your Maintenance Phase, this model can make a full advance followed by one normal melee attack
RIME - If this model is hit by a melee attack, the attacking model becomes stationary for one round at the end of the attacking model’s activation unless that model has Immunity: Cold or this model was destroyed or removed from play by the end of the attacking model’s activation
RIPOSTE - 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
RITUAL OF RENEWAL (★ACTION) - Remove all Wurm tokens from this model.
ROCK HAMMER (★ATTACK) - Rock Hammer is a RNG 8, AOE 3, POW 14 magic attack. On a critical hit, models are knocked down
ROCKET VOLLEY - Instead of making ranged attacks separately, two or more models in this unit can make a combined ranged attack. Do not add a damage bonus for the number of models participating in the combined ranged attack. If 3-5 models participate in the attack, it has base AOE 4" and base POW 14. If 6 or more models participate in the attack, it has base AOE 5" and base POW 16.
RUNE SHOT - When a warjack controlled by this model makes a normal ranged attack during its activation, you can choose one of the attack types available to this unit to apply to the attack.
RUST - This attack causes no damage. Instead, warjacks in the AOE are hit and suffer -2 ARM for one turn.
SACRED WARD - This model cannot be targeted by enemy spells.
SACRIFICIAL PAWN - When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal [ ] model withing 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
SACRIFICIAL STRIKE (★ACTION) - RNG CMD. Target a model in this model’s LOS. If that model is in range, remove one friendly Faction trooper 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.
SANGUINE BOND - When this model would suffer damage from an enemy attack, you can choose one or more models in this unit to suffer any number of those points instead, divided as you choose. If you do, this model does not suffer that damage. A model cannot suffer more damage as a result of Sanguine Bond than it has unmarked damage boxes
SCATHER - 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 damage point
SCATTER SHOT (★ATTACK) - To make a Scattershot special attack, [Unit Models] must be in B2B. Make a normal attack with this weapon. After determining the point of impact for that attack, roll deviation for two additonal [AOE Size] AOEs centred on that poing. Models in the AOE and hit and suffer a POW [half POW of attack] blast damage roll.
SCOURING FLAMES - Once per game during its unit’s activation, this model can use Scouring Flames. This activation, the base RNG of Purifier weapons in this unit becomes SP 10 and the base POW becomes 10
SCROLL OF GRINDAR’S PERSEVERANCE - This model can use Scroll Of Grindar’s Perseverance once per game, when this model is directly hit by an attack. If this model uses the scroll, it suffers no damage roll from the attack. Declare use of the scroll after this model has been hit
SCROLL OF THE WILL OF BALASAR - This model can use this ability once per game when a warbeast frenzies in its control area. When Scroll of the Will of Balasar is used, choose the frenzy target of the warbeast
SEAS OF FATE - Models in this model's battlegroup that are in its control area can boost attack and damage rolls after seeing the result of the roll.
SECONDARY BLAST - After determining the point of impact, roll deviation for one additional [weapon AOE] AOE from that point. A model hit by one of the additional AOEs suffers a POW X blast damage roll
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
SELECTIVE - This unit can be included only in mercenary contract armies that list Cephalyx as possible members
SELF-SACRIFICE - If this model is disabled by an enemy attack, you can choose a non-disabled model in this unit within 3" of this model to be destroyed. If another model is destroyed by Self Sacrifice, this model heals 1 damage point
SERENITY - At the beginning of your Control Phase, before leaching, you can remove 1 fury point from a friendly Faction warbeast within 1" of this model
SERPENTINE - This model cannot make slam or trample power attacks and cannot be knocked down
SERVITOR SATELLITES [model type] - At the start of this model's activation remove any [model type] this model put into play from the table. Once per activation, after its normal movement, this model can place up to three [model type] anywhere within 1" of this model.
SET DEFENSE - A model in this model’s front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model
SHADOW BIND - 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
SHADOW FIRE - Friendly Faction models can ignore the model hit when determining LOS and making ranged or magic attacks this turn
SHADOW OF DEATH - While in this model’s command range, friendly undead Faction models gain Tough
SHADOW PLAY - If a model in ths unit damages one of more enemy models with a melee attack during its combat action, at the end of its combat action you can place one model in the unit in formation anywhere withing 1" of another model in this unit.
SHANGHAI - 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
SHEET OF FIRE (★ACTION) - Place a wall template anywhere completely within 5" of this model where it does not touch a model’s base, an obstruction, or an obstacle. When a model enters or ends its activation in the wall area, it suffers an unboostable POW 12 fire damage roll and the Fire continuous effect. Models within the wall template gain concealment. Sheet Of Fire lasts for one round
SHIELD GUARD - 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
SHIELD WALL (ORDER) - 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 the unit can being the game affected by Shield Wall
SHIELDING (★ACTION) - The warjack cannot be targeted by enemy spells. Shielding lasts for one round.
SHIELDS UP - This weapon gains Bucker +1.
SHIFTER - When this attack hits an enemy model, immediately after the attack is resolved place this model B2B with the enemy model.
SHIFTING - Place each model in this unit that is in formation anywhere within 8" of it's current location.
SHIFTING POWERS - Choose one of the following effects at the start of this unit's activation:
SHIFTING SANDS STANCE - During its activation, this model can forfeit its movement or action to gain +2 DEF. If an enemy attack misses this model any time except while it is advancing, after the attack is resolved it can immediately make a full advance. Shifting Sands Stance lasts for one round.
SHOCK FIELD - If a warjack in this model’s front arc hits it with a melee attack, immediately after the attack is resolved the attacker suffers 1 damage point to its first available Cortex system box. This model loses Shock Field while this weapon system is crippled or locked.
SIC 'EM [model type] - Once per turn if this model is not in melee, when a friendly [model type] hits an enemy model with an attack, immediately after the attack is resolved this model can charge the model hit. This model's charge attack roll is boosted.
SIDE STEP - When this model hits with an initial attack or a special attack, it can advance up to 2" after the attack is resolved. This model cannot be targeted by free strikes during this movement.
SILENCE - This model does not have to make Berserk attacks.
SILENCER - A model directly hit by this weapon cannot cast spells for one round.
SINGLE STRIKE (★ACTION) - RNG 10. Target Model. This model makes a skill check. If it passes and the target model is in range, the target model suffers a POW 10 electrical damage roll.
SKULLS OF HATE - 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°
SLAVE DRIVER - A Minion model/unit can be affected by only one Slave Driver special action each turn.
SMITE (★ATTACK) - Instead of making a normal damage roll, the model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model’s current STR plus the POW of this weapon. The POW of collateral damage from this slam is equal to this model’s STR
SMOKE - This weapon’s AOE is a cloud effect that remains in play for one round
SMOKE BOMBS (★ACTION) - Place a 3" AOE cloud effect in play. Its center point must be within 1" of this model. This AOE remains in play for one round
SNACKING - When this model boxes a living model with a melee attack, this model can heal d3 damage points. If this model heals the boxed model is removed from play
SNAP FIRE - When this model destroys one or more enemy models with a ranged attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Snap Fire do not count against a weapon’s ROF and cannot generate additional attacks from Snap Fire
SNAP STRIKE - This model can make one additionl attack with each melee weapon for each focus point spent to make an additional attacks.
SNIPE - This attack gains +4 RNG
SNIPER - 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
SNOW-WREATHED - This model always has concealment
SONIC ERUPTION - SONIC ERUPTION - This weapon's base stats become RNG SP10, AOE -, and POW 12 for this attack.
SOUL COLLECTOR - This model gains one soul token when a living enemy model is destroyed in its command range. This model can have up to three soul tokens at a time. During its actication, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at a one token per attack or boost.
SOUL DRIVE - This model is allocated 1 additional focus point during your Control Phase
SOUL GUARDIAN - This model gains one soul token for each friendly living Faction warrior model destroyed in its command range by a continuous effect, an enemy attack, or collateral damage of an enemy attack. This model can have up to 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
SOUL REAPER (★ACTION) - Place a 5" AOE anywhere completely within 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
SOUL STORM - While this model has one or more soul tokens, enemy models entering or ending their activations within 2" of it immediately suffer 1 damage point
SOUL TAKER - This model gains one soul token when a living 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.
SOUL TAP - While this model is in it's warlock's control area, its warlock can cpend soul tokens on it to upkeep spells at one token per spell upkept.
SOULLESS - This model does not generate a soul token when it is destroyed.
SPAWN [MODEL TYPE] - This model does not have to be put into play at the start of the game. When a friendly Faction warbeast is damaged by an enemy attack, immediately after the attack is resolved you can put one [Model Type] that did not begin the game in play into play. You can place this model anywhere within 2" of the warbeast
SPAWN HORROR (★ACTION) - Remove three corpse tokens from this model to place a non-character Faction lesser warbeast into play under your control. Place the warbeast within 3" of this model and choose a friendly Faction warlock. This warbeast becomes part of that warlock’s battle group
SPECIAL ISSUE [Condition] - This model/unit can be included in [Condition] theme forces. I can also be bonded to [Condition].
SPELL BARRIER - Anytime during its activation while B2B with its controlling warcaster, this model can spend 1 focus point to use Spell Barrier. If it does, the warcaster cannot be targeted by enemy spells for one round
SPELL SLAVE (★ACTION) - 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.
SPELL WARD - This model cannot be targeted by spells.
SPELLBOUND - This model can channel spells through a model hit by an attack made with this weapon. Spellbound lasts for one turn.
SPINE BURST (★ATTACK) - Spine Burst is a RNG 10, POW 10 magic attack. If target model is hit, the d3 neaest models within 5" fo it suffer a POW 10 magical damage roll.
SPIRIT CHASER - While within the area affected by this unit’s Protective Aura this round, enemy models lose Incorporeal and Stealth.
SPIRIT DRIVEN - At the beginning of this model’s activation, it can spend one soul token to gain +2" movement this activation.
SPIRIT EATER - This model can reave fury points from enemy warbeasts destroyed by this weapon. Other models cannot reave fury points from enemy warbeasts destroyed by this weapon.
SPIRIT GUIDE - During its activation, you can remove soul tokens from this model and place them on friendly Faction models in this model’s command range that have the Soul Guardian ability. A model cannot have more than three soul tokens as a result of Spirit Guide
SPIRIT TRAP (★ACTION) - This model immediately casts the animus of a friendly Faction warbeast in its command range as a spell. This model cannot cast an animus with a RNG of SELF. This model must make a special attack to cast an offensive spell. Other spells are cast by making a special action
SPIRITUAL CONFLAGRATION - While this model is not in melee and is in a friendly Faction warlock’s control area, the warlock can channel a spell through it. Remove this model from play after the spell is cast
SPONTANEOUS MUTATION - This model can spend fury points during its activation to spontaneously mutate. For each fury point spent it gains one of the following abilities for one turn
SPRINT - 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.
SPYGLASS (★ACTION) - Measure the distance between two models within the warcaster’s LOS.
STALL - 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.
STAR STRIKE - This attack causes no damage. Instead, on a direct hit models in the AOE suffer the Fire continuous effect.
STAY DEATH - Once per turn, when a friendly living [Faction] trooper model is disabled in this model’s command range, this model can spend 1 fury point for the disabled model to heal 1 damage point.
STEADY - This model cannot be knocked down.
STEALTH (★ACTION) - This model gains Stealth for one round.
STONE FORM (★ACTION) - 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.
STONE HEART - This model never flees and automatically passes command checks.
STONE SPRAY (★ATTACK) - Stone Spray is a RNG SP 8, POW 12 magic attack. On a critical hit, the model hit is knocked down.
STONE STRENGTH - While within the area of this unit’s Protective Aura this round, friendly Faction models gain +1 STR.
STONE WARP - This model can use one of the following effects each turn anytime during its unit’s activation.
STONE-AND-MORTAR STANCE - During its activation, this model can forfeit its normal movement or action to gain +4 ARM. The affected model cannot be knocked down. Stone-And-Mortar Stance lasts for one round.
STORM ACCUMULATOR - When this model beings its activating within 3" of one or more friendly Storm blade Infantry models, it is allocated 1 focus point.
STORM CALL X - This model can make one of the following storm calls. Warjacks affected by a storm call suffer Disruption (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
STORM GENERATOR - When a model is directly hit with this weapon, center a 3" AOE on it. You can then have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking models. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. After this damage roll is resolved, centre a 3" AOE on the model the lightning arced to. Th AOEs remoain in play for one round. Models entering or ending their activation in the AOE suffer a POW 10 electrical damage roll.
STORM’S EYE - While this model is in formation, when a model in its unit directly hits a model with a ranged attack the ranged weapon used in the attack becomes AOE 3".
STORYTELLING - This model can tell one of the following stories anytime during its activation. When this model tells a story, choose a friendly Faction unit. The story affects this model and will affect the unit if it is currently in this model’s command range. Stories last for one round. A unit can be affected by only one story each round
STRAFE DX+X (★ATTACK) - Make dX+X 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. Strafe counts as one attack for ROF
STRANGE GROWTH - Once per turn during its activation, place this model anywhere within 5" of its current location. This model cannot be placed except as a result of Strange Growth.
STRANGLE GAS - If the attack misses, nothing happens. If it hits, center a 3" AOE gas effect on the model hit. The AOE remains in play for one round. While in the AOE, living models suffer -2 DEF and -2 to attack rolls
STRIP (★ACTION) - This model can make this special action only when B2B with an enemy warjack. The warjack suffers 1 damage point to the column of your choice.
STUMBLING DRUNK - This model cannot be knocked down. If it is hit by an enemy attack anytime except while it is advancing, after the attack is resolved this model is pushed d3" in a direction determined by the deviation template, then you can choose its facing.
SUB-CORTEX - This model has a Sub-Cortex system that controls the operation of its bombards. The S boxes of this warjack’s damage grid represent its Sub-Cortex system. The Sub-Cortex can be allocated up to 3 focus points in addition to normal focus allocations to this model. Focus points allocated to the Sub-Cortex can be used only to boost ranged attack and ranged damage rolls. Focus points allocated to this model’s primary Cortex cannot be used to boost ranged attack or ranged damage rolls. If the Sub-Cortex is crippled, this model cannot make ranged attacks. Cortex damage effects do not affect the Sub-Cortex. 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.
SUBHARMONIC TUNING - While this model is not in melle,, is within 6" of a friendly Faction warjack, and is in a friendly Faction warcaster's control area, the warcaster can channel spells through this model.
SUCKER! - 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.
SUFFERING’S PRAYER - This model begins the game with 1 focus point. During your Control Phase during the focus allocation step, it receives 1 focus point if it does not have any. This model cannot have more than 1 focus point at a time. While this model has a focus point, ranged attacks targeting it automatically miss. During a friendly Faction warcaster’s activation, it can remove 1 focus point from this model in its control area and add that focus point to its own total. Each warcaster can do this only once per turn. When a focus point is removed from this model, roll a d6. On a 1, 2, or 3, this model explodes with the same effect as Death Blast and is removed from play.
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.
SUPERCHARGE - During your Control Phase, this model can allocate up to 5 focus points to one warjack in its battle group that is in its control area.
SUPERCONDUCTOR [Model Type/ALL] - When a friendly model makes attacks with a ranged weappon with Damage Type Electricity, it gains +2 to attack rolls atainst enemy models withing 5" of this model.
SUPPORT WEAPON - When attacking with this weapon, this model cannot participate in a combined ranged attack.
SUPPRESSING FIRE (ORDER) - This order can be issued only if two or more models with ranged weapons in this unit in formation are able to forfeit their actions. Each model in this unit in formation must forfeit its action. Other than the Standard Bearer, those models that do are participants. Place an AOE completely within
SURGE (★ACTION) - Choose a friendly [Model Type]. If when this model makes this special action the chosen model is within 20" of it, this model can target up to two models whose bases are intersected by any line drawn between its base and that of the chosen [Model Type]. This model makes a skill check for each model targeted. If it passes, that model suffers a POW 10 electrical damage roll. Models can be targeted only once per Surge special action. If the chosen model is not within 20" of this model when it makes this special action, nothing happens
SURGERY (★ACTION) - Choose a friendly Faction warrior model B2B with this model. That model heals d6 damage points
SUSTAINED ATTACK - 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
SWASHBUCKLER - When this model makes a melee attack during its activation, its front arc extends to 360°, and it can make one melee attack against each model in its LOS that is in its melee range
SWIFT FOOT - Affected models gain +2" movement this activation
SWIFT HUNTER - When this model destroys an enemy model with a normal ranged attack, immediately after the attack is resolved it can advance up to 2"
SYMPATHETIC LINK - When this model would suffer damage, you must assign that damage to one or more [members] instead, divided as you choose. A [member] cannot be assigned more damage than he/she has unmarked damage boxes. This model does not suffer the damage assigned to a [member].
TACTICIAN [UNIT TYPE] - While in this model's command range, friendly [UNIT TYPE] models can ignore other friendly [UNIT TYPE] models when detrermining LOS. Friendly [UNIT TYPE] models can advace through other friendly [UNIT TYPE] models in this model's command range without effect if they have enought movement to move completely past them.
TACTICS: ADVANCE DEPLOYMENT - Models in this unit gain Advance Deployment
TACTICS: CLEAR! - Models in this unit gain Clear! (Ranged attacks against friendly models made by a model with Clear! Automatically miss.)
TACTICS: COMBINED MELEE ATTACK - Models in this unit gain Combined Melee Attack
TACTICS: DUELIST - Models in this unit gain +2 DEF against melee attack rolls.
TACTICS: HUNTER - Models in this unit gain Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
TACTICS: MENOTH’S HOWL - Models in this unit gain Terror and their melee weapons gain the Fire continuous effect
TACTICS: OVERTAKE - Models in this unit gain Overtake. (When a model with Overtake 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".)
TACTICS: PATHFINDER - Models in this unit gain Pathfinder
TACTICS: PHANTOM SEEKER - Models in this unit gain Phantom Seeker. (A model with Phantom Seeker ignores LOS when making ranged attacks. That model ignores concealment and cover when resolving ranged attacks.)
TACTICS: PRECISION STRIKE - Models in this unit gain Precision Strike. (When a model with Precision Strike damages a warjack or warbeast with a melee attack, choose which column or branch suffers the damage.)
TACTICS: QUICK WORK - Models in this unit gain Quick Work. (When a model with Quick Work destroys one or more enemy models with a melee attack during its combat action, immediately after that attack is resolved it can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon’s ROF.)
TACTICS: RANKED ATTACKS - Models in this unit gain Ranked Attacks. (Friendly Faction models can ignore models with Ranked Attacks when determining LOS.)
TACTICS: RELENTLESS CHARGE - Models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
TACTICS: TRUE SIGHT - Models in this unit gain True Sight. (A model with True Sight ignores concealment, Camouflage, and Stealth.)
TAG ALONG - This model does not gain the abilities of the unit to which it is attached except Advance Deployment
TAKE DOWN - 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.
TAKE UP - 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 table instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.
TALE OF MIST - Affected models gain concealment and Feign Death. (A model with Feign Death cannot be targeted by ranged or melee attacks while knocked down).
TALION - Once per turn when this model suffers damage from an enemy attack, it can spend 1 fury point to transfer half the damage to an enemy warbeast in its control area but must suffer the rest of the damage itself.
TALISMAN OF SUBDUAL - This model cannot be charged or slammed by a warbeast that began the charge or slam in this model’s front arc. If a warbeast frenzies and would normally charge or slam Ironhide, it makes a full advance toward him instead.
TEAM EFFORT - Once per game while in formation, this model can use this ability during its unit’s activation. This activation, models in this unit gain +2 to attack and damage rolls when making a melee attack targeting an enemy model in melee range of another model in this unit.
TECHNOLOGICAL INTERFERENCE - While within 5" of this model, non-myrmidon warjacks cannot channel spells or be allocated focus.
TECHNOLOGICAL INTOLERANCE - When this model ends its normal movement within 5" of a friendly non-myrmidon warjack, its activation ends immediately
TECTONIC SHIFT (★ACTION) - Choose a table edge. Enemy models currently within 3" of this model are pushed 3" directly toward the chosen edge in the order you choose
TELEPORTATION - If all three [This unit model] models in this unit are in formation, place one friendly Faction model whise base is withing the triangrular area between them anywherre within 8" of its current location. The placed model must forfeit its movement after being placed this turn.
TELEMETRY - Other friendly Faction models gain +2 to magic attack rolls against an enemy within 5" of this model.
TEMPER FLESH (★ACTION) - RNG 3. Targer friendly minion warrior model/unit. Id the model/unit is in range, it gains Fearless and Tough for one round.
TERRITORIAL - This model can charge enemy warjacks or warbeasts without spending focus or being forced
TETHER [model] - If this model ends its activation outside [model]'s command range, it is destroyed
THE DEVOURING (★ACTION) - 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
THEME SONGS - Models in this unit care never affected by fell calls made by other friendly models.
THRALL BOMB - 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.
THRESHER (★ATTACK) - This model makes one melee attack with this weapon against each model in its LOS and this weapon’s melee range.
THRESING BLADES - This model can add this weapon's POW to its trample power attack damage rolls.
THROWN - Add this model’s STR to the POW of this ranged attack.
THUNDERBOLT - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model is knocked down after being pushed
THUNDER CLAP - Center a 4" AOE on the model directly hit. Models in the AOE without Immunity: Electricity become Stationary for one round.
THUNDEROUS IMPACT - After resolving this mode's impact attacks, if one or more impact attack rolls hit an enemy model, lightning arcs from this model to d3 consecutive models. The lightning arcs to the nearest model it has not already arced to within 4" of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll.
TORPID - If this model destroys a living enemy model with a normal melee attack, this model's activation ends immediately after the attack is resolved and you can remove 1 fury from this model.
TOTAL OBEDIENCE - While in this model’s command range, friendly living non-warcaster Faction warrior models gain Tough
TRACTOR FIELD - When a warjack is hit by this attack it cannot advance and suffers -4 DEF. Warjacks beginning an advance within 3" of a warjack hit cannot run or charge and can advance only directly toward it. Tractor Field lasts for one round
TRAMPLING HOOVES - This model can charge and make charge attacks with this weapon. During a combat action it did not make a charge attack, this model can make one melee attack with this weapon
TRAPPER (★ATTACK) - Place a 5" AOE in base contact with this model. The AOE remoains in place for one round Living and Undead models entering or ending their activations in the AOE suffer a POW 10 damage roll. Models that are damaged by Trapper are knocked down. Incorporeal models and models with Flight do not suffer the effects of Trapper.
TRASH - Gain an additional damage die against knocked down targets
TREEWALKER - 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 other models if it has enough movement to move completely past them
TREMOR (★ATTACK) - Tremor affects every model within 2" of this model and does not require a target. Make one melee attack roll. If the roll equals or exceeds the DEF of an affected model, it is knocked down. This attack roll cannot be rerolled. This model can make a Tremor special attack if it charges
TRIANGULATION (★ACTION) - Choose two other friendly [Model Type]. If when this model makes this special action it and that are all within 20" of each other, this mdeol can target up to three models whos bases are within the triangular are between all three [Model Type]. This models maks as skill check for each model targeted. If it passes, that models suffers a POW 10 electrical damage roll. Models can be targeted only once per Triangulation special action. If this models and the chosen models are not all within 20" of each other when this model makes this special atcion, nothing happens.
TRUE SIGHT - This model ignores concealment, Camouflage, and Stealth
TUNE UP [RHULIC] (★ACTION) - RNG 5. Target friendly Mercenary Rhulic Warjack. If the warjack is in range, its attack or damage rolls are boosted this turn.
TUNNELING (ORDER) - Before this unit’s normal movement, replace the unit commander with the tunneling marker, then remove the remaining models in this unit from the table. Remove those that were not in formation from play. Effects on models in this unit expire. Then move the tunneling marker up to 5". During your next Maintenance Phase, place models in this unit within 5" of the tunneling marker and remove it from the table. Models that cannot be placed are removed from play. This unit cannot receive the tunneling order if it received it during its last activation.
UNBINDING (★ACTION) - Enemy upkeep spells on models/units within 5" of this model expire. Models suffer d3 damage points for each of those spells they controlled.
UNCONQUERABLE - While in thie model's command range, friendly Faction warrior models gain Unyielding (While engaging an enemy mode, a models with Unyielding gains +2 ARM).
UNSTABLE - At the end of any activation in which this model spent 1 or more focus points, roll a d6. If the roll is equal to or less than the number of focus points spent, this model explodes and models within 3" of it suffer an unboostable POW 14 blast damage roll. Remove this model from play.
UNYIELDING - While engaging an enemy model, this model gains +2 ARM.
VAMPIRIC HARVEST - When a living enemy model is destroyed in this model's control area, a model in thismodel's battle group in its control area can heal 1 damage point.
VAMPIRIC REAVING - This model can reave fury points from enemy warbeasts destroyed in its control area if it is closer to the warbeast when it is destroyed than all other warlocks that could reave its fury.
VARIABLE [Melee or Ranged] - At the start of this model/units activation, choose one of the following modes for the model/units weapons. Each models [Melee or Ranged] weapons gains the ability listed for one round.
VENGEANCE - 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.
VENOM (★ATTACK) - Venom is a RNG SP 8 magic attack. Models hit suffer a POW 10 corrosion damage roll and the Corrosion continuous effect.
VENT STEAM (★ATTACK) - Center a 3" AOE cloud effect on this model. Living models currently in the AOE are hit and suffer a POW 12 damage roll. The AOE remains in play for one round. A Vent Steam attack does not need a target. After a Vent Steam attack, this model can make additional melee attacks.
VETERAN LEADER - Friendly [Trooper] models gain +2 to attack rolls while this model is in their LOS.
VICE LOCK (★ATTACK) - This attack causes no damage. The model hit suffers -2 DEF and for one round cannot advance while within this model’s melee range
VIRTUOSO - This model can make melee and ranged attacks during the same activation. When this model makes its initial attacks, it can make both its initial ranged and melee attacks.
VITRIOL - If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Corrosion continuous effect unless this model was destroyed or removed from play by the attack.
VOID LORD - While in this model’s control area, friendly undead Faction models gain boosted melee attack rolls.
WAILING - While withing 5" of this model, enemy models cannot give or receive orders and cannot cast spells.
WALK IT OFF - Affected models gain Tough for one round.
WALL OF STONE (★ACTION) - Place a wall template anywhere completely within 5" of this model where it does not touch a model’s base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover. Wall of Stone lasts for one round.
WAR CRY - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains +2 to melee attack rolls this turn.
WARBEAST BOND - Rules and abilities are too varied. Only mentioned here for statistical purposes.
WARCASTER BENEFITS - While this model is B2B with a friendly warcaster, this model can use one of the following special abilities:
WARCASTER UNIT - This unit is made up of [Warcaster] and [X companion models].
WARDING - Affected models cannot be targeted by enemy spells for one round.
WARHEAD - Center a 4" AOE on a model directly hit by this attack. Models in the AOE are hit and suffer a POW 10 blast damage roll. This damage is not considered to have been caused by a melee attack. On a critical hit, models in the AOE are knocked down. This model is not affected by Warhead.
WARJACK BOND - Rules and abilities are too varied. Only mentioned here for statistical purposes.
WARP SPEED - This model gains +2 SPD.
WARP STRENGTH - This model gains +2 STR.
WEAPON PLATFORM - 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.
WEAPONS MODULATION (★ACTION) [TYPE] - This model can make this special action only when B2B with a friendly Faction [TYPE]. The [TYPE]'s weapons gains Magical Weapon for one turn.
WEIGHT OF STONE - When a model is damaged by this weapon it suffers -3 SPD and DEF for one round.
WELL OF SOULS - This model begins the game with one soul token
WELLSPRING - If there are fewer than 3 fury points on the [this model] at the start of its activation, place 1 fury point on it. If there are fewer than three [spawing model type] Grunts in this unit in play at any time during its units's activation, this model can spend a fury point to put a [spawned model type] into play. Place the [spawned model type] Grunt in formation. [Spawned model type] Grunts cannot activate the activation they are put into play. If this model is destroyed or removed from play, the [Spawned model type] Grunts in this unit are removed from play.
WHELP [MODEL TYPE] SHEDDING - When this model suffers damage from an enemy attack anytime except during its activation, immediately after the attack has been resolved you can place a [MODEL TYPE] model into play B2B with this model. Do not put a [MODEL TYPE] in play if there is not room for its base.
WHIP SNAP (★ATTACK) - Whip Snap is a RNG 6, POW 12 magic attack. If this attack hits an enemy model, immediately after the attack is resolved this model or a friendly model within 3" of it can advance up to 3". A friendly model can always advance as a result of this spell only once per turn
WHIPLASH - When an enemy model misses this model with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks
WHITES OF THEIR EYES - Once per game while in formation, this model can use this ability during its unit’s activation. This activation, models in this unit gain an additional die on ranged attack rolls against models within 8" of it
WIND RAVAGER (★ACTION) - While in this model’s command range, enemy models cannot make ranged attacks for one round
WINTER STORM (★ACTION) - Enemy models that begin their activation in this model's command range lose Eyeless Sight, Flight, and Pathfinder during their activations. Winter Storm lasts for one round.
WITCH HOUND - If a model in this model’s battle group in its control area is hit by an enemy magic attack, immediately after the attack is resolved one model in this model’s battle group in its control area can make a full advance and make one normal attack.
WITCH HUNTER - After an enemy model casts a spell within 10" of this model, this model can immediately make a normal ranged attack targeting that model.
WITCH MARK - If this attack hits an enemy model during this model’s activation, this model can target and automatically hit that model with spells, ignoring RNG and LOS, until the end of this model’s activation.
WRAITH WALKER - At the end of you Control Phase, this model can gain Incorporeal for one round unless it gained incorporeal during the last round.
WRASTLER - While knocked down, this model can make melee attacks, has a melee range, can engage other models and can be engaged, and can use it's animus.
ZEPHYR (★ACTION) - Models in this unit that are in formation can immediately advance up to 3". Models cannot be targeted by free strikes during this movement.
[Model Type] - This model is a [model type].


