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.
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.
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.
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.
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.
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.
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.
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.
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.
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...)
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 RNGSP 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) - RNGCMD. 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) - RNGCMD. 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) - RNGCMD. 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] - RNGCMD. 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 RNGSP 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 RNGSP 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 - RNGCMD. 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 - RNGCMD. 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 RNGCMD 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 RNGSP 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) - RNGCMD. 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 RNGSP 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 RNGSP 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].
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.
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 RNGSP 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) - RNGCMD. 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) - RNGCMD. 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) - RNGCMD. 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] - RNGCMD. 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 RNGSP 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 RNGSP 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 - RNGCMD. 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 - RNGCMD. 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 RNGCMD 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 RNGSP 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) - RNGCMD. 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 RNGSP 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 RNGSP 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.
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. :(
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.
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.
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 RNGSP 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) - RNGCMD. 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) - RNGCMD. 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) - RNGCMD. 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] - RNGCMD. 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 RNGSP 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 RNGSP 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 - RNGCMD. 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 - RNGCMD. 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 RNGCMD 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 RNGSP 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) - RNGCMD. 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 RNGSP 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 RNGSP 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?
I will admit one of my guilty pleasures when I look at the 40kYMDC 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.
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.
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.
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.
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"
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.
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.
Well I haven't played in months, been heavy into 40k since the beginning of summer. Im thinking I may give warmachine a go again. maybe 25 or 35 points just to ease into it? It will be a huge change from 40k but we will see!
40KNobz11 wrote: Well I haven't played in months, been heavy into 40k since the beginning of summer. Im thinking I may give warmachine a go again. maybe 25 or 35 points just to ease into it? It will be a huge change from 40k but we will see!
I highly recommend starting with a battle box to learn the game. There are a few fundemental differences in the rules that take some getting used to coming over from 40k. It'll also give you a good idea of what works and doesn't work for your playstyle because that's a huge part in how you shape your force.
40KNobz11 wrote: Well I haven't played in months, been heavy into 40k since the beginning of summer. Im thinking I may give warmachine a go again. maybe 25 or 35 points just to ease into it? It will be a huge change from 40k but we will see!
Find out if you have a local Press Ganger. You can google PP Press Ganger and if you have one there is a channel to have them contact you. They are great resources who can run you threw a few demo games with their models. Also find out if a journeyman league is starting up. They start at the battle box level and slow grow to 35 or 50 points. They are a great way to baby step into the game.
IMO the press ganger is what really sets apart the two systems. Warmahordes is completely community driven with community ambassadors selected by PP to assist new players and help grow the community. When I started 40K years ago I was lost and my only resource before I started playing was a greedy store owner who convinced me invest a large chunk of coin into models he could not get off his shelf.
40KNobz11 wrote: Well I haven't played in months, been heavy into 40k since the beginning of summer. Im thinking I may give warmachine a go again. maybe 25 or 35 points just to ease into it? It will be a huge change from 40k but we will see!
Find out if you have a local Press Ganger. You can google PP Press Ganger and if you have one there is a channel to have them contact you. They are great resources who can run you threw a few demo games with their models. Also find out if a journeyman league is starting up. They start at the battle box level and slow grow to 35 or 50 points. They are a great way to baby step into the game.
IMO the press ganger is what really sets apart the two systems. Warmahordes is completely community driven with community ambassadors selected by PP to assist new players and help grow the community. When I started 40K years ago I was lost and my only resource before I started playing was a greedy store owner who convinced me invest a large chunk of coin into models he could not get off his shelf.
This is a good point.
Press gangers are almost everywhere and they can surely help to start the game.
i miss war machine, no one plays it where i moved to though. gw has far better models, but i like the rules of warmaschine for competitive play way more .
Ya like ive played warmachine quite a bit before but I just took a break from it and have been playing 40k for a while. We have a good local group at the FLGS so im sure it shouldn't be a problem for me to get back into it. A battlebox game and It should all come back to me haha!
The reason I stopped playing was that everything was to competitive. Seemed to be completely destroy or be completely destroyed. Nothing in between haha... I went back to 40k as it wasn't so competitive and you could bring more of a fun list and still have fun. But I have all the warmachine models so I wanna give it another go!
40KNobz11 wrote: Well I haven't played in months, been heavy into 40k since the beginning of summer. Im thinking I may give warmachine a go again. maybe 25 or 35 points just to ease into it? It will be a huge change from 40k but we will see!
Find out if you have a local Press Ganger. You can google PP Press Ganger and if you have one there is a channel to have them contact you. They are great resources who can run you threw a few demo games with their models. Also find out if a journeyman league is starting up. They start at the battle box level and slow grow to 35 or 50 points. They are a great way to baby step into the game.
IMO the press ganger is what really sets apart the two systems. Warmahordes is completely community driven with community ambassadors selected by PP to assist new players and help grow the community. When I started 40K years ago I was lost and my only resource before I started playing was a greedy store owner who convinced me invest a large chunk of coin into models he could not get off his shelf.
GW used to have the Outrider program which was roughly the same thing, although not as accessible back then. I recall when 3rd edition came out my FLGS had an Outrider come in to do a demo game to show the new rules.
Honestly I play Warmachine and enjoy it, but I constantly miss 40k and think of playing it again generally once a month, but until GW fixes the issues I have with it I won't play it again, and since fixing it seems unlikely so too is it unlikely that I'll play 40k again. It's just not worth the hassle. Maybe if I had an actual gaming club instead of a game store, the issues wouldn't be as prevalent.
I'd love to play more Warmachine, the issue is that the WM players only show up on the designated WM/H night (when I can't go), and nobody who shows up on the open gaming night has an army or has both the interest and available funds.
Currently it's just 40K and the occasional DZC game.
wuestenfux wrote: It's a trade off.
GW has better models, but PP has the better rule set.
On the other hand, WM seems to be a bit cheaper to get started.
Perhaps. While GW models are getting more technically proficient, they're losing in overall design and cool factor.
PP's models are gaining in both design and cool factor while also gaining in technical merits as well.
wuestenfux wrote: It's a trade off.
GW has better models, but PP has the better rule set.
On the other hand, WM seems to be a bit cheaper to get started.
It's also, for me anyways, the perception that I'm getting more value for a purchase with PP than 40k, because the unit does more/is a larger part.
It's a larger part if you consider a single army at the 35 to 50 pt level.
But as said in another thread if you play tournaments, then you'll need two such armies which are only slightly cheaper than an 1850 pt 40k army.
wuestenfux wrote: It's a trade off.
GW has better models, but PP has the better rule set.
On the other hand, WM seems to be a bit cheaper to get started.
Perhaps. While GW models are getting more technically proficient, they're losing in overall design and cool factor.
PP's models are gaining in both design and cool factor while also gaining in technical merits as well.
Most of GW's more recent releases seem stale to me. No personality.
wuestenfux wrote: It's a trade off.
GW has better models, but PP has the better rule set.
On the other hand, WM seems to be a bit cheaper to get started.
Perhaps. While GW models are getting more technically proficient, they're losing in overall design and cool factor.
PP's models are gaining in both design and cool factor while also gaining in technical merits as well.
Most of GW's more recent releases seem stale to me. No personality.
wuestenfux wrote: It's a trade off.
GW has better models, but PP has the better rule set.
On the other hand, WM seems to be a bit cheaper to get started.
It's also, for me anyways, the perception that I'm getting more value for a purchase with PP than 40k, because the unit does more/is a larger part.
It's a larger part if you consider a single army at the 35 to 50 pt level.
But as said in another thread if you play tournaments, then you'll need two such armies which are only slightly cheaper than an 1850 pt 40k army.
And, as was pointed out in another thread, that 100% depends on what your faction is and what list you bring. A full 2-list tournament army for WM/H can run from $250 up to several hundred dollars, and even then you still get *TWO* armies for the same price as *ONE* 40k army.
wuestenfux wrote: It's a trade off.
GW has better models, but PP has the better rule set.
On the other hand, WM seems to be a bit cheaper to get started.
It's also, for me anyways, the perception that I'm getting more value for a purchase with PP than 40k, because the unit does more/is a larger part.
I feel like that is it for me. Granted it can be expensive as 40k (I'd have to do the math more in depth with equivalent armies), but I feel like a $35 to $70 purchase for PP (say like a Warbeast kit to a Unit and its UA) feels like I get more out of it and more of my army fleshed out than GW has.
wuestenfux wrote: It's a trade off.
GW has better models, but PP has the better rule set.
On the other hand, WM seems to be a bit cheaper to get started.
It's also, for me anyways, the perception that I'm getting more value for a purchase with PP than 40k, because the unit does more/is a larger part.
It's a larger part if you consider a single army at the 35 to 50 pt level.
But as said in another thread if you play tournaments, then you'll need two such armies which are only slightly cheaper than an 1850 pt 40k army.
And, as was pointed out in another thread, that 100% depends on what your faction is and what list you bring. A full 2-list tournament army for WM/H can run from $250 up to several hundred dollars, and even then you still get *TWO* armies for the same price as *ONE* 40k army.
My 50pt army cost me roughly $300 and that's with a few options to change it up. (Including alternate caster.)
wuestenfux wrote: It's a trade off.
GW has better models, but PP has the better rule set.
On the other hand, WM seems to be a bit cheaper to get started.
It's also, for me anyways, the perception that I'm getting more value for a purchase with PP than 40k, because the unit does more/is a larger part.
It's a larger part if you consider a single army at the 35 to 50 pt level.
But as said in another thread if you play tournaments, then you'll need two such armies which are only slightly cheaper than an 1850 pt 40k army.
And, as was pointed out in another thread, that 100% depends on what your faction is and what list you bring. A full 2-list tournament army for WM/H can run from $250 up to several hundred dollars, and even then you still get *TWO* armies for the same price as *ONE* 40k army.
My 50pt army cost me roughly $300 and that's with a few options to change it up. (Including alternate caster.)
Last Saturday I battled Circle with my Cyriss army, 50 pts.
I figured that my army was 360 € i.e. 450 $ not included army book and rule book.
An 1850 pt 40k army is more expensive coming out at 750 $ or so.
really glad to see that a topic like this did not devolve into dribble. glad to see the community has grown a bit.
WH40k has cool models, but the cost is severe and the competitive scene is garbage. the casual scene, on the other hand has potential to be amazing
Warmahordes have less cool models, but the cost is less intensive (especially with advice from friends in the know) and the game was born in the competitive scene.
I left GW completely years ago after playing Warmahordes for a week. I wanted more from a game and PP delivered.
I tend to gravitate towards the lore that interests me the most, so in my case I'd go for 40K as nothing in the Warmahordes fluff interests me all that much (other than the Cephalyx).
I think cost is not that relevent. But what you get for your money... Privateer press gives you more " Bang" for your bucks, with better rules and an optimized unit loadout.. Now we are hobbiest and we all like miniatures so after a while your army will grow and Warmachine Hordes and 40k might cost the same. But the main diffrence is that each caster in an army has its own perferd troops and beasts/Jacks and getting one and playing that cost al lot less then a 40k army. And getting a second caster (even whitin your own faction), changes up the play style of that army to such a dagree that you now have a totaly new play style to have fun with.... So not only is Privateer press cheaper to get on the table and start playing, it also offers a lot more variety = more value for your money
40k +/-
+ You can pose your models a lot more and have more creative freedom
+ From a hobby standpoint you can build your own. slect weapon loadauts etc..
+ You get a lot of stuff in the plastic kits
- You have to put in more work, think about what weapons your squad wants to use etc,
- If you pick something that is less optimal you might have to redo your minis or buy more kits to get enough of the weapon you wonat(space marine ROcket launcher for example)
- many of your modelles are just fillers, you have to have them in your tropp but they dont do mush by themselves..
Warmachine/hordes +/-
+ You dont have to think about anything, just pull them out and assemble and put them on the table
+ You can never pick the wrong stuff, or do a sub optimal build for the unit
+ Every modell in the unit counts there are no fillers...
- Zero customization
- Very few pose options, unless you want to start doing some heavy converting
- No need to do any form of conversions, and no real options from PP themselves in stuff you can swap out or change..
- Lots of mold lines on the plastic in bad areas that take both time and greenstuff to fix..
Privateer press is less hassel and more Play focused then 40k that is more focused on the hobby side and A LOT less on the actual gameplay.. For me personaly it is more fun "to play a game" then "building miniatures to play a sub par game", so even if 40k have nicer mininatures I will pick warmachine/hordes 9 times out of 10. The rules and gameplay is just so superior it can't be ignored.
What puts me off warmachine is that the rules, while far tighter and written better than the warhammers, still focus on tons of special rules and the ability to memorize everything. Every faction has its own plethora of special rules, and all the battle reports i'd read at the time (most from NQ) involved players winning or losing because they forgot a particular special rule.
I'm not a fan of steampunk, but i could live with that. But having to memorize so many special rules for every army is part of what put me off GW.
Torga_DW wrote: What puts me off warmachine is that the rules, while far tighter and written better than the warhammers, still focus on tons of special rules and the ability to memorize everything. Every faction has its own plethora of special rules, and all the battle reports i'd read at the time (most from NQ) involved players winning or losing because they forgot a particular special rule.
I'm not a fan of steampunk, but i could live with that. But having to memorize so many special rules for every army is part of what put me off GW.
Almost nobody has them all memorized, but you start to notice patterns. It's also why you start small. It seems daunting at first, but most things can be learned by a quick read of the cards before the game.
Torga_DW wrote: What puts me off warmachine is that the rules, while far tighter and written better than the warhammers, still focus on tons of special rules and the ability to memorize everything. Every faction has its own plethora of special rules, and all the battle reports i'd read at the time (most from NQ) involved players winning or losing because they forgot a particular special rule.
I'm not a fan of steampunk, but i could live with that. But having to memorize so many special rules for every army is part of what put me off GW.
There is a clear pattern and as the Rules are Writen with no room for interpretation (as writen).. It becomes very clear after you have played the game for a while. Also what you need to remember are what the caster you are currently playing against can and can't do. As many spells are the same over diffrent casters this is not really a probelm.. If you have faced that before it will work exacly the same the second time, even if the same spell is used by a diffrent caster..
I would infact argue that Warmachine/Hordes DO not have many special rules.. It has a core set of rules and said spells and effects HAVE to work inside these guidlines.. Some Special rule migh break or tweak..
But for example in the rules it says that Pathfinder lets you ignore difficult terrain.. If you are facing a caster with a spell that gives one of his units pathfinder it is not hard for you (if you know all the basic rules) to understand that they will now be able to run through forest etc without losing any movment speed. If that caster uses that spell..
There is just no fuss about anything, you dont have to look up rules (like you constantly have to do in GW games, because your oppenent and you disagree what the effect of this special rule really does). As writen makes it totaly clear and there are Erratas and instant rule clarifications on the Privateer press fourm by "the Infernals", nothing is left to chans. THere are no need for House rules etc..
Well i've never played so it's all just supposition from my part. I might hop over to the warmachine section and start a post there as i think i could handle it at 15 points.
Torga_DW wrote: Well i've never played so it's all just supposition from my part. I might hop over to the warmachine section and start a post there as i think i could handle it at 15 points.
I dont think you will regret it the game is really good.. And as I said the PP forums have the devs on hand to clear out any rules discussions...
But you need to start at 15 points (and the game is really fun even on 15pts).. The hardest thing in the begining for me was the activation order etc.. as soon as you get that down, you can move up to 25 pts..
Also the synergy betwen miniatures is the core of Warmahordes.. And the game is decided on the table and not in the list building, any list can beat any other list.. It is more about your personal skill as a player..
zlayer77 wrote: I would infact argue that Warmachine/Hordes DO not have many special rules.. It has a core set of rules and said spells and effects HAVE to work inside these guidlines.. Some Special rule migh break or tweak..
For those that that don't care to count/click, that's nine hundred and eighty seven abilities. That does not include the twenty three standard abilities represented by icons (such as pathfinder). Nor does it include spells, bonds, animi or feats.
I love the WM/H rules but to say there aren't that many special rules- or perhaps more to Torga's that there's a lot to keep track of/possibly forget- just isn't true.
Also the synergy betwen miniatures is the core of Warmahordes.. And the game is decided on the table and not in the list building, any list can beat any other list.. It is more about your personal skill as a player..
This really is just nonsense. Warmachine tournaments have you bring multiple lists and/or sidebars because matchups can absolutely determine victory at any level of play. List building is absolutely a huge part of Warmachine, and part of the fun.
How you can say that "synergy between miniatures is the core of Warmahordes" and then say that list building isn't key is mind boggling.
Let's see how that all trencher Darius list does.
I'm willing to bet that he will be trilled to arrange some games for you on other days.
To be fair I've actually spoken to them. It's a case of "would if they could" but everybody involved (including the PG) has families and budgeted time for specific nights, which happens to be the official WM/H nights for them and the open gaming night for me. I honestly don't blame them for it and I wouldn't feel right pushing for the PG to come in to arrange a game for one person on the off night.
I've been trying to get the folks who do show up on open gaming nights to get into the starter boxes, but they subscribe to the sunk cost fallacy with 40k and I'm already working on pushing DZC on those nights instead.
I had about $200 sunk into WM/H when I stopped (just didn't like the game enough anymore).
I had about $2500 sunk into 40k when I stopped. I still have many of the models - no longer playing the game doesn't automatically mean the models stop working. I can find other games for them - like Tomorrow's War, FCW, 5150, ITEN, etc.
I've never made "my investment" the thing keeping me in the game when I no longer like the game for whatever reason. The only thing that keeps me playing a game is having the game be enjoyable to me to play. Once that goes, I tend to stop buying new models, new rules, army lists, etc and they migrate from the "cupboard of shame" to the "shed of shame" to live out their days.
This really is just nonsense. Warmachine tournaments have you bring multiple lists and/or sidebars because matchups can absolutely determine victory at any level of play. List building is absolutely a huge part of Warmachine, and part of the fun. .
Warmachine tournaments have you bring multiple lists because it promotes list variety. If tournaments were all single list, you would only see the "catch all" warcaster and lists being used, by allowing multiple lists you promote the use of other types of lists that may be more corner case.
And while list selection and list pairing are a big part of WMH, in the end it doesn't matter what list you bring because a list will only be as good as the player behind it. There is no such thing as a game of WMH that was won on list selection.
zlayer77 wrote:And the game is decided on the table and not in the list building, any list can beat any other list..
PhantomViper wrote:There is no such thing as a game of WMH that was won on list selection.
This just isn't the case. Lists are crafted to accomplish goals. It's a skill. If changing a warcaster in or out drastically changes how the list functions, it obviously changes the power level based on how well the capabilities of that caster interact with the army in question. Imagine a list with a caster who likes to stay back and use magic and you don't take as many arc nodes as you could. Or a caster who relies on their battle group shooting and you take few, if any ranged jacks. Or a caster who works well with living warbeasts and you go with all constructs. Or a caster who has spells that target warrior models and you go jack heavy. And that's just on the negative side of avoiding uselessness. There's a whole world of figuring out the best way to maximize usefulness.
It also comes down to stats. The effect of the Iron Flesh on a higher defense unit is greater as it pushes the number of hits down more drastically. After the attack is done, more models will be left standing and more attacks will have missed because of the distribution of 2d6 rolls. It's objectively more synergistic to cast Iron Flesh on things like Winterguard under Bob & Weave than on low DEF units.
The other thing that points to list building mattering is that some spells and abilities only work within faction while you are free to take mercenaries if you desire. And then they made ranking officers which make these units suddenly count as friendly faction. The synergy is so worth it in some cases that people will pay a points premium for ranking officers in order to have it. Imagine if Cryx could have a Warwitch Temptress Ranking Officer and you could have Black Spot on eSkarre work with Nyss Hunters.
"list building doesn't matter, your skill does" is the cry of those who don't understand that list building is a skill itself. It's especially important in Warmachine and Hordes.
zlayer77 wrote:And the game is decided on the table and not in the list building, any list can beat any other list..
PhantomViper wrote:There is no such thing as a game of WMH that was won on list selection.
This just isn't the case. Lists are crafted to accomplish goals. It's a skill. If changing a warcaster in or out drastically changes how the list functions, it obviously changes the power level based on how well the capabilities of that caster interact with the army in question. Imagine a list with a caster who likes to stay back and use magic and you don't take as many arc nodes as you could. Or a caster who relies on their battle group shooting and you take few, if any ranged jacks. Or a caster who works well with living warbeasts and you go with all constructs. Or a caster who has spells that target warrior models and you go jack heavy. And that's just on the negative side of avoiding uselessness. There's a whole world of figuring out the best way to maximize usefulness.
It also comes down to stats. The effect of the Iron Flesh on a higher defense unit is greater as it pushes the number of hits down more drastically. After the attack is done, more models will be left standing and more attacks will have missed because of the distribution of 2d6 rolls. It's objectively more synergistic to cast Iron Flesh on things like Winterguard under Bob & Weave than on low DEF units.
The other thing that points to list building mattering is that some spells and abilities only work within faction while you are free to take mercenaries if you desire. And then they made ranking officers which make these units suddenly count as friendly faction. The synergy is so worth it in some cases that people will pay a points premium for ranking officers in order to have it. Imagine if Cryx could have a Warwitch Temptress Ranking Officer and you could have Black Spot on eSkarre work with Nyss Hunters.