Also, a 50 pt game of Warmachine vs a 1850 game of Warhammer will typically have more unique units in Warmachine. An infantry squad is a unit, a solo is a unit, tank, etc. I counted up my SOB and SM army and they had less unique units than my Convergence of Cyriss army. Less little men to push around, but more units with more special rules.



Also, check out my history blog: Minimum Wage Historian, a fun place to check out history that often falls between the couch cushions. 
   
Made in us
[DCM]
-






-

Really?

The End Times are coming for this thread, really soon.

Especially if Rule #1 and Moderator warnings continue to be ignored.

   
Made in gb
Soul Token




West Yorkshire, England

So my favourite game is now associated in the mind of DakkaDakka not only with rules evangelists who have to insult those who like other systems, but also with douchey "politically correctness is the new fascism!" types?

Please, please mercy-kill this thread before I become any more embarrassed to be a Warmachine fan. :(

"The 75mm gun is firing. The 37mm gun is firing, but is traversed round the wrong way. The Browning is jammed. I am saying "Driver, advance." and the driver, who can't hear me, is reversing. And as I look over the top of the turret and see twelve enemy tanks fifty yards away, someone hands me a cheese sandwich." 
   
Made in us
Dangerous Outrider





Seattle,WA

Anyone else remember the Focus section of Mk I? I believe the header was "Focus? He Don't Even Know Us!" Struck me as pretty low-brow to put into a "professional" document.

I've started and stopped Warmachine for about ten years now. That said, I've decided to take it back up now that my interested in WHFB has waned.
   
Made in au
Trustworthy Shas'vre






 Kojiro wrote:
 Las wrote:
Oh, you poor oppressed individual. Gimme a break.

I an actually wholly understand the concept behind his thinking. Sort of a version of the enemy of my enemy type thing.

That said, civil discussion is good. Just a point of interest and for the edification of those here, I present to you this list. It is a list of all the different unit abilities currently in the game (not including some of the very newest stuff). It does not include the USRs like Pathfinder, Weaponmaster, Tough etc (all the stuff that appears as icons on the cards) nor does it include the 200+ feats or any spells. Just abilities you can find on models.

So far the list sits at eight hundred and fifty nine. And the game is very well balanced. I invite people to think about that the next time someone says 40k is too complex to properly balance.

Warning: lots of text.



Thanks for that list!
I think possibly even more interesting than the balance aspect is how easily rules conflicts are resolved. Very very few rules bring up questions which can't be answered in a 20-second lookup. The precise use of words such as 'advance' vs move/run/charge/place/push/drag, or 'choose' vs 'target', 'hit' vs 'directly hit', really make the game flow smoothly and predictably.

One thing that helps WMH vs 40k is the essentially single unit type, and the mechanics meaning that it is possible for everything to be effective. There isn't the huge dichotomy between wound vs hullpoint units that make some weapons amazingly effective vs one but next to useless vs the other. Everything has the same profile with additional special rules. PP aren't constrained by the existence of multiple rules stacked on top of each other to create new unit types.
By this I mean: look at Flying Monstrous Creatures in 40k. They inherit a ton of rules from Infantry, a ton of rules from Monstrous Creatures, and have their own super-special subset of rules. When GW wants to make a new monstrous creature with wings, they get all that baggage. And when the edition changes, two or three tiny changes to FMC or the rules inherited by them affect every single FMC indiscriminately regardless of whether it was previously balanced or not.

I definitely wouldn't call WMH perfectly balanced - there is a definite hierarchy of casters from ones like eHaley or Deneghra down to Gunnbjorn - but I think there is a much better chance of an army built around Gunnbjorn having a decent game against eHaley than *any* Ork force vs Eldar. And that's just an entire army that I can dismiss as a bad matchup for the orks, pretty much no matter what either player takes so long as it's remotely sensible. It would be impossibly to call Trolls vs Cygnar a bad matchup.

   
Made in us
Decrepit Dakkanaut





 Kojiro wrote:


So far the list sits at eight hundred and fifty nine. And the game is very well balanced. I invite people to think about that the next time someone says 40k is too complex to properly balance.

Warning: lots of text.
Spoiler:

ACCURACY - This weapon gains +2 on attack rolls.
ACID BATH - If this attack directly hits a target, centre a 3" AOE on the target.Models in the AOE suffer Continuous Effect: Corrosion.
ACID BOMB - Models in the AOE are hit and suffer a POW 12 corrosion damage roll and the Corrosion continuous effect.
ACROBATICS - This model can advance through other models 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 target.
ACTIVATE [COMPANION] - At the end of your Control Phase you can put one [Companion] into play withing 1" of this model if there are fewer than three [Companion]'s in play in [this model]'s battlegroup.
ADAPTATION - When this model hits with a normal melee attack with this weapon, it can replace the base POW of this weapon with the base POW of a melee weapon on a model in its melee range. Adaption expires after the attack is resolved.
ADJUNCT [model/unit type] - Before the start of the game, choose one friendly [model/unit type] tp be this models's client/ This model cannot have the same client as another Adjunct. If this model's client unit has Advanced Deployment, this model gains Advanced Deployment.
ADMONISHER - When this model directly hits an enemy model with a melee or ranged attack, the d3 nearest enemy models within 5" of the model hit suffer a POW 10 magical damage roll.
ADVISOR - While in B2B with this model, friendly warcasters and solos gain +1CMD.
AEGIS - This model is immune to continuous effects.
AERIAL COORDINATION - Friendly Faction WarBeasts with Flight beginning their activations in this model’s command range can charge without being forced.
AGGRESSIVE - This model can run or charge without spending focus or being forced.
AGONIES - Once during its activation, this model can spend 1 fury point to use one of the following effects. Enemy models suffer these effects while within 4" of this model +1" per fury point on it. These effects last for one round.
ALCHEMICAL MASK - This model ignores gas effects. When determining LOS or resolving attacks, this model ignores cloud effects.
ALL-TERRAIN [TYPE] (★ACTION) - This model can make this special action only when B2B with a friendly Faction [TYPE]. The [TYPE] gains Pathfinder for one turn.
ALPHA - During a turn this model ran warbeasts in its battle group beginning their activation in its control area can run without being forced. During a turn this model charges, warbeasts in its battle group beginning their activations in its control area can charge or make a slam or trample power attack without being forced.
ALTERED STATES - At the start of your Maintenance 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 which form this model starts the game in
ALTERNATE FOOD SOURCE - If this model is within 1" of a friendly Faction warbeast during the warbeast’s activation, the warbeast can remove this model from play to heal d3 damage points
AMBUSH - You can choose not to deploy this unit 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 all models in this unit in formation within 3" of the chosen table edge
AMMO FEEDER - If B2B with the Leader, the Grunt can forfeit its action to use Ammo Feeder. This activation, if the Leader makes a Strafe special attack, it makes +3 attacks.
AMMO TYPE - Each time this weapon is used to make an attack, choose one of the following abilities:
AMPHIBIOUS - This model ignores the effects of deep and shallow water and can move through them without penalty. While completely within 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.
ANATOMICAL PRECISION - When this model’s melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point
ANCIENT SHROUD - When a damage roll against this model exceeds its ARM, it suffers 1 damage point instead.
ANCILLARY ATTACK (★ATTACK) - 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.
ANIMOSITY [Model Type] - This model cannot be included in an army that includes one or more models of the listed type.
ANNIHILATING GAZE - When a living model is hit by this attack, add its current STR to the damage roll
ANNIHILATOR - This model gains an additional die on melee damage rolls against living models. When a living model is destroyed withing 3" of this model, it never generates a soul token.
ANNOYANCE - Living enemy models within 1" of this model suffer -1 to attack rolls
APPARITION - During your Control Phase, place this model anywhere within 2" of its current location
ARC LIGHTNING (★ATTACK) - Arc Lighting is a RNG 10 magic attack. A model hit by this spell suffers a POW 10 electrical damage roll, and lighting arcs from it to d3 consecutive additional models. The lightning arcs to the nearest model it has not already arced to within 4" of the last model it arced to, ignoring this model. Each model the lighting arcs to suffers a POW 10 electrical damage roll.
ARCANCE EXTENSION [Model] - During your Control Phase, while this model is in [Model]'s control area, [Model] can allocate focus to warjacks in his/her battlegroup that are in this model's command range.
ARCANE ACCUMULATOR - When another model casts a spell in this model’s control area, this model gains one power token, up to a maximum of three. During your Control Phase, after this model replenishes its focus but before it allocates focus, replace each power token with 1 focus point.
ARCANE ANNIHILATION - When this model is destroyed by an enemy attack, models within 8" of it lose their focus and fury points and cannot cast spells, channel, or use their animi for one round.
ARCANE ANTIDOTE (★ACTION) - RNG 5. Target this model of this model's client model/unit. If the target is in range, enemy upkeep spells on the target immediately expire.
ARCANE ARTIFACTS - When this model casts a spell, you can choose one of the following abilities. Each ability can be used once per activation and expires after the spell is cast.
ARCANE ASSASSIN - When making attacks, ignore focus points over boosting the target’s Power Field and spell effects adding to its ARM or DEF.
ARCANE BOLT (★ATTACK) - Arcane Bolt is a RNG 12, POW 11 magic attack.
ARCANE CONSUMPTION - When an enemy model casts a spell or uses an animus while in this model’s control area, after the spell is cast or animus is used the enemy model suffers 1 damage point and this model heals 1 damage point.
ARCANE DISJUNCTION - While in this model’s command range, enemy models pay double the focus or fury points cost to cast or upkeep spells.
ARCANE HUNTER - When making magic attack rolls, this model can use its RAT instead of its FURY.
ARCANE INFERNO (ORDER) - Models that received this order can participate in a combined ranged attack this activation. The unit commander must be the primary attacker. When resolving this attack, the AOE of the unit commander’s ranged weapon is 3". Do not choose an attack type for this attack. A unit can make only one Arcane Inferno attack per activation
ARCANE INTERFERENCE - When this model hits another model with an attack, upkeep spells and animi on the model hit expire and it loses the focus points on it. When this model hits a warjack with an attack, that warjack suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
ARCANE NEXUS - When a [unit member] casts a spell, the [model A] is the spell's point of origin. The [member] must have LOS to his/her target, but the [model A] does not. All LOS modifiers are based on the LOS of the [member]. [Members] can channel spells normall. The [Unit name] can have up to one attached model; this model is attached to the [unit name], not to an individual [member]. The [unit] can have only one of each of their upkeep spells in play at a time.
ARCANE PRECISION - If this model forfeits its movement during its activation to gain the aiming bonus, it ignores Stealth that activation
ARCANE REALIGNMENT - While this model’s warcaster is within 5" of it, that warcaster can reroll one failed magic attack roll each turn
ARCANE REPEATER - While this model’s warcaster is within 5" of it, that warcaster’s control area is extended 2"
ARCANE VORTEX - This model can immediately negate any spell that targets it or a model within 3" of it by spending 1 focus point before the RNG of the spell is measured. The negated spell does not take effect, but its COST remains spent.
ARCANTRIK TURBINE - At the start of this model’s activation, it gains either +2" movement and Pathfinder for one turn or 1 focus point.
ARCING FIRE - When attacking with this weapon, this model can ignore intervening models except for those within 1" of the target.
ARMORED SHELL - While one of its arm systems is crippled, this model’s base ARM is 21; while both its arm systems are crippled, its base ARM is 17. If this model makes an attack, its base ARM is 17 until the start of its next activation. This model’s arms cannot be locked.
ARMOUR PIERCING - When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 damage rolls against models with small bases.
ARMOUR PIERCING (★ATTACK) - When calculating damage from this weapon, halve the base ARM stats of models hit that have medium or larger bases. This weapon gains +2 damage rolls against models with small bases.
ARTILLERIST (★ACTION) - 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 deviation. Each roll can be rerolled only once as a result of Artillerist. Artillerist lasts for one turn.
ASHEN VEIL - This model has concealment. Living enemy models suffer -2 to attack rolls while within 2" of this model.
ASSAULT (ORDER) - 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 melee penalty. If the target is not in melee range after moving, this model can make the Assault ranged attack before its activation ends.
ASSAULT & BATTERY (ORDER) - 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.
ASSIMILATION - When this model destroys an enemy model that has Construct with this weapon, immediately after the attack is resolved, remove d3 damage points from this model.
ASSIST REPAIR (★ACTION) - This model can make this special action only when B2B with a friendly Faction warjack. When this model makes an Assist Repair special action, choose another model in this unit with the Repair ability also B2B with that warjack. The chosen model gains a cumulative +1 to its Repair skill on its next Repair skill check to repair that warjack this activation. If it passes the Repair check, remove 1 additional damage point from the warjack for each model that used Assist Repair on the chosen model
ATHANC - Immediately after leaching, this model gains 1 fury point if it had fewer fury points than its FURY
ATTACHED - Before the start of the game, attach this model to a friendly Faction warcaster/warlock for the rest of the game. Each warcaster/warlock can have only one model attached to it
ATTACHMENT [UNIT TYPE] - This attachment can be added to a [Unit Type] unit.
ATTUNED SPIRIT - Once per activation, this model can cast the animus of a
AUGURY - This model and warjacks in its battle group ignore cloud effects and forests when determining LOS
AUTO FIRE [dX]+X - Make dx+x 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
AWE - While in this model’s command range, living enemy models suffer -2 to attack rolls
BACK BLAST - When this model hits with an attack with this weapon, it can spend 1 focus point to use Back Blast. If it does, center a 3" AOE on the model hit. Models in the AOE suffer a POW 10 blast damage roll. This damage is not considered to have been caused by a melee attack
BACK PLATES - When a model hits this model with a free strike attack, immediately after the attack is resolved the attacking model suffers D6 damage points.
BACKSTAB - This model gains an additional die on its back strike damage rolls.
BACKSWING (★ATTACK) - Make two attacks with this weapon.
BACON - When this model is destroyed, each living warbeast B2B with it heals d3 damage points.
BAD JUJU - This model can use one of the following abilities during its unit’s turn.
BAIT THE LINE - Warbeasts in this model’s battle group gain +2" of movement when charging a model damaged by this weapon this turn
BALEFIRE - Gain an additional damage die on this weapon’s damage rolls against undead models.
BARBED HOOKS - This model’s melee weapons gain Reach.
BATTLE (★ACTION) - The warjack gains +2 to attack and damage rolls for one turn.
BATTLE PLAN - During this model’s activation, it can use one of the following plans. A friendly Faction model/unit can be affected by only one plan each turn
BATTLE WIZARD - 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.
BATTLE-DRIVEN - When a model in this unit is damaged by an enemy attack, after the attack is resolved models in this unit gain +2 STR and ARM and Pathfinder for one round.
BEAR’S STRENGTH - Affected models gain +3 STR for one turn.
BEAST MANIPULATION - A warbeast can be affected by only one Beast Manipulation special action per turn.
BEAST MASTER - This model can force friendly Faction warbeasts in its command range as if it were their controlling warlock.
BEAST MIND - This model does not have the Commander advantage, cannot upkeep spells, and cannot cast non-animi spells.
BEAST OUT - When this model suffers damage from an enemy attack during an opponent’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.
BEAT BACK - Immediately after a normal attack with this weapon is resolved during this model’s combat action, the enemy 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".
BELLOWS - While B2B with a Grunt in this unit, this weapon’s base stats become RNG SP 8 and POW 12.
BERSERK - 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.
BERSERK - 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.
BEYOND DEATH (★ACTION) - While in this model's command range, living enemy models suffer -2 to damage rolls. Beyond Death lasts for one round.
BIG BROTHER - While within 10" of a friendly Faction WarBeast, this model gains Fearless.
BINGE DRINKING - Once per game during its activation, this model can use Binge Drinking. This model is knocked down.
BIRD’S EYE - While in this model’s control area, models in its battle group extend their front arcs 360° and when determining LOS ignore cloud effects, forest terrain, and intervening models.
BLACK ARTS - A friendly Faction warcaster with this model in its control area can upkeep one spell without spending focus.
BLACK MANTLE - While in B2B with this mode, friendly Faction models gain Stealth.
BLACK OIL - This attack causes no damage. Instead, models in the AOE are hit and suffer Blind for one round. (A blind model cannot make ranged or magic attacks, suffers -4 MAT and DEF, cannot run or charge, and must forfeit either its movement or action during its next activation.)
BLACK PENNY - This attack ignores the firing into melee penalty.
BLADE RUSH - While making a trample power attack, this models 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.
BLADE SHIELD - This models gains +2 DEF against ranged attack rolls.
BLASTED EARTH - This activation this weapon’s base POW becomes 16 and it gains AOE 4. This weapon’s AOE is rough terrain that remains in play for one round.
BLASTER - 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.
BLESSED - When making an attack with this weapon, ignore spell effects that add to a model’s ARM or DEF
BLIGHT SHROUD (★ACTION) - Remove all fury points from this model. Enemy models within 1" of this model for each fury point removed suffer a POW 8 damage roll. Add an additional die to the damage roll for each focus or fury point on the enemy model
BLIGHT STORM (★ACTION) - Place a 5" AOE anywhere completely within this model’s command range. When an enemy model in the AOE is directly hit by an attack and the damage roll fails to exceed its ARM, it automatically suffers 1 damage point. Blight Storm lasts for one round.
BLIZZARD (★ACTION) - RNG 5. Target friendly Faction model. If the model is in range, center a 3" AOE cloud effect on it. The AOE remains centered on the model for one round. If the target model is destroyed or removed from play, remove the AOE from play.
BLOOD BOON - 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
BLOOD BURST - When this attack boxes a living enemy model, center a 5" AOE on the boxed model, then remove the model from play. Enemy models in the AOE are hit and suffer a blast damage roll with a POW equal to the boxed model’s STR.
BLOOD CREATION - This model never attacks friendly Faction warlocks and cannot choose them as its frenzy target
BLOOD DRINKER - Immediately after this model resolves a melee attack in which it destroys one or more living models, it can end its activation to heal d3 damage boxes
BLOOD LURE - Warbeasts in this model’s battle group can charge enemy models hit by this weapon this turn without being forced
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.
BLOOD QUENCHED - This models gains a cumulative +1 STR and ARM for each living enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
BLOOD REAPER - When this model makes its first melee attack during its activation, it makes one melee attack with this weapon against each model in its LOS and this weapon’s melee range
BLOOD SHADOW - 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.
BLOOD SHADOW - 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.
BLOOD SPAWN - Once per game, when this model suffers 5 or more damage points from an enemy attack that are not transferred, after the attack is resolved you can place a non-character Faction lesser warbeast in play completely within 3" of this model. The warbeast is part of this model’s battle group. The warbeast cannot activate this turn
BLOOD SPILLER - Gain an additional damage die against a living model.
BLOOD THIRST - When it charges a living model, this model gains +2" movement.
BLOOD TRADE - This model can upkeep spells by suffering 1 damage point per spell instead of spending focus.
BLOOD TRIALS - When this model suffers 1 or more damage points from an enemy attack, it gains one blood token. During your next Control Phase, after this model replenishes its focus but before it allocates focus, replace each blood token with 1 focus point
BLOODLETTING - When this model makes an attack with this weapon during its activation, choose one of the following abilities:
BLOOD-QUENCHED - This model gains a cumulative +1 STR and ARM for each living enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
BOB & WEAVE (ORDER) - Affected models make a full advance during their normal movement this activation and gain +2 DEF for one round
BODY COUNT - 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
BODY SNATCHER - This model gains one corpse token each time a [Cultist] or living model is destroyed within 5" of it or a Grunt in this unit.
BOMBARDMENT - Models hit suffer a POW 6 blast damage roll.
BOND OF BROTHERHOOD - Models in this unit gain +1 STR and ARM for each model in this unit that has been destroyed or removed from play. The bonuses for a model are lost if it returns to play
BONE MAGIC (★ACTION OR ATTACK) - This model casts the animus of one friendly destroyed warbeast as a spell without spending fury points. The animus cannot cast an animus with a RNG of SELF. This model must make a special attack to cast an offensive spell. Other spells are cast by making a special action.
BOUNDING LEAP - Once per activation, after making a full advance but before performing an action, this model can [be forced/spend 1 focus] to be placed completely within 5" of its current location. Any effects that prevent charging also prevent this model from using Bounding Leap
BOUNDING LEAP - Once per activation, after making a full advance but before performing an action, this model can be forced to be placed completely within 5" of its current location. Any effects that prevent charging also prevent this model from using Bounding Leap
BOUNTIFUL RESTORATION - 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
BRACE FOR IMPACT - When this model is slammed, reduce the slam distance rolled by 3. If the total slam distance is 0 or less, this model is not knocked down. This model is not knocked down when it suffers collateral damage
BRAIN DAMAGE - A model damaged by an attack with this weapon cannot cast spells, upkeep spells, or use an animus for one round
BREATH TAKER - Living enemy models suffer -2 STR and DEF while within 5" of this model
BROTHER’S KEEPER - While in this model’s command range, friendly [model type] models cannot be knocked down or made stationary
BRUTAL CHARGE - This model gains +2 to charge attack damage rolls with this weapon
BRUTAL DAMAGE - Gain an additional die on this weapon’s damage rolls.
BRUTAL SHOT - Gain an additional die on the damage roll against the model directly hit.
BULL RUSH - This model can make slam power attacks. A slammed model suffers a damage roll with POW equal to the current POW of this model’s Mount. The POW of collateral damage from a slam is equal to the current POW of the Mount. After resolving a slam attack, a model in this unit can make one normal melee attack
BULL RUSH (ORDER) - Affected models can make slam power attacks and must run, charge, or make a slam power attack this activation. A slammed model suffers a damage roll with POW equal to the current POW of this model’s Mount. The POW of collateral damage from a slam is equal to the current POW of the Mount. After a model in this unit resolves a slam attack, that model can make one normal melee attack
BULLDOZE - When this model advances into B2B contact with an enemy model during its activation, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per activation. Bulldoze has no effect when this model makes a trample power attack
BULLHEADED - When this model frenzies, if it would charge a model, it targets that model with a slam power attack instead. If it cannot, it frenzies normally
BURROW (★ACTION) - Place the burrow marker in base contact with this model anywhere in its front arc, and 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
BURST FIRE - Gain +1 to damage rolls with this weapon against models with medium bases and +2 damage rolls against models with large bases.
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.
BUSHWHACK - During its activation, this model can make its combat action before its normal movement. If it does, it must make a full advance as its normal movement this activation.
BUSHWHACK (ORDER) - During this unit’s activation, affected models make their combat actions before their normal movement. Affected models must make a full advance as per their normal movement this activation.
CACOPHONY - While in this model’s command range, enemy models/units cannot give or receive orders and cannot cast spells for one round.
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 fo Defiance lasts for one Round.
CALL TO ACTION - Knocked down models in this unit in formation immediately stand up.
CALL TO SACRIFICE [model type] - If this model is disabled by an enemy attack, can can choose a non-disabled trooper model of the type indicated in its command range to be destroyed. If another model is destroyed as a result of Call to Sactrifice, this model heals 1 damage point.
CAMOUFLAGE - This model gains an additional +2 DEF when benefitting from concealment or cover.
CANISTER SHOT - This weapon's base stats become RNG SP10, AOE -, and POW 20. When resolving this attack, the firing model gains +2 to attack rolls.
CANNONBALL - This weapon's base stats become RND 20, AOE -, and POW 16. Regardless of base size, a model hit is slammed d6" directly away from [firing Model]. Collateral damage from this slam is POW 16. If the model directly hit cannot be clammed, it suffers a POW 16 damage roll.
CARPET BOMB (★ATTACK) - After determining the point of impact, roll deviation for two additional 4" AOEs from that point. A model hit by one of the additional AOEs suffers a POW 7 blast damage roll
CARRIED - This model is not a warrior model. It can advance only during its unit’s normal movement. When it advances, it can move up to 1" for each Grunt in this unit within 2" of it at the beginning of this unit’s activation. This model is automatically hit by melee attacks. It cannot be knocked down or made stationary
CASE CRACKER (★ATTACK) - This weapon’s base stat becomes AOE 3 and POW 7 for this attack. When calculating damage from this attack, halve the base ARM stats of the models with medium or larger bases. For this attack, this model gains +2 to damage rolls against models with small bases
CAST IRON STOMACH - When this model destroys a construct with a melee attack, this model heals d6 damage points
CAUSTIC PRESENCE - Continuous effects that affect enemy models in this model’s control area cannot expire.
CAUTIOUS ADVANCE (ORDER) - Each model in the unit that received this order must make a full advance as its normal movement, perform the Dig In special action, and then can perform a combat action as its action
CENOTAPH - This model gails one soul token for each friendly living Faction warrion model destoyed within 5" by a continuous effect, an enemy attack or callateral damage of an enemy attack. This model can have up to three soul tokens at a time. During your Control Phase you can remove all soul tokens from tehi model to allocate it focus points, 1 for each token removed.
CHAIN ATTACK: BLOODBATH - If this model hits the same target with both its initial attacks with this weapon, after resolving the attacks it can immediately make one melee attack with this weapon against each model in its LOS that is in this weapon’s melee range.
CHAIN ATTACK: BRUTALITY - If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one head-butt power attack against that model.
CHAIN ATTACK: DEATH CHILL - 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.
CHAIN ATTACK: GRAB & SMASH - 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.
CHAIN ATTACK: SMITE - 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 this 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.
CHAIN STRIKE - This weapon has a 4" melee range during this model’s activation.
CHAIN WEAPON - This weapon ignores the Buckler and Shield advantages and Shield Wall.
CHANNELLER [Model Type] - While this model is not engaged and in in a friendly [Model Type]'s control area, the [model] can channel spells through it.
CHANNELLER [Model Type] - While this model is not engaged and in in a friend [Model Type]'s control area, the [model] can channel spells through it.
CHARGE OF THE TROLLS - An affected model gains +2 to melee attack and melee damage rolls against enemy models in the melee range of a friendly Faction warbeast.
CHARMER - When a friendly warbeast frenzies in this model’s control area, the warbeast can forfeit its activation
CHIEFTAIN [Model Type] - While in this model's commad range, friendly [Model Type] models can use its current CMD and THR in place of their own current values.
CIRCULAR VISION - This model’s front arc extends to 360°
CLEANSE (★ACTION) - Animi and continuous effects on models/units in this model’s command range immediately expire
CLEANSING AURA - This model can activate this miracle once per turn at any time during its activation. When this miracle is activated, animi and continuous effects on models/units in this models' command range immediately expire.
CLEAR! - Ranged attacks against friendly models made by a model with Clear! automatically miss.
CLEAVE - When this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved the model can make one additional melee attack. This model can gain only one additional attack from Cleave each activation.
CLOAK OF MIST (★ACTION) - While in formation models in this unit gain Stealth. Cloak of Mist lasts for one round.
CLOCKWORK VESSEL - This model counts as a living model for the purposes of generating soul tokens.
CLOSE COMBAT - This model cannot make an initial attack with this weapon during an activation it charged at least 3".
CLOSE FIRE (★ACTION) - RNG CMD. Target friendly Faction model. If the model is in range, friendly models do not suffer ranged blast damage from its attacks this turn.
CLOUD COVER (ORDER) - Models who received this order must forfeit their actions. After this unit’s normal movement, place a 3" AOE cloud effect in play. Its center point must be within 1" of the Leader. If the Grunt is B2B with the Leader, place a 5" AOE instead. This AOE remains in play for one round.
COIN - This model gains +1 CMD for each of its unmarked coin boxes
COLLECTOR - If this model has fewer than 3 corspe tokens when it boxes a living enemy model as a 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 the model 1 focus point for each corpse token spent.
COMBAT RIDER - During a combat action it did not make a charge attack, this model can make on melee attack with its Mount
COMBAT WARDING - Continuous effects on friendly Faction models affected by this unit’s Protective Aura expire. While affected by this unit’s Protective Aura, a model is immune to continuous effects. Combat Warding lasts for one round.
COMBINED ARMS - When this model misses an 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
COMBO SMITE (★ATTACK) - 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
COMBO STRIKE (★ATTACK) - 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
COMBUSTION (★ATTACK) - Models within 2" of this model suffer a POW 12 fire damage roll and the Fire continuous effect. This model can make additional melee attacks after making this special attack
COMFORT FOOD - If this model is within 1" of a friendly Faction warbeast at the beginning of your control phase, before leaching you can remove this model from play to remove any number of fury points from the warbeast
COMMUNION (★ACTION) - RNG 5. Target friendly Faction warjack. If the warjack is in range, spend up to three soul tokens to allocate 1 focus point for each soul token spent
COMPANION [MODEL] - This model is included in any army that includes [Model] and is part of [Model's] battlegroup. If [Model] is destroyed or removed from play, remove thie model from play. Place [this model] in play at the start of the game.
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.
CONCENTRATED POWER (★ACTION) - RNG 5. Target friendly Faction warjack. If the warjack is in range, it gains +2 on melee damage rolls this turn
CONDITION (★ACTION) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, place any number of fury points on or remove any number of fury points from it.
CONDUCTOR - When a friendly [Model Type] makes a Surge or Triangulation Storm call, this model is considered to be another friendly [Model Type]
CONFERRED RAGE - Warjacks in this model’s battle group beginning their activations in its control area can charge or make power attacks without spending focus. When this model destroys one or more enemy models during its activation, warjacks in its battle group beginning their activations in its control area gain +2 SPD and MAT for one turn.
CONSUME FURY (★ACTION) - RNG CMD. Target friendly Faction warbeast. If the warbeast is in range, remove up to 5 fury points from it and put them on this model. This model can have up to 5 fury points at any time.
CONTROLLED WARPING - 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.
CONVERT (★ACTION) - RNG CMD. Target living enemy non-character trooper model. If the model is in range, it must pass a command check or it becomes a friendly Faction solo under your control for the rest of the game. The converted model cannot activate this turn
CONVOCATION - This model gains one soul token for each friendly living Faction warrior model destroyed bin its command range by a continuous effect, an enemy attack, or collateral damage of an enemy attack. This model can have up to three soul tokens at a time.
COORDINATED STRIKE - This model and [model type] it controls can ignore friendly [unit type] models when drawing LOS and can advance through friendly [unit type] models if they have enough movement to move completely past the [unit type] model’s bases
CORTEX DAMAGE - When a warjack is hit by this weapon, it suffers 1 damage point to its first available Cortex system box
COUNTER CHARGE - 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
COUNTER MAGIC (★ACTION) - While within 3" of this model, +1" for each other model in this unit that is in formation, enemy models cannot cast spells and friendly models cannot be targeted by enemy spells. Counter Magic lasts for one round.
COUNTER SLAM - 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 against 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.
COURAGE OF THE FOREFATHERS - Affected models gain Fearless and Tough for one round.
COVEN - The [Unit] shares a single focus pool, and [Members] do not receive focus individually. The [Unit]'s base FOCUS is three times the number of [Members] in play. When the [Unit] replenishes its forcu, the [model A] recieves those focus points. The [Unit]'s control area is measured from the [model A]. Any [Member] in the [Unit]'s control area can spend focus points on the [model A]. The [model A] cannot be affected by focus-reducing or forcus removing effects. Each focus point on the [model A] gives each [Member] in the [Unit]'s control are +1 ARM. Effeects that ignore focus point overboosting the target's power field also ignore this bonus. The [Unit] can use their feat only once.
COVERING FIRE - Instead of making attacks with this weapon during this model's activation, place a 3" AOE anywhere completely withing this weapons's RNG. The center point of the AOE mist be in this model's LOS, ignoring intervening models. This model cannot place an AOE for this weapon while it is crippled. A model entering or ending its activation in the AOE suffers a damage roll with a POW equal to the POW of this weapon. The AOE remains in play for one round. It this model is destroyed or removed from play, immediately remove the AOE from play.
COVERING FIRE (*ACTION) - Place a 3" AOE anywhere completely within this weapon’s RNG. The center 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 a 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
CRAFT TALISMAN (*ACTION) - Target a friendly warlock within 3" of a model in this unit that is in formation. If the warlock is in range, when he casts a spell and is its point of origin, the spell gains +2 RNG. Spells with RNG SELF, SP, or CTRL are not affected. Craft Talisman lasts for one turn
CRANE (*ACTION) - Knocked down friendly models within 2" of this model immediately stand up and can activate normally this turn. Additionally, you can choose one friendly model within 2" of this model and place that model anywhere within 1" of its current location
CRATER - The AOE is rough terrain and remains in play for one round
CREATED - This model does not begin the game in play
CRESENDO - This weapon's base sats become AOE 4 and POW 12 for this attack. This attack's AOE remians in play for one round. Enemy models and non Faction friendly models entering or ending their activations in the AOF suffer a POW 12 damage roll.
CRITICAL AMPUTATION - On a critical hit, warjack arms and weapon systems that suffer damage from this attack are crippled
CRITICAL BRUTAL DAMAGE - On a critical hit, gain an additional die on this weapon’s damage roll against the model directly hit
CRITICAL CATASTROPHIC DAMAGE - On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged
CRITICAL CONSUME - On a critical hit, if the attack hit a small based non-warlock/warcaster model the model hit is removed from play.
CRITICAL DECAPITATION - 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
CRITICAL DEVASTATION - On a critical hit, instead of suffering a normal damage roll, each model in the AOE is thrown d6" directly away from the attacker regardless of its base size. Move models farthest from the attacker first. The model directly hit by the attack suffers a POW 15 damage roll. Other models hit 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
CRITICAL DISRUPTION - On a critical hit on a warjack, it suffers Disruption. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
CRITICAL FREEZE - On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold
CRITICAL GRIEVOUS WOUNDS - On a critical hit, the model hit by this weapon loses Tough, cannot heal or be healed, and cannot transfer damage for one round
CRITICAL KNOCKDOWN - On a critical hit, the model hit is knocked down
CRITICAL PITCH - 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 equal to this model’s STR
CRITICAL POISON - On a critical hit, gain an additional die on this weapon’s damage rolls against living models
CRITICAL SHRED - On a critical hit, after the attack is resolved this model can make one additional attack against the model hit
CRITICAL SMITE - 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
CRITICAL STAGGER - On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round
CRITICAL SUSTAINED ATTACK - Critical Sustained Attack
CROSS-TRAINED - A Sea Dog Crew Grunt ending its normal movement within 3" of the Commodore can join this unit if it has fewer than three Crewmen. Replace the Grunt with the Crewman model. The Crewman has effects that were on the replaced Grunt, except for upkeep spells on the Grunt’s unit. Sea Dog Crew Grunts replaced this way do not count toward Massive Casualties in their original unit.
CULL SOUL - 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 [RESOURCE] point.
CULL SOUL - 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 force point.
CUMBERSOME - If this model attacks 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.
CURSE [Model Type] - RNG CMD. Target enemy model/unit. If the mode/unit is in range, it is cursed. A friendly [Model Type] charging a cursed model gainst +2" movement. Friendly [Model Type] models gain +2 to attack rolls against cursed models. Curse can be used once per activation and lasts for one turn.
DAMNATION - 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 at the beginning of the game.
DARK BANISHMENT - 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 withing d6" of its current location, plust 1" for each focus point on this model.
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
DARK RESTORATION [model] - If [model] is disabled while within 3" of this model, this model is destroyed and [model] heals 1 damage point.
DARK SENTINEL - Once per turn, when an enemy model ends its normal movement within 5" of this model, a friendly Faction warbeast within 5" of this model can immediately make a full advance followed by a normal melee or ranged attack targeting the enemy model. The warbeast gains boosted attack and damage rolls against the enemy model
DARK SHROUD - While in this model’s melee range, enemy models suffer -2 ARM
DEADLY SHOT (★ATTACK) - Instead of rolling damage, a model hit suffers 3 damage. When damaging a warjack or warbeast, choose which column or branch suffers the damage
DEATH BLAST - 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
DEATH BOLT - Instead of rolling damage, a model hit suffers 3 damage points. When damaging a warjack or warbeast, choose which column or branch suffers the damage
DEATH BOUND - Grunts in this unit that are destroyed while in formation return to play at the beginning of your next Maintenance 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
DEATH BURST (★ATTACK) - 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. Damage from Death Burst is unboostable
DEATH GATE [solo model type] - Once per round, when a living enemy warrion model is boxed while within 2" of this model, remove the boxed model from play and replace it with a [solo model type] model.
DEATH HARVEST - If this model is in its warcaster's control range during your Maintenance Phase, you can take any number of soul tokens from thie model and place them on the warcaster.
DEATH MAGIC - This model can remove friendly [Model Type]in its command range from play to make an additional attack or to boost an attack or damage roll for each [Model Type] model removed. When this model suffers damage, you can choose one or more models in this unit to suffer any number of those damage points instead, divided as you choose. If you do, this model does not suffer that damage. A model cannot suffer more damage as a result of Death Magic than it has unmarked damage boxes.
DEATH RIDE (★ACTION) - Friendly Undead Faction models currently in thie model's command range can immediately advance up to 1"
DEATH SHROUD - While within this model’s command range, enemy models suffer -2 STR
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 equal to the STR of the model destroyed by the attack
DEATH TIES - 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
DEATH TOLL - When this model destroys a living enemy model with a melee attack, after the attack is resolved you can add one Grunt to a 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.
DEATHWALK - When this model boxes a living enemy warrioer model with an attack with this weapon and the [companion model] is not in play, remove the boxed model from play and replace it with [companion model]
DECAPITATION - Damage exceeding the ARM of the model hit is doubled. A model disabled by this attack cannot make a Tough roll
DEFENSIVE FORMATION - Once per game during its unit’s activation, this model can use Defensive Formation. Immediately after models in this unit complete their activations this turn, models in this unit other than this one can make a full advance, any previous orders this unit was issued expire, and this unit is affected by the Shield Wall order
DEFENSIVE LINE - While this model is B2B with one or more models in its unit, it gains +2 ARM
DEFENSIVE STANCE - While B2B with one or more friendly warrior models, this model gains +2 ARM
DEFENSIVE STRIKE - 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
DESICCATOR (★ACTION) - Center a 4" AOE cloud effect on this model. Living models entering or ending their activation in the AOE suffer 1 point of corrosion damage. The AOE remains in play for one round.
DESPERATE PACE - If the target unit is in range, it gains +2" movement during its activation this turn.
DESTRUCTIVE POWER - During its activation, this model can suffer 1 damage point to boost an attack or damage roll. This damage is suffered before the roll is made.
DETONATE - After resolving continuous effects during your Maintenance Phase, you can detonate any number of friendly mine markers anywhere on the table. Center a 4" AOE template on each detonated mine and remove the mine marker from the table. Models in the AOE are hit and suffer an unboostable POW 14 blast damage roll
DEVOUR MAGIC - 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, place 1 fury point on this model. A model can have focus or fury removed from it once only per turn as a result of Devour Magic. This model can have up to 5 fury points at any time.
DEVOURER'S DEBT - During your Control Phase place one Wurn token on thie model. For each Wurm token on this model it gains +1 STR. At the end of this model's activations it suffers 1 damage point for each Wurm token on it. This damage cannot be transferred.
DIG IN (★ACTION) - 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.
DIRECT CURRENT - If this attack directly hits, you can choose to have all models whos bases intersect by a line drwanf between the center of the model directly hit and the center of this mode suffer an unboostable POW 10 electrical damage roll. This damage is not considered to have been caused bu an attack.
DIRGE OF MISTS - Affected models gain +1 DEF and Terror for one round.
DISBINDING (★ACTION) - Enemy upkeep spells on this model and/or its unit immediately expire.
DISCHARGE - After this model makes an attack with this weapon, it cannot make an attack with this weapon for one round.
DISMANTLE - When this model hits a warjack with a melee attack, roll an additional damage die.
DISMEMBER - When this model hits a warbeast with a melee attack, roll an additional damage die.
DISORIENTATION - This model cannot advance this turn after being placed by Shifting.
DISPEL - When this weapon hits a model/unit, upkeep spells on that model/unit immediately expire.
DISRUPTION - A warjack hit loses its focus points and cannot be allocated focus or channel spells for one round.
DISRUPTOR BOLT - A model hit loses all focus points. A model hit with the Focus Manipulation special rule does not replenish focus points next turn. A warjack hit suffers Disruption for one round. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
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
DIVINE INSPIRATION - This model gains an additional die of melee attack and melee damage rolls. Discard the lowest die of each roll.
DIVINITY - This model cannot be knocked down and never suffers Blind. Its front arc extends to 360°
DODGE - This model can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while this model was advancing. It cannot be targeted by free strikes during this movement
DOMINATE UNDEAD (★ATTACK) - Dominate Undead is a RNG 10 magic attack. Take control of target enemy non-warcaster, non-warlock undead model hit. You can immediately make a full advance with the undead model followed by a normal melee attack, and then Dominate Undead expires. The undead model cannot be targeted by free strikes during this movement
DOOM DRIVER - For each corpse token on this model, this weapon gains +1 to damage rolls.
DOORS OF JUDGEMENT - Once per turn when a friendly living Faction warrior model in this model's command range is disabled by an enemy attack at any time other than when its advancing, this model can use this miracle. The disabled model can immediately make a full advance and can make one normal attack, then the affected model is removed from play. The affected model cannot be targeted by free strikes during this movement.
DOUBLE STRIKE - When this model spends a focus or fury point to make additional attacks with this weapon, it can make two additional attacks for each focus point spent.
DOUBLE TIME (ORDER) - Models receiving this order must make a full advance during their normal movement. After all models in this unit have completed their actions, each can make a full advance.
DRACONIC CONSORT - This model is not a warlock but has the following warlock special rules: Battle group Commander, Control Area, Damage Transference, Forcing, Fury Manipulation, Healing, and Spell caster. This model can have only non-character Faction lesser warbeasts in its battlegroup.
DRAG - 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.
DRAG BELOW - 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.
DRAGOON - While mounted, this model has base SPD [X] and base ARM [Z+2]. While dismounted, it has base SPD [Y] and base ARM [Z].
DRIVE - 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,
DUAL COVERING FIRE (★ACTION) - Place two 3" AOEs anywhere completely within this weapon’s RNG, centered on points in this model’s LOS, ignoring intervening models. Place one less AOE for each crippled arm system on this model. A model entering or ending
DUAL SHOT - When this model forfeits its movement to gain the aiming bonus it can also make one additional ranged attack this activation
DUCK - This model gains +4 DEF against melee and ranged attack rolls made by warbeasts. Warbeasts cannot target this model with free strikes
DUSK STRIKE - This attack causes no damage. Instead, on a direct hit models in the AOE suffer the Corrosion continuous effect
EARTH SHAKER - When an enemy model is directly hit by an attack made with this weapon, centrea a 4" AOE on the model directly hit. Models in the AOE and knocked down.
ELECTRICAL ARC - The Leader and models in this unit within 5" of it gain +2 RNG to ranged attacks and +2 to melee and ranged attack damage rolls
ELECTRICAL CURRENT - If this attack directly hits a model during this unit’s activation, ranged attacks against that model made by models in this unit later this activation automatically hit it
ELECTRICAL DISCHARGE - After all models in this unit have completed their actions, its Leader can make one ranged attack. The attack has base RNG 10, AOE 3, and POW 6. It gains +1 POW for each model in this unit that hit an enemy model with a melee attack this activation. Damage from this attack is electrical
ELECTRICALLY INSULATED - Ignore this model when lighting arcs to the nearest model
ELECTRO LEAP - 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 suffers an unboostable POW 10 electrical damage roll
ELECTROSTATIC - If this model is hit by a melee attack made by a warjack, immeditaly after the attack is resolved the warjack suffers Disruption unless this model was destroyed or removed form play by the attack. (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
ELEMENTAL COMMUNION - While within 2" of deep or shallow water, this model gains +2 DEF. While within 2" of an obstacle or obstruction, this model gains +2 ARM. If this model begins its activation within 2" of rough terrain, it gains +2 SPD this activation
ELEMENTAL MASTERY - Warbeasts in this model’s battle group with the Construct advantage beginning their activations in this model’s control area can charge and make power attacks without being forced. This model can heal friendly warbeasts in its battle group with the Construct advantage
ELEMENTAL PROTECTION (★ACTION) - Models in its unit gain Immunity: Cold, Immunity: Electricity and Immunity: Fire for one round
ELITE CADRE [UNIT TYPE] - Friendly [Unit Type] models gain [Ability]
EMPATHIC TRANSFERENCE - 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
EMPOWER - Affected model's weapon gain Magical Weapon for one turn.
EMPOWERED ATTACK - This weapon gains +2 on its damage rolls.
ENERGY PULSE (★ATTACK) - Models within 6" of this model are hit and suffer a POW 12 electrical damage roll. Energy Pulse does not require a target
ENERGY SIPHON - 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
ENLIVEN (★ACTION) - RNG 5. Target friendly Faction warjack. If the warjack is in range, the next time it suffers damage from an enemy attack while it is not advancing, immediately after the attack is resolved the warjack can make a full advance, then Enliven expires. The warjack cannot be targeted by free strikes during this movement. Enliven lasts for one round
ENRAGE (★ACTION) - RNG 3. Target friendly Faction warbeast. If the warbeast is in range, it gains +2 STR and must charge or make a slam or trample power attack without being forced during its next activation. Enrage lasts for one turn.
ENTANGLE - When a warjack or warbeast is hit by this weapon it is knocked down
ENTROPIC FORCE - While in this model’s command range, enemy models lose Tough and cannot heal or be healed
EROSION - This model rolls an additional die on this weapon’s damage rolls against non-living models
ERUPTION OF ASH - If a model is boxed by an attack made with this weapon, center a 3" AOE cloud effect on the boxed model and then remove that model from play. The AOE remains in play for one round. Enemy models in the AOE when it was put in play are hit and suffer a POW 12 fire damage roll. Enemy models entering or ending their activation in the AOE suffer a POW 12 fire damage roll. Eruption of Ash damage rolls cannot be boosted
ERUPTION OF FAITH - This model can activate this miracle once per turn at any time during its activation. When this miracle is activated, enemy models currently within 2" of this model suffer the Fire continuous effect and are pushed 4" directly from it in the order you choose.
ESPIONAGE (★ACTION) - RNG 5. Target enemy warcaster or warlock. If the enemy warcaster or warlock is in range, friendly models/units in this model’s command range can immediately make a full advance and a normal attack
EVASIVE - This model cannot be targeted by free strikes. This model can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing
EVASIVE ACTION (★ACTION) - RNG 5. Target friendly Faction warjack. If the warjack is in range, it gains Evasive for one round. (A model with Evasive cannot be targeted by free strikes. It can advance up to 2" immediately after an enemy ranged attack that missed it is resolved unless it was missed while advancing.)
EXORCIST - While within 5" of this model, enemy models lose Incorporeal.
EXTENDED CONTROL RANGE - When checking to see if this model is in its controller’s control area for focus allocation, double the area
EXTENDED FIRE - Once per game while in formation, thise model can use Extended Fire during it's unit's activation. This activation, models in this unit gain +4 RNG to the ranged attacks.
FATE BLESSED - When a friendly Faction model makes an attack or damage roll during its activation while in this model’s control area, this model can spend 1 fury point to allow the model to reroll that roll. Each roll can be rerolled only once due to Fate Blessed
FEAST - The weapons of models in its unit gain Life Drinker for one turn. (When a model destroys a living enemy model with weapon a weapon with Life Drinker, immediately after the attack is resolved the attacking model heals d3 damage points.)
FEEDBACK - If this weapon damages a warjack that is part of a battle group, its controller suffers 1 damage point
FEIGN DEATH - This model cannot be targeted by ranged or magic attacks while knocked down
FELL CALLS - This model can make one of the following calls any time during its activation. A friendly Faction model/unit can be affected by only one Fell Call each turn
FEROCIOUS - During its activation, this model can spend fury points to gain additional attacks or to boost attack or damage rolls, at 1 fury point per attack or boost.
FERTILIZER - When a living 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
FERVOR - Affected models gain +2 to attack and damage rolls this activation
FIELD DEPENDENT - While its Field Generator system is crippled, this model loses the
FIERY BLAST - When this model is disabled, center a 5" AOE on it, then remove this model from play. Models in the AOE suffer the Fire continuous effect
FINISHER - This model gains an additional die on damage rolls against damaged models
FIRE BEACON - This attack becomes AOE 5 and POW for this attack. While a model is within the AOE, it loses Camouflage and Stealth, and other models can ignore cloud effects when determining LOS to it. The AOE lasts for one turn
FIRE! (★ACTION) - This model must be B2B with a the [Heavy Artillery] and not engaged to make a Fire! Special attack each activation. Both models must have LOS to the target. The [Heavy Artillery] does not block this model's LOS for this attack. This model cannot gain the aiming bonus. Base the RNG and all modefiers for the attack on the [Heavy Artillery].
FIRING FORMULAE [model type] - When this model makes a ranged attack with this weapon during its activation, determin eht position of the [model type] this model put into play. For each completely within its left firing arc, this model gains an additional die on attack rolls. For each complately within its right firing arc, this model gains an additional die on its damage rolls. For each completely within its back arc, this model makes an additional Auto Fire attack.
FLAGELLANT - This model is automatically hit by melee attacks made by friendly models.
FLAK FIELD - 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.
FLAME BURST - When this model boxes an enemy model with this weapon, enemy models within 1" of the boxed model suffer the Fire continuous effect.
FLAMES OF WRATH (★ACTION) - Choose a friendly Faction model/unit. For one round, while affected models are in this model’s command range, enemy models directly hit by their melee or ranged attacks suffer the Fire continuous effect.
FLANK [MODEL TYPE] - 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.
FLARE - Models hit by this weapon suffer -2 DEF for one round.
FLEET - At the start of this model’s activation, it can spend 1 focus point to gain +2" movement for one turn
FLESH MELD - This model can use Flesh Meld at any time during its activation while in B2B with Belphagor. Remove this model from the table. Belphagor becomes a warlock warrior model and loses Blood Creation and Soulless. Belphagore cannot activate after this model uses Flesh Meld during the turn it used Flesh Meld. While melded, Belphagor takes control of this model’s battle group, its base CMD becomes 9, and its base FURY becomes 7. Any effects on this model when it melds are applied to Belphagor. Remove the fury points currently on Belphagor. If there are any fury points on this model when it melds, place them on Belphagor. While melded, Belphagor can cast this model’s spells and use its feat, is not considered to be a warbeast, and loses its animus.
FLIGHT - 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
FOCAL POINT - This model’s unit has no unit commander. Models in this unit within 8" of this model are in formation. If a model in this model’s unit is out of formation when beginning its normal movement, it must either advance toward this model and forfeit its action or run directly toward this model. If this model is destroyed or removed from play, remove the remaining models in this unit from play
FOCUS BATTERY - During the Maintenance Phase, do not remove unspent focus points from this model. Focus points remaining on this model at the start of your Control Phase count toward its focus allocation limit
FOCUS MATRIX - This model can allocate focus points during its activation. Once per turn during its activation, you can remove focus points from warjacks in this model’s battle group that are in its control area and give those focus points to this model. This model cannot have more focus points than its FOCUS as a result of Focus Matrix
FOCUS POWERED - For each focus point on this model when it declares an attack with this weapon, the weapon gains +1 RNG and +1 POW for the rest of the attack
FOCUS SPHERE - Reduce the COST of the spell by 1
FOLLOW UP - 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
FOR THE MOTHERLAND - Affected models’ attack rolls are boosted this turn
FORCE BARRIER - This model gains +2 DEF against ranged attack rolls and does not suffer blast damage
FORCE BOLT (★ATTACK) - Force Bolt is a 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 is knocked down after being pushed
FORCE GENERATOR - At the start of this model’s activation, it can spend 1 focus point once to gain +3 STR for one turn
FORCE LOCK - Enemy models in this model’s melee range cannot advance except to change facing
FORCE WALL (★ACTION) - For one round, while within 3" of this model, friendly Faction models gain Force Barrier
FOREST GROWTH (★ACTION) - 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