"list building doesn't matter, your skill does" is the cry of those who don't understand that list building is a skill itself. It's especially important in Warmachine and Hordes.
What does anything of that has to do with the skill of the player being more important than the list used?
Yes, list construction is a skill and you should build your lists in a way that maximizes the synergy inherent in your models / faction and in a way that makes that army work for the goal that you wan't to accomplish.
None of that changes the fact that if you take the list from the WMW Invitational Champion and put it on the table, you'll probably still lose the game anyway. You also have countless examples of games where the "weaker" list won (see WMW Invitational finals for one such example), because the player behind the list is what makes the difference, not the list itself.
zlayer77 wrote: I would infact argue that Warmachine/Hordes DO not have many special rules.. It has a core set of rules and said spells and effects HAVE to work inside these guidlines.. Some Special rule migh break or tweak..
For those that that don't care to count/click, that's nine hundred and eighty seven abilities. That does not include the twenty three standard abilities represented by icons (such as pathfinder). Nor does it include spells, bonds, animi or feats.
I love the WM/H rules but to say there aren't that many special rules- or perhaps more to Torga's that there's a lot to keep track of/possibly forget- just isn't true.
It's certainly a lot of special rules but a couple of things I would note;
That list includes any special abilities that were granted by league models (which you do not see in games).
It includes rules such as "Attachment"--which is not really a rule...but more of just a model type
That list also lists abilities twice if they are derived in different ways...for example they have this listed as separate entries;
Armour Piercing
Armour Piercing (Special Attack)
Same rule, just one model requires the use of a special attack to get it while the other just always has it. Chain Attack is similar...
Anyways, yeah even with all of that, there is a lot of rules.
Leo_the_Rat wrote: But at least those rules are the same regardless of which faction/model has them.
Agreed. If a model/unit has a rule that, in the BRB is called "Haste" the unit/model calls it haste... They don't call it "Wolf speed" for one model and "Glorious Charge" for another one in a different faction.
*Note, I Totally just made up both "Wolf Speed" and "Glorious Charge" as illustrating a different name for the same rule on different models. I don't recall some of the 40k different special rules as I only have up to 5th Ed. and haven't looked at those books in years.
AgeOfEgos wrote: That list also lists abilities twice if they are derived in different ways...for example they have this listed as separate entries;
Armour Piercing
Armour Piercing (Special Attack)
Same rule, just one model requires the use of a special attack to get it while the other just always has it. Chain Attack is similar...
A hunter under Crippling Grasp (or any other ability that prevents special actions/attacks) can still put a AP shot into your jack,. An Angelius cannot. That is precisely the difference being talked about, that can cost you a game. The effect of the rule is the same but it is two different abilities.
What does anything of that has to do with the skill of the player being more important than the list used?
The skill of the player is more important than the list within reason. It's not some universal thing where you can claim the list doesn't matter. For all practical purposes, the list matters. And constructing lists is part of player skill, not separate.
None of that changes the fact that if you take the list from the WMW Invitational Champion and put it on the table, you'll probably still lose the game anyway.
You're introducing a new variable here: player familiarity with the list. I think we can both agree that obviously those who know how their list is supposed to function are going to do better than those who don't understand it.
You also have countless examples of games where the "weaker" list won (see WMW Invitational finals for one such example), because the player behind the list is what makes the difference, not the list itself.
List strength is also match up dependent. Sometimes the "weaker" list is actually stronger.
Player skill obviously matters. It's just not this "the list is always secondary to player skill" nonsense that keeps getting trotted out. It's a useful thing to say if you're trying to sell 40k players on WM/H, but it's just not accurate.
40k most certainly if I had to pick between the two. I'm very much inspired and energized by the background and nothing pulls on my past 14-year old self's heart strings like Warhammer and Warhammer 40,000.
What does anything of that has to do with the skill of the player being more important than the list used?
The skill of the player is more important than the list within reason. It's not some universal thing where you can claim the list doesn't matter. For all practical purposes, the list matters. And constructing lists is part of player skill, not separate.
I'm not saying that they are separate skills and I'm not clamming that the list build / selection process doesn't matter, let me try another way to see if I can get my point across in a better way:
I believe that list building / selection can make you loose the game but it won't make you win it.
If someone just throws a number of models together without any regards for how they are supposed to function together, then yes, probably no amount of player skill will prevent that list from loosing, but given any competently built list I believe that the player that plays the best in the table will always (or almost always), triumph over the player that has the matchup advantage.
None of that changes the fact that if you take the list from the WMW Invitational Champion and put it on the table, you'll probably still lose the game anyway.
You're introducing a new variable here: player familiarity with the list. I think we can both agree that obviously those who know how their list is supposed to function are going to do better than those who don't understand it.
Not only player familiarity but also individual player skill. In my opinion those are all factors that will have a much greater influence on the winner than what list each player was taking.
You also have countless examples of games where the "weaker" list won (see WMW Invitational finals for one such example), because the player behind the list is what makes the difference, not the list itself.
List strength is also match up dependent. Sometimes the "weaker" list is actually stronger.
Agreed. But in the match in question that wasn't the case, go listen to the interviews with both players, they both stated that the Circle player had a clear advantage in that matchup. The Menoth player didn't even had a feat in that matchup!
Player skill obviously matters. It's just not this "the list is always secondary to player skill" nonsense that keeps getting trotted out. It's a useful thing to say if you're trying to sell 40k players on WM/H, but it's just not accurate.
And here we will have to agree to disagree, I guess. Over the years I've watched way too many games, and played in a few of them myself, where one of the lists had a clear and definite advantage over the other and yet the "underdog" list still won the game because the stronger list got outplayed, so I could never share your opinion on this.
In my opinion, if after loosing a game a player thinks "how can I change my list to win this", instead of "what play could I have done differently to win this", then he is going about it the wrong way and will probably never be a very good WMH player.
Coldhatred wrote: 40k most certainly if I had to pick between the two. I'm very much inspired and energized by the background and nothing pulls on my past 14-year old self's heart strings like Warhammer and Warhammer 40,000.
Though you don't necessarily need the wargame for that. I find the RPG's a much more engaging source of 40K background and fiction. The wargame feels a bit played out in that regard because it has to focus on, well, wars.
PhantomViper wrote: And here we will have to agree to disagree, I guess. Over the years I've watched way too many games, and played in a few of them myself, where one of the lists had a clear and definite advantage over the other and yet the "underdog" list still won the game because the stronger list got outplayed, so I could never share your opinion on this.
But I don't disagree with any of that. I just have a problem with making this an absolute. That is never the list and always the player. That's clearly not true as it's a combination.
In my opinion, if after loosing a game a player thinks "how can I change my list to win this", instead of "what play could I have done differently to win this", then he is going about it the wrong way and will probably never be a very good WMH player.
You need to do both. It could be that the list is a bad drop against a large portion of the field and needs to change.
One thing I can definitely say is that Warmachine feels a lot more mechanical and dry, even if it really isn't. I recently have started playing with timed turns since my local shop is having its very first Steamroller tournament in a month. The turn limit is going to be 10 minutes per turn, and let me tell you it is INSANELY hard right now to do all your movement and actions in the span of 10 minutes. I find it to encourage sloppy play because you are in a rush to get things done and make mistakes. It's not something I enjoy at all because it makes the game feel a lot more "hardcore" than a typical tabletop game where you laugh and joke around at things during the course of the game. I get that it's to minimize banter and maximize playtime, but it feels like it sucks the fun part out of a game and makes it into "serious business". No small talk, just game speak, and rushed at that.
I have always, and will always, feel that 40k is best suited to a more laid back style of game. That doesn't excuse the poor rules and, in fact, makes them stand out more because the "collector" is the guy most likely to play whatever they want and shoddy, unbalanced rules hurt that kind of player more than the cheeseweasel who will drop a spammy netlist.
However, I don't experience the same emotions playing Warmachine as I used to when playing 40k or when reading/watching 40k battle reports (as I don't play anymore). It's a superior game, and I am enjoying it, but it feels "off" and that makes what GW is currently doing to 40k even worse for me because it's almost like I will daydream about playing 40k again, and then GW comes along and smacks me back awake into reality.
WayneTheGame wrote: The turn limit is going to be 10 minutes per turn, and let me tell you it is INSANELY hard right now to do all your movement and actions in the span of 10 minutes. I find it to encourage sloppy play because you are in a rush to get things done and make mistakes. It's not something I enjoy at all because it makes the game feel a lot more "hardcore" than a typical tabletop game where you laugh and joke around at things during the course of the game. I get that it's to minimize banter and maximize playtime, but it feels like it sucks the fun part out of a game and makes it into "serious business". No small talk, just game speak, and rushed at that.
I find timed games to be a total brain drain. After two timed games I'm pretty much done for the day. I don't know how people go to big tournaments and play five rounds in a single day. I like to do big stupid things so It's possible that I'm just not compatible with tournaments.
However, I don't experience the same emotions playing Warmachine as I used to when playing 40k or when reading/watching 40k battle reports (as I don't play anymore). It's a superior game, and I am enjoying it, but it feels "off" and that makes what GW is currently doing to 40k even worse for me because it's almost like I will daydream about playing 40k again, and then GW comes along and smacks me back awake into reality.
I know what you mean. When I played Bolt Action is was like I was coming home after a long time away. Warmachine is very, very gamey. It's like WM/H is about hard coding interesting game decision making into the process of play but things like 40k, Bolt Action, Saga, Dropzone Commander and others are more about allowing the interesting parts to emerge from play. It makes them more susceptible to bad design as that can get in the way of the emergence, so 40k ends up actually being worse for casual play despite eschewing competitive play in favor of it.
I personally like the timed rounds in the steamroller tournaments. I enjoy fast play and quick decision making. What always bothered me about 40k tournaments was my turn could take 20 minutes while my opponents turn could take 45 minutes. I feel nothing is worse then standing there for 45 minutes waiting.
WayneTheGame wrote: One thing I can definitely say is that Warmachine feels a lot more mechanical and dry, even if it really isn't. I recently have started playing with timed turns since my local shop is having its very first Steamroller tournament in a month. The turn limit is going to be 10 minutes per turn, and let me tell you it is INSANELY hard right now to do all your movement and actions in the span of 10 minutes. I find it to encourage sloppy play because you are in a rush to get things done and make mistakes. It's not something I enjoy at all because it makes the game feel a lot more "hardcore" than a typical tabletop game where you laugh and joke around at things during the course of the game. I get that it's to minimize banter and maximize playtime, but it feels like it sucks the fun part out of a game and makes it into "serious business". No small talk, just game speak, and rushed at that.