FOREST WALK - While completely within a forest, this model can forfeit its normal movement to use Forest Walker. If it does, choose a location completely within this model’s control area that is completely within a forest. Remove this model from the forest and place it in the chosen location. This model cannot use Forest Walker while knocked down
FREEZE - A model hit by this weapon becomes stationary for one round unless it has Immunity: Cold
FROSTBITE (★ATTACK) - Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll
FULL AUTO [D3] - If this model forfeits its movement during its activation to gain the aiming bonus, it can make d3 initial attacks with this weapon during its combat action that activation, ignoring ROF
FURY BANK - While this model is in a friendly warlock's control area during the warlock's activation, the warlock can move fury points from itself to this model. This model can have up to 5 fury points at a time. While this model is ina friendly Faction warlock's control area, the warlock can leach fury from thie model as if it were a warbeast.
FURY GENERATOR - Thismodel gains 1 fury point at the start of your Control Phases. If can have up to [X] fury points at a time. If this model is in a friendly warlock's control area, the warlock can leach firy points from it during your Control Phase. Diring its activation, this model can spend point sto boost attack or damage rolls at 1 fury per point.
FURY LINKED - While in formation, this model can spend fury on its unit commander during its unit’s activation to boost attack or damage rolls
FURY VAULT - While this model is in a friendly warlock ‘s control area during the warlock’s activation, the warlock can move fury points from himself to it. If this model is in a friendly warlock’s control area, the warlock can leach fury points from it during your Control Phase. This model can have up to 1 fury point on it for each model currently in this unit. When a model in this unit is destroyed or removed from play, remove fury points from this model in excess of the number of models remaining in the unit. If this model is destroyed and replaced by a Grunt in its unit, place its fury points on the new Leader
FUTURE SIGHT - This model can boost attack and damage rolls after rolling
GANG - 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
GANG FIGHTER - 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
GATEKEEPER - This model gains one soul token for each friendly living Faction warrior model destroyed in its command range by a continuous effect, an enemy attack, or collateral damage of an enemy attack. This model can have up to five soul tokens at a time. During its activation, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost.
GEOMANCY - While in its controller’s control area, this model can be forced to cast one of its warcaster’s spells with a COST of 3 or less once per activation. This model’s controller is considered to have cast the spell but this model is its point of origin. 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.
GHOST SHIELD - This model gains +1 ARM for each soul token currently on it.
GHOST SHOT - This model ignores LOS when making ranged attacks with this weapon. When resolving attacks with this weapon, ignore concealment and cover.
GHOST STONE - This model’s front arc extends to 360° it ignores LOS when targeting models in its control area, and it ignores Stealth.
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.
GIRDED - This model does not suffer blast damage. Friendly models B2B with it do not suffer blast damage.
GO TO GROUND - Once per game while in formation during its unit’s activation, this model can use Go to Ground. For one round or until they move, are placed, or are engaged, models in this unit in formation gain cover, do not suffer blast damage, and do not block LOS.
GOAD - When a warbeast in this model’s battle group destroys one or more models with a melee attack during its combat action, immediately after the attack is resolved this model can force the warbeast to advance up to 2".
GRAND SLAM - This model can make power attack slams without spending focus or being forced. Models slammed by this model are moved an additional 2".
GRANTED: CIRCULAR VISION - While this model is in play, models in this unit gain Circular Vision. (The front arc of a model with Circular Vision extends to 360°.)
GRANTED: CLEAVE - While this model is in play, models in its unit gain Cleave. (When a model with Cleave destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved the model can make one additional melee attack. A model can gain only one additional attack from Cleave per activation.)
GRANTED: COMBINED ARMS - While this model is in play, models in its unit gain Combined Arms. (When a model with Combined Arms misses an 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)
GRANTED: COMBINED MELEE ATTACK - While this model is in play, models in its unit gain Combined Melee Attack
GRANTED: COMBINED RANGED ATTACK - While this model is in play, models in its unit gain Combined Ranged Attack
GRANTED: DARK INDUSTRIES - 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
GRANTED: DEAD RISE - While this model is in play, after resolving continuous effects during your Maintenance Phase, knocked down models in its unit stand up and stationary models in its unit are no longer stationary
GRANTED: FEARLESS - While this model is in play, models in its unit gain Fearless
GRANTED: FORCE BARRIER - 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.)
GRANTED: HUNTER - While this model is in play, models in this unit gain Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
GRANTED: OVERTAKE - While this model is in play, models in its unit gain Overtake. (When a model with Overtake 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".)
GRANTED: PRACTICED MANEUVERS - While this model is in play, models in its unit gain Practiced Maneuvers. (A model with Practiced Maneuvers can ignore other models in its unit when determining LOS and can advance through other models in its unit if it has enough movement to move completely past them.)
GRANTED: PROWL - While this model is in play, models in its unit gain Prowl. (Models with Prowl gain Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.)
GRANTED: RANKED ATTACKS - While this model is in play, models in its unit gain Ranked Attacks. (Friendly Faction models can ignore models with Ranked Attacks when determining LOS.)
GRANTED: REANIMATION - 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.)
GRANTED: REFORM - While this model is in play, after all models in its unit have completed their actions, each can advance up to 3"
GRANTED: RELENTLESS CHARGE - While this model is in play, models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
GRANTED: SILENCE - While this model is in play, models in its unit do not have to make Berserk attacks
GRANTED: STEADY - While this model is in play, models in its unit gain Steady. (Models with Steady cannot be knocked down.)
GRANTED: STEALTH - While this model is in play, models in its unit gain Stealth
GRANTED: TOUGH - While this model is in play, models in its unit gain Tough
GRANTED: VENGEANCE - While this model is in play, models in its unit gain Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance 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.)
GRANTED: WAR TEMPERED - While this model is in play, models in its unit can make combined ranged attacks targeting models in melee
GRAPE SHOT - While this model is in formation, models in its unit can make a Grape Shot special attack. A Grape Shot special attack is a ranged attack with RNG SP 8, AOE -, and POW 10. When making a Grape Shot special attack, models cannot participate in combined ranged attacks
GRAVE SUMMONS (★ACTION) - When this mode uses Grave Summons it can spend any number of soul tokens. For each soul token spent put one friendly [model type] solo into play anywhere completely within 3" of this model.
GREAT POWER - During your Control Phase, this model can upkeep one spell without spending focus or fury
GRIEVLOUS WOUNDS - When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage
GRIEVOUS WOUNDS - When a model is hit by this weapon, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage
GRIM SALVATION - When this model is damaged by an enemy melee or ranged attack, it does not suffer the damage and effects triggered by taking damage from the attack. Instead, remove one friendly [Faction type] warrior model within 1" of this model from play. If there is not a friendly [Faction type] warrior model within 1" of this model, it suffers the damage and effects of the attack normally
GROUND POUNDER (★ATTACK) - Place a 4" AOE anywhere completely within this weapon’s RNG. The center point of the AOE must be in this model’s front arc. This model makes one ranged attack roll against each model in the AOE, ignoring concealment, elevation, and Stealth. This model cannot gain the aiming bonus on Ground Pounder attack rolls. Models hit suffer a POW 12 ranged attack damage roll
GROUNDWORK - While knocked down, this model is not automatically hit by melee attacks and its DEF is not reduced
GUARD DOG - While this model is within 3" of its warcaster or warlock and is not knocked down or stationary, its warcaster or warlock 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
GUIDANCE (★ACTION) - RNG 5. Target friendly faction model. If target model is in range, it gains Eyeless Sight and its weapons gain Magical Weapon for one turn
GUIDED - Attacks made with this weapon automatically hit
GUNNERY (★ACTION) - RNG 2. Target [Heavy Artillery]. If the [Heavy Artillery] is in range, a model attack with the [Heavy Artillery] this activation gains a cumulative +2 to its attack roll.
GUNS BLAZING - Once per game while in formation during its unit’s activation, this model can use Guns Blazing. This activation, models in this unit in formation can make one additional ranged attack ignoring ROF.
GUN PLATFORM - This model can make ranged attacks even while in melee.
HAND OF VENGEANCE - When one or more friendly Faction warrior models are destroyed or removed from play by enemy attacks while within 5" of this model, this model gains +2 on attack and damage rolls for one round.
HANGOVER - The first time this model is disabled by an enemy attack, it heals all damage and is knocked down.
HARD - This model does not suffer damage or effects from impact attacks or collateral damage.
HARD HEAD - This model can add this weapon’s POW to its head-butt and slam power attack damage rolls.
HARMONIOUS EXALTATION (★ACTION) - RNG 5. Target this model’s warlock. If it is in range, once this turn when a warlock casts a spell, reduce its COST by 1.
HARROW - An enemy model damaged 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.
HEAL (★ACTION) - Choose a friendly living model B2B with this model. That model heals d3 damage points.
HEALING FIELD - Models in this unit that are in formation and friendly Faction models within 1" of one of more of them heal d3 damage points. Roll separately for each model. Healing Field can heal warbeasts with Construct.
HEART EATER - This model gains a corpse token each time it destroys a living enemy model with a melee attack. This model can have up to three corpse token at any time. It can spend a corpse token during its activation to boost an attack or damage roll or to make an additional melee attack.
HEAVY - 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
HEAVY ARTILLERY - 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
HEAVY BOILER - This model can run without spending focus
HELLFIRE (★ACTION) - Hellfire is a RNG 10, POW 14 magic attack. A model/unit hit by Hellfire must pass a command check of flee.
HERDING - While this model is in its warlock’s control area, the warlock can force, leach, reave, heal, and transfer damage to the warbeasts in its battle group that are in this model’s command range
HERO’S TRAGEDY - An enemy warrior model that destroys one or more affected models with a melee attack during its activation is knocked down at the end of its activation
HEROIC BALLAD - RNG CMD. Target friendly non-warlock Faction model/unit. If the model/unit is in range, it becomes Fearless and affected models can make one additional melee attack during their activations this turn. Heroic Ballad lasts for one round
HEX BOLT (★ATTACK) - Hex Bolt is a RNG 6, POW 13 magic attack. Models hit cannot make special actions or special attacks for one round
HOLY RELIQUARY - This models suffers d3 damage points each time it activates one of the following miracles. This damage is suffered before the miracle takes effect.
HOLY VESSEL - This model cannot be part of a battle group, does not have a functional cortex, and cannot be allocated focus. During the focus allocation step of your Control Phase, this model receives d3+1 focus points
HOMICIDAL MANIAC - When this model makes a normal melee attack during its activation, it makes one melee attack against each model in its LOS and melee range. If there are no enemy models in this model’s melee range after resolving a normal melee attack in which it destroyed one or more, it can advance up to 1"
HOOF IT - RNG CMD. Target friendly non-warlock Faction model/unit. If the model/unit is in range, affected models can make a full advance at the end of this turn after all friendly models have ended their activations. During this movement, affected models cannot be targeted by free strikes
HUNTER - This model ignores forests, concealment, and cover when determining LOS or making a ranged attack
HUNTERS MARK (★ATTACK) - Hunter’s Mark is a RNG 10 magic attack that causes no damage. Friendly models can charge or make a slam power attack against an enemy model hit by Hunter’s Mark without being forced or spending focus. A friendly model charging an enemy model hit by Hunter’s Mark gains +2" of movement. Hunter’s Mark lasts for one turn
HUNTSMAN - 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 this 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 removed from play, choose another model/unit as the prey
HYMN - RNG 3. Target friendly Faction [warjack]. When this model performs a Hymn special action, choose a hymn. Each activation, all models in this unit performing a hymn must perform the same hymn. If the target warjack is in range, it is affected by the hymn. While affected by a hymn, a warjack cannot be affected by another hymn.
HYPER AGGRESSIVE - When this model suffers damage from an enemy attack anytime except while it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model
HYPER REGENERATION - This model automatically heals d3 damage points at the start of each of its activations
ICE BOLT (★ATTACK) - Ice Bolt is a RNG 10 magic attack. A model hit suffers a POW 12 cold damage roll. On a critical hit, the model hit becomes stationary for one round unless it has Immunity: Cold
ICE BREAKER (★ATTACK) - Make a melee attack with this weapon. Gain an additional die on the damage roll
ICE CAGE (★ATTACK) - Ice Cage is a RNG 10 magic attack. A model hit suffers a cumulative -2 DEF for one turn unless it has Immunity: Cold. When a model without Immunity: Cold is hit with three or more Ice Cage attacks the same turn, it becomes stationary for one round
IMMOBILE - 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
IMMOVABLE OBJECT - This model scannot be knocked down or placed. It can move or be moved only during its normal movement.
IMPERIL - For one round, when a model/unit hit but this attack suffers a damage roll add +2 to the roll.
IMPERISHABLE CONVICTION - When a friendly Faction model in its control area is destroyed by an enemy attack, thie model heals 1 damage point.
IMPERVIOUS WALL - During its activation, this model can forfeit its normal movement or action to gain Impervious Wall for one round. A model with Impervious Wall is immune to continuous effects, does not suffer damage or effects from non-magical ranged or melee attacks, and cannot be knocked down
IMPRINT: ARCANE ASSASSIN - During its activation, this model can spend 1 focus to gain Arcane Assassin for one turn. (When making attacks, a model with Arcane Assassin ignores focus points over boosting the target’s Power Field and spell effects adding to its ARM or DEF.)
IMPRINT: BUSHWHACK - During its activation, this model can spend one focus to gain Bushwhack this activation. (During its activation, a model with Bushwhack can make its combat action before its normal movement. If it does, it must make a full advance as its normal movement this activation.)
IMPRINT: DISENGAGE - During its activation, this model can spend 1 focus point to use Disengage. For one round, when this model is missed by an enemy melee attack anytime other than when it is advancing, this model can move up to 2". During this movement, it cannot be targeted by free strikes
IMPRINT: GHOSTLY - During its activation, this model 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.)
IMPRINT: GRUDGE - During this model’s activation, it can spend 1 focus point to use Grudge. For one round, when this model is hit by one or more melee attacks during an enemy model’s combat action, immediately after that combat action ends this model can make one normal melee attack, then Grudge expires
IMPRINT: HOLY FERVOR - During its activation, this model can spend 1 focus point to use Holy Fervor. This activation, this model’s melee attack rolls are boosted. When it destroys one or more enemy models with an attack with one of its melee weapons this activation, immediately after the attack is resolved this model can make on additional melee attack
IMPRINT: KINETIC FIELD - During its activation, this model can spend 1 focus point to use Kinetic Field. For one round, this model and friendly models within 3" of it gain +2 ARM against ranged attacks and do not suffer blast damage
IMPRINT: MURDEROUS - During its activation, this model can spend 1 focus point to use Murderous. That activation, this model gains an additional die on melee attack rolls against living enemy warrior models
IMPRINT: RUN RIOT - During its activation, this model can spend 1 focus point to use Run Riot. This activation, after resolving an attack in which this model destroyed one or more models with a normal melee attack, if there are no enemy models within its melee range it can advance up to 1"
IMPRINT: SALVAGE - At any time 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
IN STEP - While this model is within 3" of it, the unit commander gains +3" to its command range
INACCURATE - This model suffers -4 to attack rolls with this weapon
INCENDIARY SHOT - This weapon's base stats become RNG 16, AOE 4, and POW 14 for this attack. This attack causes fire damage, and models hit suffer the Fire continuous effect.
INCINERATE (ORDER) - Models that receive this order can participate in a combined ranged attack. The unit commander must be the primary attacker. This attack has RNG 8, AOE 4", and POW 12. The attack causes fire damage. The AOE remains in play for one round and is a cloud effect. Models entering or ending their activations in the AOE suffer a POW 12 fire damage roll. A unit can make only one Incinerate attack per activation
INDEPENDENT ATTACK - This attack has a base STR of X and base POW of Y, for a P+S of X+Y.
INFECTION - Once per activation, when this model boxes a living enemy warrior model with an attack with this weapon, remove the boxed model from play and replace it with a [Model Type] model.
INFLICT PAIN - When it hits a warbeast with this weapon, this model can place 1 fury point on or remove 1 fury point from the warbeast
INFLUENCE (★ATTACK) - Influence is a RNG 10 magic attack. Take control of target enemy non-warcaster, non-warlock warrior model hit. The model immediately makes one normal melee attack, and then Influence expires
INSCRUTABLE - Opponents cannot take control of this model.
INSPIRATION - Friendly faction models/units in this model’s command range never flee and immediately rally.
INTELLIGENCE - You gain +1 to the starting roll determining the order of deployment and play
INTERFACE - While in B2B with this model, a warjack in its battlegroup can spend focus points on this model
INTRIGUE - If one or more enemy models are in this model's command range during your Maintenance Phace, one friendly warrior model in this model's command range can advance up to 3".
INTUITION - When an enemy model targets this model with an attack and tha attack roll results in a hit, you can immediately [force this model/spend 1 fury/focus] to cause the enemy model to rreroll the attack roll.
IRON HORSE - Heavy warjacks in this model’s battle group gain Cavalry model rules. Light warjacks in this model’s battle group also gain Light Cavalry model rules and can run without spending focus. When a heavy warjack makes an impact attack, that attack has a base POW equal to its STR. The melee range of impact attacks is 0.5"
IRON ROT - When a warjack is hit by this attack, it suffers d3 points of corrosion damage to its Hull damage boxes
IRON SENTINEL - While B2B with a friendly Faction warjack, this model gains +2 DEF and ARM and cannot be knocked down
IRON WALL - This model gains +2 ARM for each warjack it controls B2B with it. When this model is directly hit by an enemy ranged or magic attack, you can choose to have one of those warjacks become the target and automatically be hit by the attack instead
IRON ZEAL - Once per game during its activation, this model can use Iron Zeal. For one round, while in formation models in this unit gain +4 ARM and cannot become stationary or be knocked down
IT BURNS! - If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Fire continuous effect unless this model was destroyed or removed from play by the attack
JACK HUNTER - This model gains an additional die to its melee and ranged attack damage rolls against warjacks
JOURNEYMAN WARCASTER - This model is not a warcaster but has the following warcaster special rules: Battle group, Commander, Control Area, Focus Manipulation, Power Field, and Spell caster
JUMP - 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
KILL SHOT - Once per activation, when a living enemy model is destroyed or removed from play as a result of a melee attack made by this model during its activation, immediately after that attack is resolved this model can make one normal ranged attack ignoring ROF.
KILL STROKE - Once per game during its unit’s activation, this model can use Kill Stroke. This activation, models in this unit currently in formation can advance through other models if they have enough movement to move completely past them, ignore intervening models when declaring a charge, and cannot be targeted by free strikes
KILLERS - Models in this unit can reroll missed attack rolls against living models this turn. Each roll can be rerolled only once as a result of Killers
KILLING SPREE - 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
KINETIC ACCULATOR - When this model is hit by a melee or ranged attack made by an enemy model, it gains one power token, up to a maximum of three. During its activation, this model can spend power tokens to boost attack or damage rolls at one toke per boost.
KINETIC CAPACITOR - When this model is hit by an enemy melee or ranged attack, after the attack is resolved this model gains 1 focus point
KINETIC GRIP - When a model is hit by this attack, it cannot charge this model for one round
KISS OF LYLISS (★ATTACK) - Kiss of Lyliss is a RNG 10 magic attack. For one round, when a model/unit hit by Kiss of Lyliss suffers a damage roll add +2 to the roll
KNOCKDOWN - When a model is hit by an attack with this weapon, it is knocked down
LAMENTATIONS OF SUFFERING - While this model has 1 or more focus points, non-magical ranged attacks targeting it automatically miss.
LANCE - This weapon can be used only to make charge attacks. When this model charges, this weapon gains Reach until the charge is resolved
LASH - This model and friendly warrior models B2B with it cannot be knocked down
LAST CALL - If this model is disabled by an enemy attack, it can immediately make a special action
LAWGIVER’S CREED (★ACTION) - For one round, enemy models cannot cast spells while in this model’s command range
LEADERSHIP [UNIT] - While in this model's command range, friendly [UNIT TYPE] gain
LENS OF TARVODH - The spell gains +3 RNG
LENSE OF TARVODH - The spell gains +3 RNG
LESSER WARBEAST - This model cannot make power attacks
LESSER WARLOCK - This model is not a warlock but has the following warlock special rules: Battle group Commander, Control Area, Damage Transference, Forcing, Fury Manipulation, Healing, and Spell caster.
LIFE DRINKER - When it destroys a living enemy model with this weapon, immediately after the attack is resolved this model heals d3 damage points
LIFE TRADER - 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 be used once per attack
LIGHT ARTILLERY - This weapon cannot be used to make attacks or special actions during activations this model moves. This model cannot gain the aiming bonus when attacking with this weapon and cannot charge. If this model attacks with this weapon during its activation, it cannot attack with any other weapon that activation
LIGHTNING FIELD - When lighting arcs as a result of an attack made by a friendly model in this model's control area, ignore models with Immunity: Lightning whien determining which model the lightning arcs to.
LIGHTNING GENERATOR - When a model is hit with this weapon, lighting arcs from that model to d3 consecutive additional models. The lighting arcs to the nearest model it has not already arced to within 4" of the last model it arced to, ignoring this model. Each model the lighting arcs to suffers a POW 10 electrical damage roll
LINE BREAKER - This model gains an additional die on impact attack rolls
LINKED GUNS - When this model makes an initial attack with this weapon, after the initial attack has been resolved, it can immediately make one additional attack against the target of the initial attack. This additionl attack ignores this weapon's ROF.
LOADER - This model must be B2B with a friendly living Faction warrior model to make an attack with this weapon
LONG LEASH - When checking to see if this model is in its controller’s control area, double the area
LUCK - This model can reroll missed attack rolls with this weapon. Each attack roll can be rerolled only once as a result of Luck.
LUCKY CHARM (★ACTION) - During his activation this turn, the warcaster can gain an additional die on an attack or damage roll. Discard the lowest die
MACHINE MELD (★ACTION) - 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 battle group, 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.
MAGE KILLER - Gain an additional damage die on the weapon's damage rolls against models with Spellcaster or Magic Ability
MAGE KILLER - Gain an additional damage die on the weapon's damage rolls against moels with Spellcaster or Magic Ability
MAGE STATIC - While this model is in formation, enemy magic attacks targeting a model in this model’s unit suffer -5 RNG
MAGE STORM (★ATTACK) - Make a ranged attack with this weapon with AOE 4. Models hit suffer a POW 12 magical 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 a POW 12 magical damage roll. This model does not suffer damage from Mage Storm
MAGNO BLAST (★ATTACK) - Magno Blast is a RNG 10, POW 13 magic attack. If the attack hits an enemy model, before resolving damage immediately push models within 2" of the model hit 1" directly away or directly toward the model hit in the order you choose
MALTREATMENT - Once per turn during its activation this model can remove 1 fury point from a warbeast in its battle group that is in its control area and add 1 fury point to its own current total. The warbeast suffers d3 damage points
MAN CATCHER (★ATTACK) - This attack causes no damage. A warrioer model hit suffers -2 DEF and for one round cannot advance while within thie model's melee range.
MAN IN THE MACHINE - Karchev is a living model, but he is neither a warjack nor a warrior model. He has a damage grid and suffers damage like a warjack. Karchev can make slam, trample, throw, headlock/weapon lock, and push power attacks without spending focus. Karchev cannot make throws or headlock/weapon locks while his Open Fist is crippled. Effects modifying the amount of damage to or the manner in which damage is applied to a warjack also apply to him. The B boxes of Karchev’s damage grid represent his Body system. Friendly Faction models with the Repair skill can attempt to repair Karchev like a warjack but cannot repair his Body system. When Karchev spends focus points to heal damage, he can heal damage only to his Body system.
MAN-EATER - This model can charge living warrior models without being forced.
MAN-SIZED - This model is treated as a model with a small base and occupies the space from the bottom of its base to a height of 1.75"
MANUAL RELOAD - This model can make one additonal [weapon] ranged atack during its combat action for each [model type] model in B2B with it, up to a maximum of [2] additional attacks. These attacks do not count against the ROF of the [weapon].
MARCH - Affected models gain Pathfinder for one turn
MARK TARGET - Other friendly faction models gain +2 to ranged attack rolls against enemy models within 5" of this model and in its LOS
MARTIAL DISCIPLINE - 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
MARTYRDOM - When a friendly Faction non-warcaster warrior model in this model’s command range is disabled, this model can suffer d3 damage points to cause the disabled model to heal 1 damage point
MEAT FULED - This model gains +1 STR for each corpse token on it.
MECHANIKAL SEIZURE - When a warjack is hit by this weapon it becomes stationary for one round
MECHANIKALLY ADEPT - This model can attempt to repair friendly non-Faction warjacks and battle engines.
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.
MENOTH’S GAZE - During its activation, this model can spend 1 focus point to use Menoth’s Gaze. For one round, enemy models that begin their activation within 8" of this model and in its LOS can advance only toward this model
MENOTH’S SIGHT (★ACTION) - Choose a friendly Faction model. While in this model’s command range, for one round the chosen model ignores Stealth and ignores cloud effects when determining LOS
MERCY KILLER - When attacking with this weapon, this model gains an additional die on damage rolls against damaged models
MINIMUM RANGE 6 - Attacks made with this weapon cannot target any model within 6" of it
MINIMUM RANGE 8 - Attacks made with this weapon cannot target any model within 8" of it
MOMENTUM - Instead of suffering a normal damage roll, a small- or medium-based non-incorporeal model hit by this attack is slammed d3" directly away from this model regardless of its base size and suffers a damage roll equal to the POW of this weapon. Collateral damage from this slam is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack are knocked down
MONEY SHOT - Affected models gain +2 to ranged attack and damage rolls for one turn.
MONSTER HUNTER - When this model hits a warbeast with an attack, it suffers d6 points of damage to a branch of your choice
MORROW’S NAME - Once per game during its unit’s activation, this model can use Morrow’s Name. Models in this unit in formation gain an additional die on melee damage rolls this activation
MULTI-FIRE (★ATTACK) - 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
MULTIPLE HEADS - This model can make three initial attacks each combat action, using any combination of Blight Breath and Jaw attacks. This model loses one initial attack for each aspect it has lost. This model cannot be forced to make additional Blight Breath attacks
NECROMANCY - 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
NECROSURGERY (★ACTION) - Remove up to three corpse tokens from this model to add one Grunt to a friendly [unit type] unit in this model's command range per token removed. The Grunt must be placed in formation and within 3" of this model.
NEGATION - Remove 1 focus or fury point from enemy models currently in this model’s command range
NO SLEEPING ON THE JOB [UNIT TYPE] - This model and friendly [Unit TYPE] models in its command range cannot be knocked down.
NO, I'M FINE - When another friendly [UNIT TYPE] models makes a Tough roll of a 4,5 or 6 while in this model's command range, that model heals 1 damage point and is knocked down.
OATH OF SILENCE - This model does not have the Commander advantage
ONE SHOT - An attack with this weapon can be made only once per game
ORGOTH SEAL - When a model targets this model with an offensive spell, the spell suffers -3 RNG. If a model directly hits this model with an offensive spell, after the attack is resolved the attacking model suffers d6 damage points
OVERCOME - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn
OVERLOAD - Once per activation, you can roll one to three dice. This model gains a STR bonus equal to the total of that roll. Then roll the same dice again. This model suffers damage equal to the total of that roll. This bonus expires at the end of this model’s activation
OVERPOWER - During your Control Phase, after this model replenishes its focus but before it allocates focus, this model can spend focus to increase its control area for one round at 1 focus point for each 1" increase
OVERTAKE - 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"
PACK HUNTERS - Living warbeasts in this model’s battle group gain +2 on melee attack rolls against enemy models in its control area
PAIN DRIVER (★ACTION) - RNG 3. Targer friendly non-warlock Minion warrior model/unit. If the model is in range, it gainst +2 STR for one round.
PAIN MONGER - When this model suffers damage from an attack, it gains one blood token. For each blood token on this mode it gains +1 STR and ARM. This model can have up to five blood tokens at a time. Remove all blood tokens form this model at the start of your control phase.
PAIN RESPONSE - While damaged this model can charge or make power attacks without being forced
PARALYSIS - The base DEF of a living model hit by this attack becomes 7, and the model hit cannot run or charge for one round
PARRY - This model cannot be targeted by free strikes
PARTY FOUL - If this model is destroyed by an enemy attack, friendly Faction warrior models gain Fearless and Berserk for one round. While affected by Party Foul, 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 melee attack against another model in its melee range.)
PASSAGE (★ACTION) - The warjack cannot be targeted by non-magical ranged attacks. Passage lasts for one round.
PATH TO VICTORY - RNG 5. Target friendly Faction warrior mode/unit. If the model/unit is in range, it gains Fearless and +2 to charge attack rolls for one round.
PATRIOTIC SPEECHES - During this model’s activation, it can make one of the following speeches. When it does, choose a friendly [Unit type] unit. The speech affects this model and will affect the unit if it is in this model’s command range at the time this model made the speech.
PAYDAY - Affected models' melle attack rolls are boosted. When an affected model destroys an enemy model with a normal melee attack, immediately after the attack is resolved the affected model can advance up to 1". Payday lasts for one turn.
PAYMASTER - During this model's actication, you can mark one or more coin boxes on it's card. For each coin box you makr, you can use Paymaster once. When you do, choose one ot the following Incentives. Incentives are RNG CMD and can target only friendly [Unit Type] units. A [Unit Type] can be affected by an incentibve only once per turn. When all fice of its coin boxes have been marked, this model loses Paymaster for the rest of the game.
PENETRATING STRIKE - After hitting a warjack or warbeast with this model’s melee attack, you can choose to have it suffer 1 damage point instead of a normal damage roll
PERFECT BALANCE - This model cannot be targeted by combined melee attacks, combined ranged attacks, or free strikes. Models do not gain back strike bonuses against this model. When knocked down, this model can stand back up during its activation without forfeiting its movement or action if it is able to forfeit its movement or action to stand up
PERFECT CONJUCTION - A Perfect Conjuction is established anytime the [model A] is completely within the triangular are between all three [unit members] and each [member] has LOS to each other [member]. During a Perfect Conjunction reduce the COST of spells cast by a [member] by 1.
PHANTASMAL FIELD - This model gains +1 DEF against ranged and magic attack rolls for each focus point on it
PHANTOM SEEKER - This model ignores LOS when making ranged attacks. This model ignores concealment and cover when resolving ranged attacks
PHASE - 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 completely within 5" of its current location
PHASE JUMP (★ACTION) - If it is within 2" of a friendly Shifting Stone model, place this model anywhere completely within 12" of its current location. Otherwise, place it within 2" of a friendly Shifting Stone model anywhere on the table. After using Phase Jump, this model’s activation ends
PHOENIX FIELD - Remove d6 damage points from this model’s force field after resolving continuous effects during your Maintenance Phase
PIPER - During its activation this model can play one of the following tunes. When it does, choose a friendly unit. The tunes affect this model and will affect the unit if it is currently in this model's command range.
PITCH - 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
PLASMA NIMBUS - If this model is hit by a melee attack, immediately after this attack is resolved thea ttacking model suffers a POW 10 Electrical damage roll unless this models was destroyed or removed from play by the attack.
PLAYLIST - This model can use each of this weapon's ammo types only once per activation
POINT BLANK - During its activation, this model can make melee attacks with its ranged weapon, with a 0.5" melee range. Do not add this model’s STR to damage rolls made with ranged weapons. Charge attacks made with ranged weapons are not boosted
POISON - Gain an additional die on this weapon’s damage rolls against living models
POLARITY FIELD - This model cannot be charged by a model beginning the charge in this model’s front arc
POLARITY FIELD (★ACTION) - For one round, this model cannot be charged by a model beginning the charge in this model’s front arc
POLTERGEIST - 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 this model
POSSESSION - 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 the attack has been resolved, you can make a full advance with the warjack and can then make one normal attack, then Possession expires
POWER ATTACK SLAM - This model can make slam power attacks
POWER ATTACK TRAMPLE - This model can make trample power attacks
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
POWER GLYPHS (★ACTION) - This model can make a Power Glyphs special action only once per game while in its warlock’s control area. This model immediately casts one of its warlock’s spells with a COST of 3 or less. The warlock is considered to have cast the spell but this model is the point of origin. When making a magic attack roll, this model uses its warlock’s FURY. This model cannot cast a spell with a RNG of SELF or CTRL
POWER OF FAITH (★ACTION) - For one round, friendly Faction models cannot be knocked down or made stationary while in this model’s command range
POWER SWELL - Once per game during its unit’s activation, this model can use Power Swell. During this activation, models in this unit gain an additional die on melee damage rolls
POWER UP - This model gains +2 to damage rolls with this weapon during activations it ends its normal movement at least 1" from where it began its activation
POWERFUL ATTACK - When attacking with this weapon, this model can spend 1 focus point to boost all attack and damage rolls for the attack
POWERFUL CHARGE - This model gains +2 to charge attack rolls with this weapon
PRAYERS - The Leader of this unit can recite one of the following prayers each turn anytime during its unit’s activation. Each model in this unit gains the benefits listed
PRECISION STRIKE - When this model damages a warjack or warbeast with a melee attack, choose which column or branch suffers the damage
PRESS FORWARD - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains +2 SPD when making a full advance this turn
PREY - After deployment but before the first player’s turn, choose an enemy model/unit to be this model/unit’s prey. This model gains +2 to attack and damage rolls against its prey. When this model begins its activation within 10" of its prey, it gains +2" movement that activation. When the prey is destroyed or removed from play, choose another model/unit to be the prey
PRIMAL MAGIC - This model can use the animus of any friendly Faction non-character warbeast in its command range as it ianimus were its own.
PROTECTIVE AURA - Once at any time during its unit’s activation, this model can spend 1 fury point to use Protective Aura. When it does, for one round friendly Faction models gain +2 ARM while within 4" of this model + 1" per fury point on this model
PROTECTIVE FIT - When this model’s controlling warlock is damaged by an enemy attack, immediately after the attack is resolved this model can make a full advance toward the enemy model. After moving, this model can make one melee attack targeting the enemy model
PROTECTIVE PLATES - This model gains +2 ARM.
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
PSYCHIC ASSAULT (★ATTACK) - Psychic Assault is a RNG SP 8 magic attack. This attack ignores LOS. Models hit suffer a POW 12 damage roll
PSYCHIC RELAY - Models hit by this weapon suffer -2 DEF against magic attack rolls. Psychic relay lasts for one turn.
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 controlling warcaster can channel spells through the enemy model as if it were a model in his battle group with the Arc Node ability. At the end of the turn, the enemy model is destroyed.
PULL - 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
PUNCTURE - A model hit by this attack automatically suffers 1 damage point.
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 only one affected model reroll one or more dice of your choice rolled for a command check, attack, or damage roll, and then Puppet Master expires. Puppet Master lasts for one round
PURGATION - Gain an additional die on attack and damage rolls with this weapon against models with an enemy upkeep spell on them.
PURGE (★ATTACK) - 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.
PURITY - While this model is in formation, models in its unit cannot be targeted by enemy spells.
QUAKE - QUAKE - On a direct hit against an enemy model, all models hit are knocked down.
QUICK DRAW - 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 enemy model before it makes its attack roll. If this model’s ranged attack hits, the enemy model suffers no damage but its attack automatically misses.
QUICK WORK - 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.
RABID - This model can be forced during its activation to gain +2 SPD, Pathfinder, and boosted attack and damage rolls that activation
RAIN OF DEATH (★ATTACK) - Models B2B with this model suffer a POW 18 blast damage roll. Other models within 3" of this model suffer a POW 9 blast damage roll. When this model charges, instead of making a charge attack It can make a Rain Of Death attack. A Rain Of Death attack does not need a target. After a Rain Of Death attack, this model can make additional melee attacks
RAM - 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
RANGE AMPLIFIER - When this model casts a spell and is the point of origin for the spell, the spell gains +5 RNG
RANGE BOOSTER - If this model forfeits its movement during its activation to gain the aiming bonus, its range weapons gain +2 RNG this turn. If this model is gains the aiming bonus, while B2B with this model friendly myrmidon models also gain +2 RNG on their range weapons for one turn
RANGE FINDER - While B2B with one or more Grunts in this unit, this model gains +2 to attack rolls with this weapon
RANKED ATTACKS - Friendly Faction models can ignore this model when determining LOS
RANKING OFFICER - This model is a Ranking Officer. While this model is in play, models in its unit are Faction models instead of Mercenary models
RAPID FIRE [D3] - 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
RAPID FIRE [D3+1] - 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 ranged attacks this model can make with this weapon during the combat action, ignoring ROF
RAPID STRIKE - This model can make one additional melee attack each combat round
RATHROK’S AWAKENING - This model gains a blood token each time it destroys a living enemy model with a melee or ranged attack. This model can have up to three blood tokens at any time. During its activation, it can spend a blood token to advance up to 1", make an additional attack, boost an attack roll, or boost a damage roll.
REACTION DRIVE - Once per turn, immediately after this model’s controller channels a spell through it, this model can advance 3".
READY AMMO - While this model is in formation, models in its unit gain Dual Shot and their ranged weapons become ROF 2. (When a model with Dual Shot forfeits its movement to gain the aiming bonus it can also make one additional ranged attack that activation.)
REALIGNMENT - Once per game during its unit's activation, this model can use Realignment. Models in this unit can reroll failed attack rolls and skill checks this turn. Each roll can be rerolled only once as a result of Realignment.
REANIMATION - When this model boxes a living enemy warrior model with a melee attack, add one Grunt to this unit and then remove the boxed model from play. The Grunt must be placed in formation and within 3" of this model. The Grunt cannot activate this turn.
REAR ATTACK - When declaring and resolving attacks with this weapon, this model’s front arc extends to 360°.
RECLAIM - This model gains one soul token for each friendly living Faction warrior model destroyed by a continuous effect, an enemy attack, or collateral damage from an enemy attack in its control area. During your Control Phase, after this model replenishes its focus but before it allocates focus, replace each soul token with 1 focus point.
RECONSTRUCTION (★ACTION) [model type] - Remove one soul token from this model to return one destoroyed medium-based friendly Faction [model type] Grunt to play or remove up to three soul tokens to retun one destroyed small-based friendly faction [model type] to play per token removed. Each Grunt must be placed within 1" of this mode, in formation and within 3" of another mode in its unit.
RECYCLE - When a living model is destroyed within 4" of this model +1" for each Grunt in this unit that is in formation, place one corpse token on this model. This model can have up to three corpse tokens at a time
REFORM - After all models in this unit have completed their actions, each can advance up to 3".
REGENERATION [D3] - This model can be forced to heal d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.
RELENTLESS ADVANCE - When a model in this unit is damaged by an enemy attack, models in this unit gain +2 SPD for one round.
RELENTLESS CHARGE - This model gains Pathfinder during activations it charges.
RELIQUARY - This model is allocated 1 additional focus point during your Control Phase. The S boxes of this model's damage grid represent its Reliquary system. While its Reliquary system is crippled, this model loses the benefits of Reliquary.
RELOAD (★ACTION) - During his activation this turn, the warcaster can make one additional ranged attack ignoring ROF
RENDERING - When this model gains a soul token, it can immediately spend that token to remove d6 damage points
REPAIR X (★ACTION) - 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
REPAIRABLE - Other models can make Bodge or Repair special actions to repari this model as if it were a warjack.
REPEL - When a model hits with this weapon during its activation, the model hit is pushed 1" directly away from this model. When this model is hit with a melee attack made by a model in its front arc, after the attack is resolved the attacking model is pushed 1" directly away from this model. This model loses Repel while this weapon system is crippled or locked
REPLICATION - When an enemy model in this model’s control area spends focus points to cast an offensive spell, this model can cast that spell on your next turn as if it were one of its own spells. This model can upkeep replicated spells
REPULSOR FIELD - When this model is hit with a melee attack, after the attack is resolved the attacking model is pushed 1" directly away from this model.
RESONANCE [Model Type] - When this model begins its activation in the command range of a friendly [Model Type] model, this model gainst +2" movement this activation.
RESOURCEFUL - This model can upkeep spells on models in its battle group without spending fury
RETALITORY STRIKE - When this model is hit by a melee attack made by an enemy model during your opponent's turn, after tha attack is resolved this model can immediately make one normal melee attack against that model. This model can make one Retalitory Strike per turn.
RETRIBUTION PARTISAN - When included in a Retribution army, this model is a Retribution model instead of a Mercenary model
RETURN - Immediately after resolving a charge attack, this model can make a full advance toward its warcaster. This model cannot be targeted by free strikes during this movement
REVEILLE - Knocked down friendly Faction models in this model’s command range immediately stand up. Models that were knocked down this turn are not affected by Reveille
REVERSAL - When a model misses this model with a charge or a power attack, the attacking model is knocked down
RHULIC ’JACK MARSHAL - This model can control and reactivate only friendly Mercenary Rhulic warjacks
RHULIC WARCASTER - This model can have only Mercenary Rhulic warjacks in its battle group and can reactivate only friendly Mercenary Rhulic warjacks
RHULIC WARJACK - This model can be included only in a battle group 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
RIDE-BY ATTACK - This model can make ride-by attacks.
RIFLE GRENADE (★ATTACK) - Make a ranged attack with this weapon with AOE 3". When making a Rifle Grenade special attack, this model cannot participate in a combined ranged attack
RIGHTEOUS FLAMES - An enemy model that ends its activation within 2" of this model suffers the Fire continuous effect
RIGHTEOUS FURY - When one or more friendly Faction warrior models are destroyed by an enemy attack while in this model’s command range, this model gains +2 STR and ARM for one round
RIGHTEOUS VENGEANCE - If one or more friendly Faction warrior models were destroyed or removed from play by enemy attacks while within 5" of this model during your opponents last turn, after resolving continuous effects during your Maintenance Phase, this model can make a full advance followed by one normal melee attack
RIME - If this model is hit by a melee attack, the attacking model becomes stationary for one round at the end of the attacking model’s activation unless that model has Immunity: Cold or this model was destroyed or removed from play by the end of the attacking model’s activation
RIPOSTE - 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
RITUAL OF RENEWAL (★ACTION) - Remove all Wurm tokens from this model.
ROCK HAMMER (★ATTACK) - Rock Hammer is a RNG 8, AOE 3, POW 14 magic attack. On a critical hit, models are knocked down
ROCKET VOLLEY - Instead of making ranged attacks separately, two or more models in this unit can make a combined ranged attack. Do not add a damage bonus for the number of models participating in the combined ranged attack. If 3-5 models participate in the attack, it has base AOE 4" and base POW 14. If 6 or more models participate in the attack, it has base AOE 5" and base POW 16.
RUNE SHOT - When a warjack controlled by this model makes a normal ranged attack during its activation, you can choose one of the attack types available to this unit to apply to the attack.
RUST - This attack causes no damage. Instead, warjacks in the AOE are hit and suffer -2 ARM for one turn.
SACRED WARD - This model cannot be targeted by enemy spells.
SACRIFICIAL PAWN - When this model is directly hit by an enemy ranged attack, you can choose to have one friendly, non-incorporeal [ ] model withing 3" of this model directly hit instead. That model is automatically hit and suffers all damage and effects.
SACRIFICIAL STRIKE (★ACTION) - RNG CMD. Target a model in this model’s LOS. If that model is in range, remove one friendly Faction trooper 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.
SANGUINE BOND - When this model would suffer damage from an enemy attack, you can choose one or more models in this unit to suffer any number of those points instead, divided as you choose. If you do, this model does not suffer that damage. A model cannot suffer more damage as a result of Sanguine Bond than it has unmarked damage boxes
SCATHER - 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 damage point
SCATTER SHOT (★ATTACK) - To make a Scattershot special attack, [Unit Models] must be in B2B. Make a normal attack with this weapon. After determining the point of impact for that attack, roll deviation for two additonal [AOE Size] AOEs centred on that poing. Models in the AOE and hit and suffer a POW [half POW of attack] blast damage roll.
SCOURING FLAMES - Once per game during its unit’s activation, this model can use Scouring Flames. This activation, the base RNG of Purifier weapons in this unit becomes SP 10 and the base POW becomes 10
SCROLL OF GRINDAR’S PERSEVERANCE - This model can use Scroll Of Grindar’s Perseverance once per game, when this model is directly hit by an attack. If this model uses the scroll, it suffers no damage roll from the attack. Declare use of the scroll after this model has been hit
SCROLL OF THE WILL OF BALASAR - This model can use this ability once per game when a warbeast frenzies in its control area. When Scroll of the Will of Balasar is used, choose the frenzy target of the warbeast
SEAS OF FATE - Models in this model's battlegroup that are in its control area can boost attack and damage rolls after seeing the result of the roll.
SECONDARY BLAST - After determining the point of impact, roll deviation for one additional [weapon AOE] AOE from that point. A model hit by one of the additional AOEs suffers a POW X blast damage roll
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
SELECTIVE - This unit can be included only in mercenary contract armies that list Cephalyx as possible members
SELF-SACRIFICE - If this model is disabled by an enemy attack, you can choose a non-disabled model in this unit within 3" of this model to be destroyed. If another model is destroyed by Self Sacrifice, this model heals 1 damage point
SERENITY - At the beginning of your Control Phase, before leaching, you can remove 1 fury point from a friendly Faction warbeast within 1" of this model
SERPENTINE - This model cannot make slam or trample power attacks and cannot be knocked down
SERVITOR SATELLITES [model type] - At the start of this model's activation remove any [model type] this model put into play from the table. Once per activation, after its normal movement, this model can place up to three [model type] anywhere within 1" of this model.
SET DEFENSE - A model in this model’s front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model
SHADOW BIND - 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
SHADOW FIRE - Friendly Faction models can ignore the model hit when determining LOS and making ranged or magic attacks this turn
SHADOW OF DEATH - While in this model’s command range, friendly undead Faction models gain Tough
SHADOW PLAY - If a model in ths unit damages one of more enemy models with a melee attack during its combat action, at the end of its combat action you can place one model in the unit in formation anywhere withing 1" of another model in this unit.
SHANGHAI - 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
SHEET OF FIRE (★ACTION) - Place a wall template anywhere completely within 5" of this model where it does not touch a model’s base, an obstruction, or an obstacle. When a model enters or ends its activation in the wall area, it suffers an unboostable POW 12 fire damage roll and the Fire continuous effect. Models within the wall template gain concealment. Sheet Of Fire lasts for one round
SHIELD GUARD - 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
SHIELD WALL (ORDER) - 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 the unit can being the game affected by Shield Wall
SHIELDING (★ACTION) - The warjack cannot be targeted by enemy spells. Shielding lasts for one round.
SHIELDS UP - This weapon gains Bucker +1.
SHIFTER - When this attack hits an enemy model, immediately after the attack is resolved place this model B2B with the enemy model.
SHIFTING - Place each model in this unit that is in formation anywhere within 8" of it's current location.
SHIFTING POWERS - Choose one of the following effects at the start of this unit's activation:
SHIFTING SANDS STANCE - During its activation, this model can forfeit its movement or action to gain +2 DEF. If an enemy attack misses this model any time except while it is advancing, after the attack is resolved it can immediately make a full advance. Shifting Sands Stance lasts for one round.
SHOCK FIELD - If a warjack in this model’s front arc hits it with a melee attack, immediately after the attack is resolved the attacker suffers 1 damage point to its first available Cortex system box. This model loses Shock Field while this weapon system is crippled or locked.
SIC 'EM [model type] - Once per turn if this model is not in melee, when a friendly [model type] hits an enemy model with an attack, immediately after the attack is resolved this model can charge the model hit. This model's charge attack roll is boosted.
SIDE STEP - When this model hits with an initial attack or a special attack, it can advance up to 2" after the attack is resolved. This model cannot be targeted by free strikes during this movement.
SILENCE - This model does not have to make Berserk attacks.
SILENCER - A model directly hit by this weapon cannot cast spells for one round.