I really like Deathclock. I find that it helps immensely to cut down on the amount of time that you sit around doing nothing waiting for your opponent to finish its turn and yet it still gives you the possibility to take your time and plan and play the game properly.
On the other hand, I really dislike Timed Turns because they make the game feel extremely rushed to me and always seem to promote sloppy play.
I find it weird that you guys are choosing the hardest of the two methods for your very first steamroller tournament.
WayneTheGame wrote: One thing I can definitely say is that Warmachine feels a lot more mechanical and dry, even if it really isn't. I recently have started playing with timed turns since my local shop is having its very first Steamroller tournament in a month. The turn limit is going to be 10 minutes per turn, and let me tell you it is INSANELY hard right now to do all your movement and actions in the span of 10 minutes. I find it to encourage sloppy play because you are in a rush to get things done and make mistakes. It's not something I enjoy at all because it makes the game feel a lot more "hardcore" than a typical tabletop game where you laugh and joke around at things during the course of the game. I get that it's to minimize banter and maximize playtime, but it feels like it sucks the fun part out of a game and makes it into "serious business". No small talk, just game speak, and rushed at that.
I really like Deathclock. I find that it helps immensely to cut down on the amount of time that you sit around doing nothing waiting for your opponent to finish its turn and yet it still gives you the possibility to take your time and plan and play the game properly.
On the other hand, I really dislike Timed Turns because they make the game feel extremely rushed to me and always seem to promote sloppy play.
I find it weird that you guys are choosing the hardest of the two methods for your very first steamroller tournament.
Our Press Ganger chose it, I honestly don't think it's going to go over well. Most of us are very new to the game (few months max) and aren't used to pressure during games. Death Clock I could see as that's normal, but I was under the impression timed turns were more for like Masters/Hardcore. *shrug*
Our Press Ganger chose it, I honestly don't think it's going to go over well. Most of us are very new to the game (few months max) and aren't used to pressure during games.
Then suggest to him that he increases the time in each turn to 15 mins, there is a provision for this in the SR rules packet so it would still be considered an "official" SR tournament and it would put allot less pressure on the players.
Thinking about it some more, I can understand why he chose timed turns, since the clocks required for Deathclock would need a bigger initial monetary investment, thankfully our FLGS covered all the costs for these and a few of us players also bought our own to use in bigger tournaments or even to play friendly games with.
Our Press Ganger chose it, I honestly don't think it's going to go over well. Most of us are very new to the game (few months max) and aren't used to pressure during games.
Then suggest to him that he increases the time in each turn to 15 mins, there is a provision for this in the SR rules packet so it would still be considered an "official" SR tournament and it would put allot less pressure on the players.
Thinking about it some more, I can understand why he chose timed turns, since the clocks required for Deathclock would need a bigger initial monetary investment, thankfully our FLGS covered all the costs for these and a few of us players also bought our own to use in bigger tournaments or even to play friendly games with.
Well it's a 35 point tournament, so it's supposed to be 7 minutes, and he upped it to 10. Still it's going to be a shellshock for a lot of us :p
@Wayne- Some advice, if I could. I used to play very competitively (had a blast, was a great time) but burned out about as hard as you can.
What made it less mechanical and more fun again was playing the scenarios in the No Quarter issues or the oddball scenarios they have in each league packet. You have the same rules, but if gives you some flavor and chaos to break the mechanical part of the game up a bit. Then we even started having one off scenario days with ridiculous matchups to keep it fresh and engaging (200 points of Cryx 1 caster vs 3 50 point lists, 3 casters total).
Essentially, after you finish your Steamroller, take a break from timed turns and packet scenarios. Everyone needs variety, and most WM/H folsk forget that too, leading to burn out/dissatisfaction. Good luck at your steamroller!
Also the synergy betwen miniatures is the core of Warmahordes.. And the game is decided on the table and not in the list building, any list can beat any other list.. It is more about your personal skill as a player..
This really is just nonsense. Warmachine tournaments have you bring multiple lists and/or sidebars because matchups can absolutely determine victory at any level of play. List building is absolutely a huge part of Warmachine, and part of the fun.
How you can say that "synergy between miniatures is the core of Warmahordes" and then say that list building isn't key is mind boggling.
Let's see how that all trencher Darius list does.
What I said was if you bothered to read anything, But I guess you just wanted to continue bashing on me personaly, and that is fine .. That list building is not done in a way that if I take one list and you take the wrong one against it becomes an AUTO WIN.. Personsl skill Plays in. And the reason you run multiple list in turnaments is because you want to even the playing field as much as possible... And at that level everything mathers, from how you deploy your force to the decissions you make and what miniatures you are using..
But as far as I know the question i responded to was to a person who wanted to start out.. Not "I want to play tournaments how much effect do list have at that level of gameplay".. And the fact that people change up the list and try and bring less used minatures says alot about the Tournament scene in warmachine..
THe Most interesting is that at Tournaments people do try and mix things up and bring new stuff etc.. And that constantly shakes up the META of Warmachine/hordes.. The same can not be said for other games... So there are no Real I WIN Button lists in warmachine and the potential to assassinate the enemy caster makes all list still have a chans to win.. Even if the opposition has some sort of hardcounter against your force.. I have made alot of uppsets playing Warmachine and you are never out of the Match "Untill you lose the game that is"
But the main point Was the "list" in itself do not win games.. In 40k I can go autopilot if I have the right list... NO SKILL NEEDED... because it is a skillless game...
zlayer77 wrote:And the game is decided on the table and not in the list building, any list can beat any other list..
PhantomViper wrote:There is no such thing as a game of WMH that was won on list selection.
This just isn't the case. Lists are crafted to accomplish goals. It's a skill. If changing a warcaster in or out drastically changes how the list functions, it obviously changes the power level based on how well the capabilities of that caster interact with the army in question. Imagine a list with a caster who likes to stay back and use magic and you don't take as many arc nodes as you could. Or a caster who relies on their battle group shooting and you take few, if any ranged jacks. Or a caster who works well with living warbeasts and you go with all constructs. Or a caster who has spells that target warrior models and you go jack heavy. And that's just on the negative side of avoiding uselessness. There's a whole world of figuring out the best way to maximize usefulness.
It also comes down to stats. The effect of the Iron Flesh on a higher defense unit is greater as it pushes the number of hits down more drastically. After the attack is done, more models will be left standing and more attacks will have missed because of the distribution of 2d6 rolls. It's objectively more synergistic to cast Iron Flesh on things like Winterguard under Bob & Weave than on low DEF units.
The other thing that points to list building mattering is that some spells and abilities only work within faction while you are free to take mercenaries if you desire. And then they made ranking officers which make these units suddenly count as friendly faction. The synergy is so worth it in some cases that people will pay a points premium for ranking officers in order to have it. Imagine if Cryx could have a Warwitch Temptress Ranking Officer and you could have Black Spot on eSkarre work with Nyss Hunters.
"list building doesn't matter, your skill does" is the cry of those who don't understand that list building is a skill itself. It's especially important in Warmachine and Hordes.
All the things you wrote still dosen't win you the game on list selection... In our current local meta I play "semi optimal stuff" against people who are less skilled then myself. The sad thing though is even though I Nerf myself I still win about 90% of those games.. Because even with a semi optimal list against a "tweaked and very good lists" I am still the better player.. SO I will win regardless 9 times out of 10 against the those with less skill... Even when they are using OUR more optimal tournament lists against me...
The only thing I can give you is that the closer you are to your opponent in skill the more the list will effect the game.. But will a better list Autowin on selection "NO" it will not...
is the cry of those who don't understand that list building is a skill itself
This is just hillarious, let me give you another thing... Many Torunament list can't be played by regular players of Warmachine/hordes.. You know why? because the list have a plan and need to be excuted in the right way.. I would say this List building has an effect in Warmachine if you KNOW how to use said list to its optimal preformance.. You can't just pick a list from a Torunament and then expect to win with it... You have to know how it is used.. This means that List in Warmachine are tested in play then they are tweaked and tested again.. And when they suit my playstyle and I have optimized it it will run great for ME... But if you picked the exact same list and haden't watched me play it you would probably LOSE using it... So the skill in Warmachine is not to BUILD lists it is to Make a List that you have a plan for on the table, and stuff that looks great on papper (and things that dont) have proven time and time again to be the opposite on the table..
Bradigus, the New circle caster for example did very vell in the last tournament in England.. But Guess whast, everyone used their own tweaked list.. SO NO list where exacly the same... 4-6 diffrent lists for the same caster... in the same tournament..
If warmachien Hordes was like Magic the gathering then everyone would show up with exacly the same list (because in magic all the top players use almost identical decks).. But this is not true in Warmachine/hordes with leads me to belive that "player skill in the GAME" plays in alot more then what list he is using...
The only thing that would rescue WM/H for me is the release of an asymetrical campaign book. I played intensely for 3 years. The game undoubtably has appeal in its characters, models and speed of play, while maintaining the uniqueness of each model.
However, no matter how hard people try to deny it, having the wrong model on the table means instant disaster for 2 evenly matched players, and in some cases you may as well just shake hands if you don't have the right model. Even worse, is when the terrain on the table becomes terribly broken. ie. eLilyth with a forest in the middle of the table... just slap yourself in the face for an hour, it's more fun. It can be a great game when both players take responsibility for balancing the game experience, but I have never seen a game of WM that was intrinsically balanced by the point system.
All the things you wrote still dosen't win you the game on list selection...
Having the list building literally have to win you the game is a stupid standard to go with. Do you need the list to roll all the dice for you too for a game to count as "win the game on list selection."
The only thing I can give you is that the closer you are to your opponent in skill the more the list will effect the game.. But will a better list Autowin on selection "NO" it will not...
The point I was making is that this hype about skill over lists goes too far. It goes to absurd lengths. Lists matter. They aren't as big a factor as player skill except when the list disparity is so high that it becomes that much of a problem. Unlike 40k, that usually only happens when someone makes something intentionally bad. Like in those for fun events where you design the list and bring the miniatures and the opponent has to play it. 40k's big list building problem is that you can very easily accidentally make a crap army or an overpowered armour. In Warmachine if you just give it a little thought like "this guy has lots of spells that work with units, maybe I should take one" then you won't fall into a pit trap.
leads me to belive that "player skill in the GAME" plays in alot more then what list he is using...
Don't have any argument with that at all. I just disagree with making it an absolute. And denying that selecting what goes into your army matters in the game. If you have no disagreement with that, then we don't disagree about anything.
The only thing that needs to stop is this false advertising that list building never matters. If you're not saying that, we don't have an disagreement.
frozenwastes wrote: The point I was making is that this hype about skill over lists goes too far. It goes to absurd lengths. Lists matter.
Agreed. I really wish people would stop saying otherwise.