SINGLE STRIKE (★ACTION) - RNG 10. Target Model. This model makes a skill check. If it passes and the target model is in range, the target model suffers a POW 10 electrical damage roll.
SKULLS OF HATE - 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°
SLAVE DRIVER - A Minion model/unit can be affected by only one Slave Driver special action each turn.
SMITE (★ATTACK) - Instead of making a normal damage roll, the model hit is slammed d6" directly away from this model and suffers a damage roll with POW equal to this model’s current STR plus the POW of this weapon. The POW of collateral damage from this slam is equal to this model’s STR
SMOKE - This weapon’s AOE is a cloud effect that remains in play for one round
SMOKE BOMBS (★ACTION) - Place a 3" AOE cloud effect in play. Its center point must be within 1" of this model. This AOE remains in play for one round
SNACKING - When this model boxes a living model with a melee attack, this model can heal d3 damage points. If this model heals the boxed model is removed from play
SNAP FIRE - When this model destroys one or more enemy models with a ranged attack during its combat action, immediately after that attack is resolved this model can make one normal ranged attack. Attacks gained from Snap Fire do not count against a weapon’s ROF and cannot generate additional attacks from Snap Fire
SNAP STRIKE - This model can make one additionl attack with each melee weapon for each focus point spent to make an additional attacks.
SNIPE - This attack gains +4 RNG
SNIPER - 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
SNOW-WREATHED - This model always has concealment
SONIC ERUPTION - SONIC ERUPTION - This weapon's base stats become RNG SP10, AOE -, and POW 12 for this attack.
SOUL COLLECTOR - This model gains one soul token when a living enemy model is destroyed in its command range. This model can have up to three soul tokens at a time. During its actication, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at a one token per attack or boost.
SOUL DRIVE - This model is allocated 1 additional focus point during your Control Phase
SOUL GUARDIAN - This model gains one soul token for each friendly living Faction warrior model destroyed in its command range by a continuous effect, an enemy attack, or collateral damage of an enemy attack. This model can have up to 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
SOUL REAPER (★ACTION) - Place a 5" AOE anywhere completely within 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
SOUL STORM - While this model has one or more soul tokens, enemy models entering or ending their activations within 2" of it immediately suffer 1 damage point
SOUL TAKER - This model gains one soul token when a living 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.
SOUL TAP - While this model is in it's warlock's control area, its warlock can cpend soul tokens on it to upkeep spells at one token per spell upkept.
SOULLESS - This model does not generate a soul token when it is destroyed.
SPAWN [MODEL TYPE] - This model does not have to be put into play at the start of the game. When a friendly Faction warbeast is damaged by an enemy attack, immediately after the attack is resolved you can put one [Model Type] that did not begin the game in play into play. You can place this model anywhere within 2" of the warbeast
SPAWN HORROR (★ACTION) - Remove three corpse tokens from this model to place a non-character Faction lesser warbeast into play under your control. Place the warbeast within 3" of this model and choose a friendly Faction warlock. This warbeast becomes part of that warlock’s battle group
SPECIAL ISSUE [Condition] - This model/unit can be included in [Condition] theme forces. I can also be bonded to [Condition].
SPELL BARRIER - Anytime during its activation while B2B with its controlling warcaster, this model can spend 1 focus point to use Spell Barrier. If it does, the warcaster cannot be targeted by enemy spells for one round
SPELL SLAVE (★ACTION) - 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.
SPELL WARD - This model cannot be targeted by spells.
SPELLBOUND - This model can channel spells through a model hit by an attack made with this weapon. Spellbound lasts for one turn.
SPINE BURST (★ATTACK) - Spine Burst is a RNG 10, POW 10 magic attack. If target model is hit, the d3 neaest models within 5" fo it suffer a POW 10 magical damage roll.
SPIRIT CHASER - While within the area affected by this unit’s Protective Aura this round, enemy models lose Incorporeal and Stealth.
SPIRIT DRIVEN - At the beginning of this model’s activation, it can spend one soul token to gain +2" movement this activation.
SPIRIT EATER - This model can reave fury points from enemy warbeasts destroyed by this weapon. Other models cannot reave fury points from enemy warbeasts destroyed by this weapon.
SPIRIT GUIDE - During its activation, you can remove soul tokens from this model and place them on friendly Faction models in this model’s command range that have the Soul Guardian ability. A model cannot have more than three soul tokens as a result of Spirit Guide
SPIRIT TRAP (★ACTION) - This model immediately casts the animus of a friendly Faction warbeast in its command range as a spell. This model cannot cast an animus with a RNG of SELF. This model must make a special attack to cast an offensive spell. Other spells are cast by making a special action
SPIRITUAL CONFLAGRATION - While this model is not in melee and is in a friendly Faction warlock’s control area, the warlock can channel a spell through it. Remove this model from play after the spell is cast
SPONTANEOUS MUTATION - This model can spend fury points during its activation to spontaneously mutate. For each fury point spent it gains one of the following abilities for one turn
SPRINT - 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.
SPYGLASS (★ACTION) - Measure the distance between two models within the warcaster’s LOS.
STALL - 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.
STAR STRIKE - This attack causes no damage. Instead, on a direct hit models in the AOE suffer the Fire continuous effect.
STAY DEATH - Once per turn, when a friendly living [Faction] trooper model is disabled in this model’s command range, this model can spend 1 fury point for the disabled model to heal 1 damage point.
STEADY - This model cannot be knocked down.
STEALTH (★ACTION) - This model gains Stealth for one round.
STONE FORM (★ACTION) - 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.
STONE HEART - This model never flees and automatically passes command checks.
STONE SPRAY (★ATTACK) - Stone Spray is a RNG SP 8, POW 12 magic attack. On a critical hit, the model hit is knocked down.
STONE STRENGTH - While within the area of this unit’s Protective Aura this round, friendly Faction models gain +1 STR.
STONE WARP - This model can use one of the following effects each turn anytime during its unit’s activation.
STONE-AND-MORTAR STANCE - During its activation, this model can forfeit its normal movement or action to gain +4 ARM. The affected model cannot be knocked down. Stone-And-Mortar Stance lasts for one round.
STORM ACCUMULATOR - When this model beings its activating within 3" of one or more friendly Storm blade Infantry models, it is allocated 1 focus point.
STORM CALL X - This model can make one of the following storm calls. Warjacks affected by a storm call suffer Disruption (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.)
STORM GENERATOR - When a model is directly hit with this weapon, center a 3" AOE on it. You can then have lightning arc to the nearest model within 4" of the model hit, ignoring the attacking models. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. After this damage roll is resolved, centre a 3" AOE on the model the lightning arced to. Th AOEs remoain in play for one round. Models entering or ending their activation in the AOE suffer a POW 10 electrical damage roll.
STORM’S EYE - While this model is in formation, when a model in its unit directly hits a model with a ranged attack the ranged weapon used in the attack becomes AOE 3".
STORYTELLING - This model can tell one of the following stories anytime during its activation. When this model tells a story, choose a friendly Faction unit. The story affects this model and will affect the unit if it is currently in this model’s command range. Stories last for one round. A unit can be affected by only one story each round
STRAFE DX+X (★ATTACK) - Make dX+X 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. Strafe counts as one attack for ROF
STRANGE GROWTH - Once per turn during its activation, place this model anywhere within 5" of its current location. This model cannot be placed except as a result of Strange Growth.
STRANGLE GAS - If the attack misses, nothing happens. If it hits, center a 3" AOE gas effect on the model hit. The AOE remains in play for one round. While in the AOE, living models suffer -2 DEF and -2 to attack rolls
STRIP (★ACTION) - This model can make this special action only when B2B with an enemy warjack. The warjack suffers 1 damage point to the column of your choice.
STUMBLING DRUNK - This model cannot be knocked down. If it is hit by an enemy attack anytime except while it is advancing, after the attack is resolved this model is pushed d3" in a direction determined by the deviation template, then you can choose its facing.
SUB-CORTEX - This model has a Sub-Cortex system that controls the operation of its bombards. The S boxes of this warjack’s damage grid represent its Sub-Cortex system. The Sub-Cortex can be allocated up to 3 focus points in addition to normal focus allocations to this model. Focus points allocated to the Sub-Cortex can be used only to boost ranged attack and ranged damage rolls. Focus points allocated to this model’s primary Cortex cannot be used to boost ranged attack or ranged damage rolls. If the Sub-Cortex is crippled, this model cannot make ranged attacks. Cortex damage effects do not affect the Sub-Cortex. 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.
SUBHARMONIC TUNING - While this model is not in melle,, is within 6" of a friendly Faction warjack, and is in a friendly Faction warcaster's control area, the warcaster can channel spells through this model.
SUCKER! - 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.
SUFFERING’S PRAYER - This model begins the game with 1 focus point. During your Control Phase during the focus allocation step, it receives 1 focus point if it does not have any. This model cannot have more than 1 focus point at a time. While this model has a focus point, ranged attacks targeting it automatically miss. During a friendly Faction warcaster’s activation, it can remove 1 focus point from this model in its control area and add that focus point to its own total. Each warcaster can do this only once per turn. When a focus point is removed from this model, roll a d6. On a 1, 2, or 3, this model explodes with the same effect as Death Blast and is removed from play.
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.
SUPERCHARGE - During your Control Phase, this model can allocate up to 5 focus points to one warjack in its battle group that is in its control area.
SUPERCONDUCTOR [Model Type/ALL] - When a friendly model makes attacks with a ranged weappon with Damage Type Electricity, it gains +2 to attack rolls atainst enemy models withing 5" of this model.
SUPPORT WEAPON - When attacking with this weapon, this model cannot participate in a combined ranged attack.
SUPPRESSING FIRE (ORDER) - This order can be issued only if two or more models with ranged weapons in this unit in formation are able to forfeit their actions. Each model in this unit in formation must forfeit its action. Other than the Standard Bearer, those models that do are participants. Place an AOE completely within
SURGE (★ACTION) - Choose a friendly [Model Type]. If when this model makes this special action the chosen model is within 20" of it, this model can target up to two models whose bases are intersected by any line drawn between its base and that of the chosen [Model Type]. This model makes a skill check for each model targeted. If it passes, that model suffers a POW 10 electrical damage roll. Models can be targeted only once per Surge special action. If the chosen model is not within 20" of this model when it makes this special action, nothing happens
SURGERY (★ACTION) - Choose a friendly Faction warrior model B2B with this model. That model heals d6 damage points
SUSTAINED ATTACK - 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
SWASHBUCKLER - When this model makes a melee attack during its activation, its front arc extends to 360°, and it can make one melee attack against each model in its LOS that is in its melee range
SWIFT FOOT - Affected models gain +2" movement this activation
SWIFT HUNTER - When this model destroys an enemy model with a normal ranged attack, immediately after the attack is resolved it can advance up to 2"
SYMPATHETIC LINK - When this model would suffer damage, you must assign that damage to one or more [members] instead, divided as you choose. A [member] cannot be assigned more damage than he/she has unmarked damage boxes. This model does not suffer the damage assigned to a [member].
TACTICIAN [UNIT TYPE] - While in this model's command range, friendly [UNIT TYPE] models can ignore other friendly [UNIT TYPE] models when detrermining LOS. Friendly [UNIT TYPE] models can advace through other friendly [UNIT TYPE] models in this model's command range without effect if they have enought movement to move completely past them.
TACTICS: ADVANCE DEPLOYMENT - Models in this unit gain Advance Deployment
TACTICS: CLEAR! - Models in this unit gain Clear! (Ranged attacks against friendly models made by a model with Clear! Automatically miss.)
TACTICS: COMBINED MELEE ATTACK - Models in this unit gain Combined Melee Attack
TACTICS: DUELIST - Models in this unit gain +2 DEF against melee attack rolls.
TACTICS: HUNTER - Models in this unit gain Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.)
TACTICS: MENOTH’S HOWL - Models in this unit gain Terror and their melee weapons gain the Fire continuous effect
TACTICS: OVERTAKE - Models in this unit gain Overtake. (When a model with Overtake 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".)
TACTICS: PATHFINDER - Models in this unit gain Pathfinder
TACTICS: PHANTOM SEEKER - Models in this unit gain Phantom Seeker. (A model with Phantom Seeker ignores LOS when making ranged attacks. That model ignores concealment and cover when resolving ranged attacks.)
TACTICS: PRECISION STRIKE - Models in this unit gain Precision Strike. (When a model with Precision Strike damages a warjack or warbeast with a melee attack, choose which column or branch suffers the damage.)
TACTICS: QUICK WORK - Models in this unit gain Quick Work. (When a model with Quick Work destroys one or more enemy models with a melee attack during its combat action, immediately after that attack is resolved it can make one normal ranged attack. Attacks gained from Quick Work do not count against a weapon’s ROF.)
TACTICS: RANKED ATTACKS - Models in this unit gain Ranked Attacks. (Friendly Faction models can ignore models with Ranked Attacks when determining LOS.)
TACTICS: RELENTLESS CHARGE - Models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.)
TACTICS: TRUE SIGHT - Models in this unit gain True Sight. (A model with True Sight ignores concealment, Camouflage, and Stealth.)
TAG ALONG - This model does not gain the abilities of the unit to which it is attached except Advance Deployment
TAKE DOWN - 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.
TAKE UP - 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 table instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.
TALE OF MIST - Affected models gain concealment and Feign Death. (A model with Feign Death cannot be targeted by ranged or melee attacks while knocked down).
TALION - Once per turn when this model suffers damage from an enemy attack, it can spend 1 fury point to transfer half the damage to an enemy warbeast in its control area but must suffer the rest of the damage itself.
TALISMAN OF SUBDUAL - This model cannot be charged or slammed by a warbeast that began the charge or slam in this model’s front arc. If a warbeast frenzies and would normally charge or slam Ironhide, it makes a full advance toward him instead.
TEAM EFFORT - Once per game while in formation, this model can use this ability during its unit’s activation. This activation, models in this unit gain +2 to attack and damage rolls when making a melee attack targeting an enemy model in melee range of another model in this unit.
TECHNOLOGICAL INTERFERENCE - While within 5" of this model, non-myrmidon warjacks cannot channel spells or be allocated focus.
TECHNOLOGICAL INTOLERANCE - When this model ends its normal movement within 5" of a friendly non-myrmidon warjack, its activation ends immediately
TECTONIC SHIFT (★ACTION) - Choose a table edge. Enemy models currently within 3" of this model are pushed 3" directly toward the chosen edge in the order you choose
TELEPORTATION - If all three [This unit model] models in this unit are in formation, place one friendly Faction model whise base is withing the triangrular area between them anywherre within 8" of its current location. The placed model must forfeit its movement after being placed this turn.
TELEMETRY - Other friendly Faction models gain +2 to magic attack rolls against an enemy within 5" of this model.
TEMPER FLESH (★ACTION) - RNG 3. Targer friendly minion warrior model/unit. Id the model/unit is in range, it gains Fearless and Tough for one round.
TERRITORIAL - This model can charge enemy warjacks or warbeasts without spending focus or being forced
TETHER [model] - If this model ends its activation outside [model]'s command range, it is destroyed
THE DEVOURING (★ACTION) - 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
THEME SONGS - Models in this unit care never affected by fell calls made by other friendly models.
THRALL BOMB - 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.
THRESHER (★ATTACK) - This model makes one melee attack with this weapon against each model in its LOS and this weapon’s melee range.
THRESING BLADES - This model can add this weapon's POW to its trample power attack damage rolls.
THROWN - Add this model’s STR to the POW of this ranged attack.
THUNDERBOLT - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model is knocked down after being pushed
THUNDER CLAP - Center a 4" AOE on the model directly hit. Models in the AOE without Immunity: Electricity become Stationary for one round.
THUNDEROUS IMPACT - After resolving this mode's impact attacks, if one or more impact attack rolls hit an enemy model, lightning arcs from this model to d3 consecutive models. The lightning arcs to the nearest model it has not already arced to within 4" of the last model it arced to, ignoring this model. Each model the lightning arcs to suffers a POW 10 electrical damage roll.
TORPID - If this model destroys a living enemy model with a normal melee attack, this model's activation ends immediately after the attack is resolved and you can remove 1 fury from this model.
TOTAL OBEDIENCE - While in this model’s command range, friendly living non-warcaster Faction warrior models gain Tough
TRACTOR FIELD - When a warjack is hit by this attack it cannot advance and suffers -4 DEF. Warjacks beginning an advance within 3" of a warjack hit cannot run or charge and can advance only directly toward it. Tractor Field lasts for one round
TRAMPLING HOOVES - This model can charge and make charge attacks with this weapon. During a combat action it did not make a charge attack, this model can make one melee attack with this weapon
TRAPPER (★ATTACK) - Place a 5" AOE in base contact with this model. The AOE remoains in place for one round Living and Undead models entering or ending their activations in the AOE suffer a POW 10 damage roll. Models that are damaged by Trapper are knocked down. Incorporeal models and models with Flight do not suffer the effects of Trapper.
TRASH - Gain an additional damage die against knocked down targets
TREEWALKER - 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 other models if it has enough movement to move completely past them
TREMOR (★ATTACK) - Tremor affects every model within 2" of this model and does not require a target. Make one melee attack roll. If the roll equals or exceeds the DEF of an affected model, it is knocked down. This attack roll cannot be rerolled. This model can make a Tremor special attack if it charges
TRIANGULATION (★ACTION) - Choose two other friendly [Model Type]. If when this model makes this special action it and that are all within 20" of each other, this mdeol can target up to three models whos bases are within the triangular are between all three [Model Type]. This models maks as skill check for each model targeted. If it passes, that models suffers a POW 10 electrical damage roll. Models can be targeted only once per Triangulation special action. If this models and the chosen models are not all within 20" of each other when this model makes this special atcion, nothing happens.
TRUE SIGHT - This model ignores concealment, Camouflage, and Stealth
TUNE UP [RHULIC] (★ACTION) - RNG 5. Target friendly Mercenary Rhulic Warjack. If the warjack is in range, its attack or damage rolls are boosted this turn.
TUNNELING (ORDER) - Before this unit’s normal movement, replace the unit commander with the tunneling marker, then remove the remaining models in this unit from the table. Remove those that were not in formation from play. Effects on models in this unit expire. Then move the tunneling marker up to 5". During your next Maintenance Phase, place models in this unit within 5" of the tunneling marker and remove it from the table. Models that cannot be placed are removed from play. This unit cannot receive the tunneling order if it received it during its last activation.
UNBINDING (★ACTION) - Enemy upkeep spells on models/units within 5" of this model expire. Models suffer d3 damage points for each of those spells they controlled.
UNCONQUERABLE - While in thie model's command range, friendly Faction warrior models gain Unyielding (While engaging an enemy mode, a models with Unyielding gains +2 ARM).
UNSTABLE - At the end of any activation in which this model spent 1 or more focus points, roll a d6. If the roll is equal to or less than the number of focus points spent, this model explodes and models within 3" of it suffer an unboostable POW 14 blast damage roll. Remove this model from play.
UNYIELDING - While engaging an enemy model, this model gains +2 ARM.
VAMPIRIC HARVEST - When a living enemy model is destroyed in this model's control area, a model in thismodel's battle group in its control area can heal 1 damage point.
VAMPIRIC REAVING - This model can reave fury points from enemy warbeasts destroyed in its control area if it is closer to the warbeast when it is destroyed than all other warlocks that could reave its fury.
VARIABLE [Melee or Ranged] - At the start of this model/units activation, choose one of the following modes for the model/units weapons. Each models [Melee or Ranged] weapons gains the ability listed for one round.
VENGEANCE - 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.
VENOM (★ATTACK) - Venom is a RNG SP 8 magic attack. Models hit suffer a POW 10 corrosion damage roll and the Corrosion continuous effect.
VENT STEAM (★ATTACK) - Center a 3" AOE cloud effect on this model. Living models currently in the AOE are hit and suffer a POW 12 damage roll. The AOE remains in play for one round. A Vent Steam attack does not need a target. After a Vent Steam attack, this model can make additional melee attacks.
VETERAN LEADER - Friendly [Trooper] models gain +2 to attack rolls while this model is in their LOS.
VICE LOCK (★ATTACK) - This attack causes no damage. The model hit suffers -2 DEF and for one round cannot advance while within this model’s melee range
VIRTUOSO - This model can make melee and ranged attacks during the same activation. When this model makes its initial attacks, it can make both its initial ranged and melee attacks.
VITRIOL - If this model is hit by a melee attack, immediately after the attack is resolved the attacking model suffers the Corrosion continuous effect unless this model was destroyed or removed from play by the attack.
VOID LORD - While in this model’s control area, friendly undead Faction models gain boosted melee attack rolls.
WAILING - While withing 5" of this model, enemy models cannot give or receive orders and cannot cast spells.
WALK IT OFF - Affected models gain Tough for one round.
WALL OF STONE (★ACTION) - Place a wall template anywhere completely within 5" of this model where it does not touch a model’s base, an obstruction, or an obstacle. The wall is a linear obstacle that provides cover. Wall of Stone lasts for one round.
WAR CRY - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains +2 to melee attack rolls this turn.
WARBEAST BOND - Rules and abilities are too varied. Only mentioned here for statistical purposes.
WARCASTER BENEFITS - While this model is B2B with a friendly warcaster, this model can use one of the following special abilities:
WARCASTER UNIT - This unit is made up of [Warcaster] and [X companion models].
WARDING - Affected models cannot be targeted by enemy spells for one round.
WARHEAD - Center a 4" AOE on a model directly hit by this attack. Models in the AOE are hit and suffer a POW 10 blast damage roll. This damage is not considered to have been caused by a melee attack. On a critical hit, models in the AOE are knocked down. This model is not affected by Warhead.
WARJACK BOND - Rules and abilities are too varied. Only mentioned here for statistical purposes.
WARP SPEED - This model gains +2 SPD.
WARP STRENGTH - This model gains +2 STR.
WEAPON PLATFORM - 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.
WEAPONS MODULATION (★ACTION) [TYPE] - This model can make this special action only when B2B with a friendly Faction [TYPE]. The [TYPE]'s weapons gains Magical Weapon for one turn.
WEIGHT OF STONE - When a model is damaged by this weapon it suffers -3 SPD and DEF for one round.
WELL OF SOULS - This model begins the game with one soul token
WELLSPRING - If there are fewer than 3 fury points on the [this model] at the start of its activation, place 1 fury point on it. If there are fewer than three [spawing model type] Grunts in this unit in play at any time during its units's activation, this model can spend a fury point to put a [spawned model type] into play. Place the [spawned model type] Grunt in formation. [Spawned model type] Grunts cannot activate the activation they are put into play. If this model is destroyed or removed from play, the [Spawned model type] Grunts in this unit are removed from play.
WHELP [MODEL TYPE] SHEDDING - When this model suffers damage from an enemy attack anytime except during its activation, immediately after the attack has been resolved you can place a [MODEL TYPE] model into play B2B with this model. Do not put a [MODEL TYPE] in play if there is not room for its base.
WHIP SNAP (★ATTACK) - Whip Snap is a RNG 6, POW 12 magic attack. If this attack hits an enemy model, immediately after the attack is resolved this model or a friendly model within 3" of it can advance up to 3". A friendly model can always advance as a result of this spell only once per turn
WHIPLASH - When an enemy model misses this model with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks
WHITES OF THEIR EYES - Once per game while in formation, this model can use this ability during its unit’s activation. This activation, models in this unit gain an additional die on ranged attack rolls against models within 8" of it
WIND RAVAGER (★ACTION) - While in this model’s command range, enemy models cannot make ranged attacks for one round
WINTER STORM (★ACTION) - Enemy models that begin their activation in this model's command range lose Eyeless Sight, Flight, and Pathfinder during their activations. Winter Storm lasts for one round.
WITCH HOUND - If a model in this model’s battle group in its control area is hit by an enemy magic attack, immediately after the attack is resolved one model in this model’s battle group in its control area can make a full advance and make one normal attack.
WITCH HUNTER - After an enemy model casts a spell within 10" of this model, this model can immediately make a normal ranged attack targeting that model.
WITCH MARK - If this attack hits an enemy model during this model’s activation, this model can target and automatically hit that model with spells, ignoring RNG and LOS, until the end of this model’s activation.
WRAITH WALKER - At the end of you Control Phase, this model can gain Incorporeal for one round unless it gained incorporeal during the last round.
WRASTLER - While knocked down, this model can make melee attacks, has a melee range, can engage other models and can be engaged, and can use it's animus.
ZEPHYR (★ACTION) - Models in this unit that are in formation can immediately advance up to 3". Models cannot be targeted by free strikes during this movement.
[Model Type] - This model is a [model type].



One question: Did you include the new Cephalyx rules in there?
   
Made in au
Land Raider Pilot on Cruise Control





Adelaide, South Australia

I will admit one of my guilty pleasures when I look at the 40k YMDC section is to think about how the issue would be resolved in the PP system. When it first came in I found Boxed, Disabled and Destroyed to be clunky but having seen it in action… well it simply works. The Timing Appendix alone would be a huge boon to 40k as well as formalised language. And there’s no excuse for a company of GW age and resources not to have tight language in their rules. The habit they have of blending rules and fluff when describing things needs to stop and the two should be separated.

But look at the Shokk Attack Gun conversion posted. When I first started 40k (Epic actually) the SAG was a way of bypassing armour and clogging up things with crazed snotlings. It wasn’t overly effective against smaller targets because you couldn’t get things inside them as easily. This version has a slew of rules that allow it to emulate that well. Armour Piercing makes more effective on larger models like terminators or dreadnoughts. Critical Brutal damage again, with some orky luck, makes it more deadly. Death Magic allows the Mek to not only hide behind or use Snotlings to catch stray bullets but he can literally throw more of them in to an attack to increase the chances of hitting/damaging. Just to top it off if you kill an infantry model with it you get to replace it with the emerging warp crazed snotling! How cool is that? I don’t even know what the current 40k version does but this one captures the fluff I loved. The PP has so much diversity I can make a fluff accurate SAG without creating a single rule and I already know it will work flawlessly within the system.

Lastly no, this does not include the new Cephalyx rules. I do have them via the $6 I spent on War Room but I’ve not had time. I’m sure Monstrosity fits better for some things in 40k as well so I’ll have to take a look. For the record I didn’t compile this list alone.

I

Ancient Blood Angels
40IK - PP Conversion Project Files
Warmachine/Hordes 2008 Australian National Champion
Arcanacon Steamroller and Hardcore Champion 2009
Gencon Nationals 2nd Place and Hardcore Champion 2009 
   
Made in us
Depraved Slaanesh Chaos Lord




Inside Yvraine

Played Warmachine for a few months, got bored and went back to 40K.

It was apparent just from my first game that the ruleset for Warmachine is far tighter and more intuitive than 40K's- very easy to pick up and learn.

The game's dull though, imo. I played Khador, and every match I participated in went in pretty much the same formula- deploy, run everything up the board taking pot-shots with Widowmakers and any other ranged units I have- my opponent runs up the board and takes potshots with whatever ranged units they have- we meet in the middle with our heavy-hitters and whoever can string the most special abilities together to one-shot the other guys' warjacks usually ended up winning. Every now and again I'd buck the trend by doing fancy stuff with Karchev that allowed me to get past his front-line and gank his caster, but nominally all my games followed a similar formula. I watch a lot of Warmachine video batreps on youtube, and the matches seem to go that way in most of those videos as well.

I get the same feeling jumping from 40K to Warmachine that I get jumping from Starcraft 2 to a MOBA like League of Legends, honestly. I prefer Starcraft 2/40K.

This message was edited 2 times. Last update was at 2014/08/28 10:13:11


 
   
Made in us
Painlord Titan Princeps of Slaanesh




It sounds like you just played small (25) point games. That's like playing a 500 point game of 40K. Since you are inherently limited as to the number of units you can take you can't have much variation in how the game goes. If you played at 50 points with scenerios then the game becomes pretty open in terms of tactics.
I suggest that you try the game again and even if you don't want to up the points use the free steamroller scenerios and see how that effects your pov.
   
Made in au
Trustworthy Shas'vre






I could describe even a large game of 40k the same way though...
'get your shooty units in cover, take shots at the most dangerous thing on the enemy force. he does the same. run your assaulty units towards the enemy as fast as possible, he does the same. If you smash his scissors with your rock before his paper gets to you, you usually end up winning'...

At least it forces you to come towards each other rather than having guard/tau who can simply sit in their deployment zones and not move until they win.

When I introduce people to warmachine now I explicitly go for 25pt games with scenario - and I only play to scenario. Too many people I think get turned off by the kill-the-caster mechanic and so I make sure they're aware how dynamic the scenarios are.
   
Made in gb
Regular Dakkanaut




West Browmich/Walsall West Midlands

Trasvi wrote:
I could describe even a large game of 40k the same way though...
'get your shooty units in cover, take shots at the most dangerous thing on the enemy force. he does the same. run your assaulty units towards the enemy as fast as possible, he does the same. If you smash his scissors with your rock before his paper gets to you, you usually end up winning'...

At least it forces you to come towards each other rather than having guard/tau who can simply sit in their deployment zones and not move until they win.

When I introduce people to warmachine now I explicitly go for 25pt games with scenario - and I only play to scenario. Too many people I think get turned off by the kill-the-caster mechanic and so I make sure they're aware how dynamic the scenarios are.


Well said.

However sometimes you can intend to win on scenario, but the situation arises where a caster kill is on the cards as well. Its better to kill the caster and finish the job in one go, rather than sitting pretty awaiting the points to stack. Though that is a viable tactic as well

Plus the game is fun to spectate as well, its funny when in Cryx morty and her Jack list propels deathjack into the enemy with an evil laugh "game over"


A humble member of the Warlords Of Walsall.

Warmahordes:

Cryx- epic filth

Khador: HERE'S BUTCHER!!!

GW: IG: ABG, Dark Eldar , Tau Black Templars.
 
   
Made in us
Enigmatic Chaos Sorcerer




Tampa, FL

RE: Scenarios part of the issue that I've seen at least is that scenarios are optional in Warmachine; they are encouraged yes but the MkII book even basically says that if you want you can use them. So I'd wager a lot of non-competitive groups/metas don't play with them, and probably play with minimal terrain or no terrain.

My local meta is like that. It's rare for anyone to want to set up a scenario typically because they aren't familiar with them (we're all relatively new to the game), and the store has only a small amount of terrain so frequently there are some games that are literally two forces lined up across an empty table; it's no wonder that things converge on the center of the board.

- Wayne
Formerly WayneTheGame 
   
Made in pt
Tea-Kettle of Blood




WayneTheGame wrote:
RE: Scenarios part of the issue that I've seen at least is that scenarios are optional in Warmachine; they are encouraged yes but the MkII book even basically says that if you want you can use them. So I'd wager a lot of non-competitive groups/metas don't play with them, and probably play with minimal terrain or no terrain.

My local meta is like that. It's rare for anyone to want to set up a scenario typically because they aren't familiar with them (we're all relatively new to the game), and the store has only a small amount of terrain so frequently there are some games that are literally two forces lined up across an empty table; it's no wonder that things converge on the center of the board.


Your group really needs to step up and start using scenarios, especially the SR ones. Forgoing scenarios is fine for the first couple of games since you're all just learning the basic rules of the game, but the game is developed with scenarios in mind and really is a diminished experience without them.

As for playing without terrain, that just makes it a completely different game. Models were created and priced with terrain (and scenarios as well), in mind. If you don't use terrain, then you aren't playing WMH.

A game table should have at least 5 terrain pieces, varying from 4" to 7" in width / length at the very minimum.
   
 
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