It is a game so OFCs what miniatures you are using will effect the way you play... But I think the main reason that "list dosent matter argument" is used, comes in comparison with 40k/WHFB were you could win a game at list picking.. You picked DARK ELFS with the right stuff In WHFB for example and now you will win 9 times out of 10 before the miniatures are even on the table.. In warmachine I can pick whatever I want and still stand a higher chans of scoring a win against a really cheazy/optimal list... That is the point people are trying to make when they say list dont matter "AS much" in Warmahordes...
Then there are some hardcounters in Warmachine, for example if your list is dependent on upkeep spells and your oppnent have a way to take those away he can basicly shut down your whole gameplan.. Will he auto win? NO, but he will have an advantage.. But the point is he will not Auto Win 9 times out of 10.. even with a hardcounter..
But another thing that I think is more important when talking about Warmachine/hordes is that if your opponent is better then you he will win consistently against you everytime and this can become just as frustrating as winning on list selection. It can be hard to accept you are not as skilled a player as you think you where...
For example we had one duded who got beaten most every game in Warmachine in our local gaming group, he dident get better so in the end he gave up, and whent back to playing more random games.. Because he dident have any fun playing and he understood he would need to work alot harder if he was going to keep up with the rest of us..
Warmachine/hordes is a hardcore game and it is not a game for people who have a low skill cap... The same goes for many other Hardcore games like Chess and poker etc.. Some people will never have skill enough to be successful in those games and they do not play them.. Chess stands out because it has no Luck factor but even Poker has shown that the best players DO win consistently.. Same can be said for living card games like Magic the gathering etc..
The reason that more Luck or random games(like 40k) is still popular is just because the mayority of players are not as good as they think they are. and it can be very hard to come to the realization that you suck...
Played a game last night. Custom scenario. I had one of my Convergence priesteses in the middle of a ruined town and Cryx was coming in to capture her. My Iron mother lead an elite team (35pts) to rescue the priestess. ( Control small area around objective.)
It was a fantastic game and was everything a wargame should be. We formed a story as we went, when we had a rule question, a quick glance in the book told us everything we needed to know, the game wasn't decided until the last move of the last game. All the Cryx caster had to do was land a hit and do a little damage she would have killed what I had on the objective. She hit, but then rolled double 1's for damage. The game was down to ONE friggin' move and I won. Scarr ran off before Iron Mother could blast her into atoms.
I love this game.
MWHistorian wrote: Played a game last night. Custom scenario. I had one of my Convergence priesteses in the middle of a ruined town and Cryx was coming in to capture her. My Iron mother lead an elite team (35pts) to rescue the priestess. ( Control small area around objective.) It was a fantastic game and was everything a wargame should be. We formed a story as we went, when we had a rule question, a quick glance in the book told us everything we needed to know, the game wasn't decided until the last move of the last game. All the Cryx caster had to do was land a hit and do a little damage she would have killed what I had on the objective. She hit, but then rolled double 1's for damage. The game was down to ONE friggin' move and I won. Scarr ran off before Iron Mother could blast her into atoms. I love this game.
However, games like that are rarer in Warmachine because of the competitive mentality. Custom scenarios are rare to have because often you are preparing for a Steamroller tournament in some capacity so you often play those scenarios with two lists and death clock or timed turned to prepare for the real thing. Everything else I agree with you on, but often the story in Warmachine is lost in favor of straight up competition.
I've said this before but Warmachine feels like a tabletop version of Magic. Magic has a story too, but how many people actually care about the story? I'm sure there are some out there who add some RP elements to their Magic games that reference the lore, but they are few and far between compared to those who just care about the stats on the card.
MWHistorian wrote: Played a game last night. Custom scenario. I had one of my Convergence priesteses in the middle of a ruined town and Cryx was coming in to capture her. My Iron mother lead an elite team (35pts) to rescue the priestess. ( Control small area around objective.)
It was a fantastic game and was everything a wargame should be. We formed a story as we went, when we had a rule question, a quick glance in the book told us everything we needed to know, the game wasn't decided until the last move of the last game. All the Cryx caster had to do was land a hit and do a little damage she would have killed what I had on the objective. She hit, but then rolled double 1's for damage. The game was down to ONE friggin' move and I won. Scarr ran off before Iron Mother could blast her into atoms.
I love this game.
However, games like that are rarer in Warmachine because of the competitive mentality. Custom scenarios are rare to have because often you are preparing for a Steamroller tournament in some capacity so you often play those scenarios with two lists and death clock or timed turned to prepare for the real thing. Everything else I agree with you on, but often the story in Warmachine is lost in favor of straight up competition.
I've said this before but Warmachine feels like a tabletop version of Magic. Magic has a story too, but how many people actually care about the story? I'm sure there are some out there who add some RP elements to their Magic games that reference the lore, but they are few and far between compared to those who just care about the stats on the card.
This is the downside of Warmachine/hordes as I also pointed out a few post back.. That it is just a competetive game and very few people actually care about the story...
Story is not really the focus of a competetive game.. It is about winning and outsmarting the opponent..
MWHistorian wrote: Played a game last night. Custom scenario. I had one of my Convergence priesteses in the middle of a ruined town and Cryx was coming in to capture her. My Iron mother lead an elite team (35pts) to rescue the priestess. ( Control small area around objective.) It was a fantastic game and was everything a wargame should be. We formed a story as we went, when we had a rule question, a quick glance in the book told us everything we needed to know, the game wasn't decided until the last move of the last game. All the Cryx caster had to do was land a hit and do a little damage she would have killed what I had on the objective. She hit, but then rolled double 1's for damage. The game was down to ONE friggin' move and I won. Scarr ran off before Iron Mother could blast her into atoms. I love this game.
However, games like that are rarer in Warmachine because of the competitive mentality. Custom scenarios are rare to have because often you are preparing for a Steamroller tournament in some capacity so you often play those scenarios with two lists and death clock or timed turned to prepare for the real thing. Everything else I agree with you on, but often the story in Warmachine is lost in favor of straight up competition.
I've said this before but Warmachine feels like a tabletop version of Magic. Magic has a story too, but how many people actually care about the story? I'm sure there are some out there who add some RP elements to their Magic games that reference the lore, but they are few and far between compared to those who just care about the stats on the card.
This is the downside of Warmachine/hordes as I also pointed out a few post back.. That it is just a competetive game and very few people actually care about the story...
Story is not really the focus of a competetive game.. It is about winning and outsmarting the opponent..
I admit that despite Warmachine having an interesting story, and actually advancing the plot (unlike GW until End Times for WHFB and likely never for 40k), I can't get into the story during a game. I don't care about the fluff behind a battle. That's one thing I can say I always liked about 40k - I always enjoyed making my own army background, naming my characters/squad leaders/army, coming up with a reason for them to fight a particular engagement even if it wasn't part of a campaign.
I don't get that in Warmachine, and I think that's a big reason why I still want to play 40k even if ultimately I never do because of the cost (mainly) and the imbalance.
That was my main beef with WM/H. I wanted more than just "my dudes fight your dudes", and the objective-based games didn't add anything to it. It takes a lot of work for people to ease up on the competitive aspect of the game in order to just have fun.
The same goes for 40k for me to some degree. Everyone I know locally plays in tournaments, and so they always bring their "weaker" lists when playing casual games. I have the exact same line from plenty of WM players: "ahh, they're new, so i went easy on 'em".... blugh
Still, for pure ruleset and external balance, my vote is for Warmahordes. There's no "wolf speed" (I'm totally stealing this term now).
Yeep it is a bit sad that you just can't get into the story of Warmachine/hordes :(.. And I do agree that in 40k you get the "feeling" of epicness hehe..
But I think this is the effect when you make a game competetive, the main focus goes away from the "fluff and story" and becomes more of a mathematical exercise hehe..
The Bad thing with 40k though is the cheasy stuff that breaks the game in favor of some Factions...
I do really belive that if GW keept the randomness and dropped all the cheasy combos that 40k might still be a fun game to play...
The bottom line is that in Warmachine/hordes i can cheasy stuff as much as I want and so can my opponent.. But as soon as you start tweaking your lists in 40k for optimazation (you start breaking the game)... That is why many people are saying that 40k is not a game to go play pick up games with... because it then becomes ultra broken in favor of the dude who is using the latest broken setup..
But if you play in a club, and you play more for the "story and fluff" you can controll the situation so that things dont get out of hand... But I personaly think that GW should take enough care of their rules so that people dont have to play with "house rules", and have to construct their own game rules to have fun with the game...
Jlav wrote: The only thing that would rescue WM/H for me is the release of an asymetrical campaign book. I played intensely for 3 years. The game undoubtably has appeal in its characters, models and speed of play, while maintaining the uniqueness of each model.
However, no matter how hard people try to deny it, having the wrong model on the table means instant disaster for 2 evenly matched players, and in some cases you may as well just shake hands if you don't have the right model. Even worse, is when the terrain on the table becomes terribly broken. ie. eLilyth with a forest in the middle of the table... just slap yourself in the face for an hour, it's more fun.
You mean like having a Warcaster whose Feat doesn't do literally anything against the opponents army, do you think that qualifies as not having the right model?
And what does having a forest in the middle of the table does for eLylyth? Her entire battlegroup is already stealth and the middle of the table is where the objectives are so both players will have to gravitate towards it anyway. Not to mention that a forest in WMH should be about 5" wide, meaning that even an average speed model should be able to cross it in a single turn.
It can be a great game when both players take responsibility for balancing the game experience, but I have never seen a game of WM that was intrinsically balanced by the point system.
If the game was as you claim it to be, then you wouldn't have the spread of factions wining tournaments that you have, you would have things like 40k where 2 or 3 viable factions / lists would climb to the top of the tournament scene and hang on there.
This would be even more apparent because WMH doesn't share the same release scheme as 40k does so it doesn't really "revisit" power pieces or power factions, meaning that any unbalanced models / factions released with mark 2 would still be dominating today.
Jlav wrote: The only thing that would rescue WM/H for me is the release of an asymetrical campaign book. I played intensely for 3 years. The game undoubtably has appeal in its characters, models and speed of play, while maintaining the uniqueness of each model.
However, no matter how hard people try to deny it, having the wrong model on the table means instant disaster for 2 evenly matched players, and in some cases you may as well just shake hands if you don't have the right model. Even worse, is when the terrain on the table becomes terribly broken. ie. eLilyth with a forest in the middle of the table... just slap yourself in the face for an hour, it's more fun.
You mean like having a Warcaster whose Feat doesn't do literally anything against the opponents army, do you think that qualifies as not having the right model?
And what does having a forest in the middle of the table does for eLylyth? Her entire battlegroup is already stealth and the middle of the table is where the objectives are so both players will have to gravitate towards it anyway. Not to mention that a forest in WMH should be about 5" wide, meaning that even an average speed model should be able to cross it in a single turn.
It can be a great game when both players take responsibility for balancing the game experience, but I have never seen a game of WM that was intrinsically balanced by the point system.
If the game was as you claim it to be, then you wouldn't have the spread of factions wining tournaments that you have, you would have things like 40k where 2 or 3 viable factions / lists would climb to the top of the tournament scene and hang on there.
This would be even more apparent because WMH doesn't share the same release scheme as 40k does so it doesn't really "revisit" power pieces or power factions, meaning that any unbalanced models / factions released with mark 2 would still be dominating today.
Well pDenny is still strong lol
But I agree. There is a vast spread and while there are common lists, every so often you'll see an unorthodox list with "bad" units win a tournament or place high and then people start talking.
Easy E wrote: I have played Wargames of various types for decades.
I have yet to find the "perfect" wargame that has no weakness or "hack"-ability.
There is only what you prefer and are willing to tolerate.
Some you seem to have to work a wee bit harder to achieve it though!
Some comment way back on the first page I agree with of being able to play a game like Battletech all day with no issues and feeling a bit fuzzy in the head playing 40k or Warmachines too long.
Yes, spend enough time trying to build the ultimate custom mech can find some broken legal configurations like with any game and their army lists.
It really boils down to two opposing lists having an even shot at a win: opponents would not care if their armies were switched.
MWHistorian wrote: Played a game last night. Custom scenario. I had one of my Convergence priesteses in the middle of a ruined town and Cryx was coming in to capture her. My Iron mother lead an elite team (35pts) to rescue the priestess. ( Control small area around objective.)
It was a fantastic game and was everything a wargame should be. We formed a story as we went, when we had a rule question, a quick glance in the book told us everything we needed to know, the game wasn't decided until the last move of the last game. All the Cryx caster had to do was land a hit and do a little damage she would have killed what I had on the objective. She hit, but then rolled double 1's for damage. The game was down to ONE friggin' move and I won. Scarr ran off before Iron Mother could blast her into atoms.
I love this game.
However, games like that are rarer in Warmachine because of the competitive mentality. Custom scenarios are rare to have because often you are preparing for a Steamroller tournament in some capacity so you often play those scenarios with two lists and death clock or timed turned to prepare for the real thing. Everything else I agree with you on, but often the story in Warmachine is lost in favor of straight up competition.
I've said this before but Warmachine feels like a tabletop version of Magic. Magic has a story too, but how many people actually care about the story? I'm sure there are some out there who add some RP elements to their Magic games that reference the lore, but they are few and far between compared to those who just care about the stats on the card.
I don't think that's the game's fault, more the fault of an overall WMH culture with the more competitive people coming in from 40k first. I'm working to steer everyone to more story-ish gaming style. There's nothing inherintly better about narrative gaming in 40k than WMH, just the mindset. Be the change you want to be.
WayneTheGame wrote:
However, games like that are rarer in Warmachine because of the competitive mentality. Custom scenarios are rare to have because often you are preparing for a Steamroller tournament in some capacity so you often play those scenarios with two lists and death clock or timed turned to prepare for the real thing. Everything else I agree with you on, but often the story in Warmachine is lost in favor of straight up competition.
This Depends entirely on the player group though, to be fair. Not everything, or even every player group revolves around steamroller or tournaments. Saying they do is appallingly dismissive of a lot of the casual players, casual games and innovative home brews that exist with WMH. Pp say the same thing. If you, and your mates 'only' play these games And want something different, then do something different. Be the change you want to see. Try some of the awesome home brews out there like thunderdome (http://www.scribd.com/mobile/doc/197560691) etc.
Similarly, the story is quite important to a lot of folks. It comes first for me, for example. Mwhistorian too, from what I gather from his posts. See below.
WayneTheGame wrote:
I admit that despite Warmachine having an interesting story, and actually advancing the plot (unlike GW until End Times for WHFB and likely never for 40k), I can't get into the story during a game. I don't care about the fluff behind a battle. That's one thing I can say I always liked about 40k - I always enjoyed making my own army background, naming my characters/squad leaders/army, coming up with a reason for them to fight a particular engagement even if it wasn't part of a campaign.
I don't get that in Warmachine, and I think that's a big reason why I still want to play 40k even if ultimately I never do because of the cost (mainly) and the imbalance.
With respect, and I ask this out of genuine curiosity, Why not? Why don't you care about The fluff behind a battle? The way I see it, If you want to be creative, then be creative. There's nothing stopping you. What's stopping you naming your characters, squad leaders or army, and giving them a reason to fight a particular engagement? What's stopping you embracing the fluff? There's no reason you can't name your own batallion, write it's own history and background, tell it's story of its officers and Heroes, and aye, even the famous warcasters it's associated with. Or write your don, and build them on any of the current crop. Gw say do to same with their special characters... See Kormac below as an example. You will only ever only get out what you're willing to put in, and frankly, There's plenty materiel there to dive into, build on, embrace and there is no reason you can't be a part of its world, with the sourcebooks, rpg material and skull island expedition books that exist.
Case in point: I'm currently converting a kromac. Love tharn. Love kromac's rules, hate the model and the pose. Noticed the skinwalker alpha body is the same size as kromac's beast mode. And so, it made me think, and inspired me towards the basis of a conversion. Kromac (man mode) from a wolf or Orboros. Kromac (beast mode) from a skinwalker. Dusk and dawn converted from 40k bits (beastmen axe heads, kroot rifle barrels). New 'character'. Kormac the peckish. Kormac whitemane, champion and leader of the wolves of Orboros.etc. I've had nothing but compliments when I've shown him. Along with my female fenris, vlad3, Winston my war dog, pin up sorscha, converted great bears, female doom reaver(ettes), Manhunters, warpwolves, steelheads etc. (even had them fielded at the Scottish masters)
Privateer press see narrative players as one of the core groups that play their game.
http://privateerpress.com/community/privateer-insider/insider-9-03-2014 The fiction and the setting of the Iron Kingdoms are the perfect vessel for you and your friends to tell some great stories. The rules can be tweaked or bent as needed to fit your epic saga, and perhaps you’ll even homebrew a few of your own. You don’t care how “good” or “bad” a new release is, what’s important is how it adds to your campaign. You’re here to tell tall tales in the Iron Kingdoms with like-minded companions and to have a great time doing it. don't think for a second that you are not welcome. You are. There is a place for you, and the type of game you want to play.
There are warmachine players that embrace and enjoy the fluff. What's stopping you joining in, and building such a community, if it's what you and your mates want?
I agree that PP want/love us fluff bunnies, but within the context of group gamers, this type of attitude ends up being very unfun very fast.
I'm really hoping the video game pulls people into the Iron Kingdoms more and let's them get their rocks off competitively so that maybe the tabletop aspect of the game will ease up a bit........ probably won't happen, but I think that's just my area's meta.
Automatically Appended Next Post: ALSO! I wish they were a little more lenient on conversions, but that's really just tournaments anyway.
Please note: far the last link, they're All 100% legal conversions, as per steamroller rules. The last is so bloody awesome (and par for the course for Iegion really) that it just ignores the rules anyway. And gets around any issues by bring completely clear and upfront regarding each and every conversion. Afaik, none have been refused entry into tournaments.
Point stands: you'll only get out what you're willing to put in.
...
You mean like having a Warcaster whose Feat doesn't do literally anything against the opponents army, do you think that qualifies as not having the right model?
And what does having a forest in the middle of the table does for eLylyth? Her entire battlegroup is already stealth and the middle of the table is where the objectives are so both players will have to gravitate towards it anyway. Not to mention that a forest in WMH should be about 5" wide, meaning that even an average speed model should be able to cross it in a single turn.
...
If the game was as you claim it to be, then you wouldn't have the spread of factions wining tournaments that you have, you would have things like 40k where 2 or 3 viable factions / lists would climb to the top of the tournament scene and hang on there.
This would be even more apparent because WMH doesn't share the same release scheme as 40k does so it doesn't really "revisit" power pieces or power factions, meaning that any unbalanced models / factions released with mark 2 would still be dominating today.
I am bad at separating quotes, so bear with me here.
Feats can be a big part of a game, but I don't think there's any feat that is insurmountable by a smart player. What I'm referring to is when you don't have the tool in your army to overcome a flat out denial or permission. So what I mean by that is unlike most war games I've played, WM/H has the ability to outright say no that can't happen, or you cannot prevent this from happening. I mentioned eLilyth because even if you win, she can kite around the forest for the bulk of the game, without most of the warcasters or models in the game being able to even target her or her battlegroup. It was a common skew list when I was playing. It was balanced against the other factions, but without tailoring a list to deal with it, you were pretty much screwed due to facing 2-3 turns of impunity. It took a while for people to adjust their lists to solve the issue, and the casters to take to tournament in case you faced it. The points were secondary to the models.
You mentioned 5" forests - I'm not familiar with this rule. Possibly in Steamroller? But that only emphasizes that without augmenting the rules for terrain placement, most tournament organizers know that it can break the game in favor of a selection of models. The common GW tree templates used in the FLGS I was at were much larger.
As for the variety of factions winning, that doesn't mean too much for me as I think the factions are balanced against the whole of the other factions. So having the whole game balanced in light of the other factions (no dominant faction) I would agree with that. Bad matchups do exist though, and I think they show up less in competetive play, maybe even less now since colossals. This is all part of list building, obviously a list of all gunmages is not going to fare well against an army they can't see or target. Some people describe this as rock-paper-scissors. It's balanced, but you're screwed if you brought scissors against rock. Some people seem to love this about the game, and I recognize the merits.
Point stands: you'll only get out what you're willing to put in.
This x100. Sometimes if you ask people if they want to play a story based campaign or a historical battle, they reveal that it's what they've always wanted to play.
The competitive scene with WM/H is strong because the next leading 28mm game (40k) doesn't really do competitive or rules writing all that well. The ruleset lends itself to very concise, exactly forms of play. But that focus can be turned elsewhere, and often has. Ask around. If someone sees you playing a well established scenario or battle with painted miniatures on awesome terrain, they are going to want to get involved.
I can't get into narrative games of WMH because I don't like the models or the fluff very much. The rule set is 100x better than GW for balance and competitive play though. I just wish it didn't feel so much like a game of magic with models. The cards, tokens, etc really make you feel like you're just playing a game instead of being the general of an army fighting a battle to the death. I wish WMH had better models and fluff I could get into, I would sell my 40k stuff and never look back. As it is, I still enjoy the modeling, painting and epic battles of 40k and play WMH on the side when I want a competitive game where tactics go beyond list building and random D6 tables.
Went a played a few games at 35 points. I found it very slow compared to warhammer 40k. Not much went on the first few turns haha. A lot of running. Then a round of combat and the game was pretty much over...
I noticed that too. I wish there was a middle ground. In 40k a powerful alpha strike can take out half your army before you can do anything. In WMH the first 2 turns are running just to try and get in range with your guns that were apparently designed in 1776 and can only shoot something 20 feet away.
WM/H games have a tempo. Thinking about threat ranges is really key. This then ties into scoring objectives or zones or lining up a good trade or attrition plan or killing their leader. The first turn is largely the set up turn. The only things that should be attacking in the first turn are ranged units at advance deploy, or sufficiently fast melee units attack the enemy who moved up really, really far.
The first turn of maneuver actually really matters. It's the time where you can fix deployment mistakes, or think about where you want the unit to be on turns 2+.
I find the weapon ranges to be silly for both 40k and WM/H. At least WM/H has the excuse of them being old timey weapons and not futuristic ones. WM/H technology is all over the place with some fire arms being medeival while others look far more modern.
Then you have the "trencher" infantry of Cygnar fighting in a type of warfare that would never necessitate trenches like WW1. To need trenches you need things like the shell casing and smokeless powder. With how much melee still matters in the Iron Kingdom, raising up a back bone of your military that is inappropriate to what's going on is a bit silly.
Neither 40k nor WM/H really makes sense, so if that's a criteria, pick whichever one offends you the least or find a better third option.
In addition, I've never seen a Warmachine game where the players were enjoying themselves. They always look bored, pissed, or both. It never made me want to play.
Toofast wrote:I can't get into narrative games of WMH because I don't like the models or the fluff very much. The rule set is 100x better than GW for balance and competitive play though. I just wish it didn't feel so much like a game of magic with models. The cards, tokens, etc really make you feel like you're just playing a game instead of being the general of an army fighting a battle to the death. I wish WMH had better models and fluff I could get into, I would sell my 40k stuff and never look back. As it is, I still enjoy the modeling, painting and epic battles of 40k and play WMH on the side when I want a competitive game where tactics go beyond list building and random D6 tables.
What is it about the fluff that you don't like toofast?
What is your experience of the lore?
Have you checked out the rpg's (old d20 material or new ikrpg sourcebooks), SiX, or the material in no quarter? In my experience the rpg material is absolutely stellar, and is a great tool for immersing yourself in the lore. The world really comes to life. Some of the six books (into the storm in particular is a brilliant read, but also the various warcaster chronicles and warlock chronicles novels really bring the characters to life).
Trust me. The fluff is good.,and it's well worth getting into. Pm me if you're looking for any specific stuff if you're interested.
Toofast wrote: I noticed that too. I wish there was a middle ground. In 40k a powerful alpha strike can take out half your army before you can do anything. In WMH the first 2 turns are running just to try and get in range with your guns that were apparently designed in 1776 and can only shoot something 20 feet away.
Well, the most recent amazing scientific achievement in the iron kingdoms is the telegraph. A lot of their tech is pseudo 17th, 18th and 19th century. Gun tech that was designed c.1776 would still be considered fairly modern and up to date in a lot of places. Muzzle loaders aren't exactly out of fashion. That, 'game balance', and 'we don't want the game to devolve into two gunlines that don't advance out of their deployment zone'.
The most active bits of users on this forum are anti-GW or somewhere inbetween, I´d wager if all users voted WM/H would be left with 30% of the votes.
I like both games for different reasons, so I didn´t vote. The only thing I don´t like are the whiny GW Doom Clones.
This polls shows nicely however the fact that what is written on these forums in general is a tiny fraction of all wargamers opinions and should be perceived as such. Next to that it should be noted that haters always make more noise than people that are satisfied, the subject can be pretty much anything.
What´s that, 160 people soon? My very, very small country ( with a tiny population of ~ 5451270 ) has atleast 3100 confirmed wargamers, the real total being probably twice or thrice the amount.
All I know is that every time I even consider playing 40k again, something turns me off from the idea and I decide that WMH is overall better and more worth my money. Usually it's the crazy cost to even start a basic 1,000 point army for 40k, sometimes it's the fact that the idea/concept I have doesn't work well within the rules due to no balance or care, but it's always something that in the end makes me say "Feth that!" and decide not to give GW a cent.
Would I prefer to play 40k? It's very likely, and i know it's popular at a store nearby so I'd have a lot of games. But I can't in good conscience do it without feeling dirty. I'm not a huge fan of Warmachine (and with a tournament coming up it will be the real test for if I enjoy it) but it feels a lot better than playing 40k right now.
I wish I could live in a world where I didn't mind collecting GW miniatures, using GW paints and brushes and playing on GWRoB tables. And, if the price of all those was about 50-60% less than it is currently, that might have been a reality.
RunicFIN wrote: The most active bits of users on this forum are anti-GW or somewhere inbetween, I´d wager if all users voted WM/H would be left with 30% of the votes.
I like both games for different reasons, so I didn´t vote. The only thing I don´t like are the whiny GW Doom Clones.
This polls shows nicely however the fact that what is written on these forums in general is a tiny fraction of all wargamers opinions and should be perceived as such. Next to that it should be noted that haters always make more noise than people that are satisfied, the subject can be pretty much anything.
What´s that, 160 people soon? My very, very small country ( with a tiny population of ~ 5451270 ) has atleast 3100 confirmed wargamers, the real total being probably twice or thrice the amount.
Perhaps "Whiny Doom Clones" isn't a good way to carry on a conversation. When yous simultaneously dismiss and insult people you don't agree with, there's not going to be any understanding from either party.
RunicFIN wrote: The most active bits of users on this forum are anti-GW or somewhere inbetween, I´d wager if all users voted WM/H would be left with 30% of the votes.
I like both games for different reasons, so I didn´t vote. The only thing I don´t like are the whiny GW Doom Clones.
This polls shows nicely however the fact that what is written on these forums in general is a tiny fraction of all wargamers opinions and should be perceived as such. Next to that it should be noted that haters always make more noise than people that are satisfied, the subject can be pretty much anything.
What´s that, 160 people soon? My very, very small country ( with a tiny population of ~ 5451270 ) has atleast 3100 confirmed wargamers, the real total being probably twice or thrice the amount.
Perhaps "Whiny Doom Clones" isn't a good way to carry on a conversation. When yous simultaneously dismiss and insult people you don't agree with, there's not going to be any understanding from either party.
What are you executing, if not tactics? Your argument seems completely void of a complete process.
Strategy is list building, tactics, and their execution, is what wargames are all about. Warmahordes is a warGame. Bolt action is still more a warGame. Many more historical leaning titles are WARgames. Or whatever this metaphor is supposed to be. Warhammer 40k, in either instance, is bad. It's tone of "force the narrative" with an ever changing, never advancing narrative makes it suggest it's a sandbox. However, playing it as a sand box requires either the same motivations of players to be identical and/or a large amount of house rules.
Warhammer 40k is a substandard product with a very high cost. Warmachine is a solid to excellent product with a very high cost. That's about the difference; the quality. Ones a good game with descent fluff, the other is a poor game and fluff that's been drug through the mud or retconned to add "the model of the week".
No buddy pianists are people whose sole focus is execution, generals are people whose sole focus is tactics. Tactics is the plan, execution is following the plan with precision. Warmahordes is mtg with minis because it follows the same steps, you set up your plan-combos at deck building and you proceed with the execution adjusted by the game events.
What are you executing, if not tactics? Your argument seems completely void of a complete process.
Strategy is list building, tactics, and their execution, is what wargames are all about. Warmahordes is a warGame. Bolt action is still more a warGame. Many more historical leaning titles are WARgames. Or whatever this metaphor is supposed to be. Warhammer 40k, in either instance, is bad. It's tone of "force the narrative" with an ever changing, never advancing narrative makes it suggest it's a sandbox. However, playing it as a sand box requires either the same motivations of players to be identical and/or a large amount of house rules.
Warhammer 40k is a substandard product with a very high cost. Warmachine is a solid to excellent product with a very high cost. That's about the difference; the quality. Ones a good game with descent fluff, the other is a poor game and fluff that's been drug through the mud or retconned to add "the model of the week".
No buddy pianists are people whose sole focus is execution, generals are people whose sole focus is tactics. Tactics is the plan, execution is following the plan with precision. Warmahordes is mtg with minis because it follows the same steps, you set up your plan-combos at deck building and you proceed with the execution adjusted by the game events.
So, being able to make a plan before battle is a bad thing? If you're trying to say that the game is mapped out before you begin, I have to beg to differ. None of my plans ever survive past contact with the enemy.
Also the synergy betwen miniatures is the core of Warmahordes.. And the game is decided on the table and not in the list building, any list can beat any other list.. It is more about your personal skill as a player..
This really is just nonsense. Warmachine tournaments have you bring multiple lists and/or sidebars because matchups can absolutely determine victory at any level of play. List building is absolutely a huge part of Warmachine, and part of the fun.
How you can say that "synergy between miniatures is the core of Warmahordes" and then say that list building isn't key is mind boggling.
Let's see how that all trencher Darius list does.
What are you executing, if not tactics? Your argument seems completely void of a complete process.
Strategy is list building, tactics, and their execution, is what wargames are all about. Warmahordes is a warGame. Bolt action is still more a warGame. Many more historical leaning titles are WARgames. Or whatever this metaphor is supposed to be. Warhammer 40k, in either instance, is bad. It's tone of "force the narrative" with an ever changing, never advancing narrative makes it suggest it's a sandbox. However, playing it as a sand box requires either the same motivations of players to be identical and/or a large amount of house rules.
Warhammer 40k is a substandard product with a very high cost. Warmachine is a solid to excellent product with a very high cost. That's about the difference; the quality. Ones a good game with descent fluff, the other is a poor game and fluff that's been drug through the mud or retconned to add "the model of the week".
No buddy pianists are people whose sole focus is execution, generals are people whose sole focus is tactics. Tactics is the plan, execution is following the plan with precision. Warmahordes is mtg with minis because it follows the same steps, you set up your plan-combos at deck building and you proceed with the execution adjusted by the game events.
So, being able to make a plan before battle is a bad thing? If you're trying to say that the game is mapped out before you begin, I have to beg to differ. None of my plans ever survive past contact with the enemy.
MWHistorian wrote: If you're trying to say that the game is mapped out before you begin.
I guess you don´t play WM/H on a competitive level too much. See posts above regarding tournament matchups for truth.
Certainly tactics change during the match. But most matches are clear before they even begin, further enforcing the fact in WM/H list building plays just as big as a part as in WH40K. Often you can also easily see what will happen during a competitive WM/H match if both players know what they´re doing.
MWHistorian wrote: If you're trying to say that the game is mapped out before you begin.
I guess you don´t play WM/H on a competitive level too much. See posts above regarding tournament matchups for truth.
Certainly tactics change during the match. But most matches are clear before they even begin, further enforcing the fact in WM/H list building plays just as big as a part as in WH40K. Often you can also easily see what will happen during a competitive WM/H match if both players know what they´re doing.
I've played both. They both have ups and downs. Anyone who claims otherwise is biased one way or the other.
It's about priorities. Some people don't like the aesthetics of WMH and just can't play a game they don't like the look of. Understandable and legitimate. Some people like a game with rules that make sense and don't promote OP spam lists like 40k. That's legitimate as well.
MWHistorian wrote: If you're trying to say that the game is mapped out before you begin.
I guess you don´t play WM/H on a competitive level too much. See posts above regarding tournament matchups for truth.
Certainly tactics change during the match. But most matches are clear before they even begin, further enforcing the fact in WM/H list building plays just as big as a part as in WH40K. Often you can also easily see what will happen during a competitive WM/H match if both players know what they´re doing.
As a multiple times nationally placing former-hardcore player, no.
Just no. Warmachine and Hordes require a ridiculous level of mental acuity and skill to play to a high competitive level ; list construction alone does not determine the outcome of a game. A well constructed list absolutely helps, but the player behind the models has an order of magnitude larger effect on the game.
Evidence of this is shown every time you see a garbage player using a net-list, and getting his ass handed to him.
When I won my four hardcore awards, it was with a very unconventional list for hardcore ; a 41 model count e-caine assassin list. Went counter to everything people thought about hardcore, most people looked at it and i got either a funny smirk (thinking they'd whoop me), or a silent look of . o O (WTF?).
Friends on the national tourney scene were able to look at it, go "Ooooohhh, that's what you're doing, clever, i'll have to watch out for that!" and replicate it, but if you didn't have that level of skill at the game, and took that list to hardcore, you'd get your ass handed to you if you didn't know how to play it.
Full disclosure: i no longer play PP games, I'm a GW gamer mostly now. But to suggest that WM/H isn't a hugely tactical game where player skill doesn't come into effect is just patently wrong. It's a very tactical and intricate game where a mistake of misjudging an 8th of an inch can mean the difference between the game continuing another turn, and extending your hand to your opponent and, but for bad dice luck, saying "good game".
MWHistorian wrote: If you're trying to say that the game is mapped out before you begin.
I guess you don´t play WM/H on a competitive level too much. See posts above regarding tournament matchups for truth.
Certainly tactics change during the match. But most matches are clear before they even begin, further enforcing the fact in WM/H list building plays just as big as a part as in WH40K. Often you can also easily see what will happen during a competitive WM/H match if both players know what they´re doing.
I often use the MTG to explain it because it is really well known, likely the best game ever invented and works like a mathematical function(no surprise since it was created by a mathematician).
you tactis-decs are like a function you execute every turn, which has an entry parameter (the state of the board) and an exit parameter (what you are supposed to do to follow up on your plan and win). Deck building-list building is akin to defining that function, one of its main components being your chosen victory condition. This is true for both WM and MTG.
Programaticaly it would look like this
function "your deck-list" (board state)
step1 evaluate board state vs your chosen victory condition
step2 return your turns actions
end function
Step1 is where player skill comes in because there is no computer to do it for your, but you are still slave to that function and the person that can most accurately apply it will win. The thing most people that play wm and have little or no real competitive experience with mtg dont realize is that step 1 is slave to list building that came before it.
Haight wrote: Full disclosure: i no longer play PP games, I'm a GW gamer mostly now. But to suggest that WM/H isn't a hugely tactical game where player skill doesn't come into effect is just patently wrong. It's a very tactical and intricate game where a mistake of misjudging an 8th of an inch can mean the difference between the game continuing another turn, and extending your hand to your opponent and, but for bad dice luck, saying "good game".
You've piqued my curiosity, what actually drew you back to GW games? My own experience as well as that which I see from everyone else in my local area is that once someone leaves GW games for something else they begin to find the idea of going back absurd. A lot of that may come from the speed at which prices have been rising on top of Australia's already ridiculous pricing but it's still not something I've actually encountered before.
I've played both. They both have ups and downs. Anyone who claims otherwise is biased one way or the other.
It's about priorities. Some people don't like the aesthetics of WMH and just can't play a game they don't like the look of. Understandable and legitimate. Some people like a game with rules that make sense and don't promote OP spam lists like 40k. That's legitimate as well.
Fair being fair, i haven't played Warmahordes in nearly 4 years, so my knowledge on current spam lists is probably dated.
However in the year immediately after Mk2's release, spam lists were alive and well. There has been and always probably will be an idea in WM/H of top tier stuff, and if a little of something is good, then more if it is usually better.
This is nothing new to any gaming system, in all fairness. Scale also plays a part in spamming. It's harder to spam in a skirmish game than it is with a small or large army format game most of the time.
I've played both. They both have ups and downs. Anyone who claims otherwise is biased one way or the other.
It's about priorities. Some people don't like the aesthetics of WMH and just can't play a game they don't like the look of. Understandable and legitimate. Some people like a game with rules that make sense and don't promote OP spam lists like 40k. That's legitimate as well.
Fair being fair, i haven't played Warmahordes in nearly 4 years, so my knowledge on current spam lists is probably dated.
However in the year immediately after Mk2's release, spam lists were alive and well. There has been and always probably will be an idea in WM/H of top tier stuff, and if a little of something is good, then more if it is usually better.
This is nothing new to any gaming system, in all fairness. Scale also plays a part in spamming. It's harder to spam in a skirmish game than it is with a small or large army format game most of the time.
I haven't seen a spam list outside theoretical 'for fun' mental exorcises. Spam lists generally get you clobbered.
I've played both. They both have ups and downs. Anyone who claims otherwise is biased one way or the other.
It's about priorities. Some people don't like the aesthetics of WMH and just can't play a game they don't like the look of. Understandable and legitimate. Some people like a game with rules that make sense and don't promote OP spam lists like 40k. That's legitimate as well.
Fair being fair, i haven't played Warmahordes in nearly 4 years, so my knowledge on current spam lists is probably dated.
However in the year immediately after Mk2's release, spam lists were alive and well. There has been and always probably will be an idea in WM/H of top tier stuff, and if a little of something is good, then more if it is usually better.
This is nothing new to any gaming system, in all fairness. Scale also plays a part in spamming. It's harder to spam in a skirmish game than it is with a small or large army format game most of the time.
I haven't seen a spam list outside theoretical 'for fun' mental exorcises. Spam lists generally get you clobbered.
It's very rare, and that's one of the things i like about Warmachine. The difference between "good" and "bad" is usually not much, it's more a case of another thing being better for the points rather than Unit X being "bad", while in 40k it's generally that Unit X is outright terrible and can't even perform it's intended role, not just that Unit Y can do the role a little better.
Haight wrote: Full disclosure: i no longer play PP games, I'm a GW gamer mostly now. But to suggest that WM/H isn't a hugely tactical game where player skill doesn't come into effect is just patently wrong. It's a very tactical and intricate game where a mistake of misjudging an 8th of an inch can mean the difference between the game continuing another turn, and extending your hand to your opponent and, but for bad dice luck, saying "good game".
You've piqued my curiosity, what actually drew you back to GW games? My own experience as well as that which I see from everyone else in my local area is that once someone leaves GW games for something else they begin to find the idea of going back absurd. A lot of that may come from the speed at which prices have been rising on top of Australia's already ridiculous pricing but it's still not something I've actually encountered before.
Very complicated answer. TL;DR - lots of reasons. For the full spiel, see below.
Spoiler:
I worked for Privateer in a semi- professional capacity as an infernal for several years. My name is published in the very late MK1 and early Mk2 books (i say this not to brag, but as a point of pride - i worked VERY hard to leave lasting marks on models that i'm very proud of, for every faction. Due to Non-Disclosure reasons, i can't say exactly what, but it was a lot of fun and a lot of hardwork.... its incredibly satisfying to get someone to see your point of view, and both of you suggest a compromise that Jason Soles and Kevin Clark and later David Carl would take in part or in whole. Good guys all of them, passionate about what they do).
Some of it was professional burnout ; my hobby had become a job, and I was not enjoying it anymore.
Some of it was competitive burnout ; my friends and I that played were in full on practice compeititive mode every time we played. It sounds stupid even to write this, but one of the groups i was playing with just got so intense it stopped being fun. The other one was starting to go that direction, and it was like i couldn't get away from the uber uber competitive all the time.
There were also people that knew I was an Infernal (which due to the rules things INfernals due was public knowledge, though my R&D aspects were not even if my involvement in them was) so even in those rare moments i could just enjoy the game at face value, i had someone always asking me what happens in Mk1 when a shadowshifting bane knight has berzerk and kills a model with a triggering on destruction ability.... (which if you follow rules in WM/H, was an order of operations issue that was never solved in Mk1... there is no answer for what happens, it was eventually ruled "This, b/c we say so".) or some other complex thing.
My specialty as an infernal was balance - not arcane complex timing mechanics issues (though i did have a knack for spotting them, if not assisting in their resolution as much as others), which is why i was brought on by PPS_Kevin originally, so that got wearing after a while.
Finally.... due to all the hardcore, i began to hate painting just for the completion part of the event ; i'm a painting perfectionist, and i paint very slowly. Around about the 5th time i was still up at 2 am the night before an event putting finishing touches on a unit or jack was when i'd had enough of that too. I love to paint, i just like to paint at my pace. As my lists were getting refined usually up to a day or so before the event (.... do i take 6 trenchers, or 7 ? Do i take the ATGM solo, or not this time ? - that sort of thing)... it often meant a lot of last minute paint scrambling and never being happy with the end result.
Finally i love conversions, and PP at the time (no idea if that has changed) while not being anti-conversion by any means, had the party line of "check with the tourney organizer". Being the practical person i am, i said "better safe than sorry", and did not do converting. Another, albeit self imposed, sacrifice of the hobby to the game, so to speak. Again, my fault, not pointing fingers at them. It was my choice.
So long story short, professional burnout, game burnout, hobby burnout, painting burnout, competitive burnout.... i was ready for something more light-hearted.
Friends of mine had played WHFB a looooong time, and were starting up a mordheim campaign. We played like 2 games of mordheim, and just at that point Island of Blood was announced. I loved the Griffon model and wanted to paint it. My best friend used to play skaven and still had a bunch of stuff. We played a game, and loved it. Dipped bakc into 40k, as i played that eons ago.
I will say i'm a semi-casual player now. I'm a lot older for one thing, so having fun with my friends is a lot more important to me than airtight rules.... i'm perfectly okay with a d6 roll off to resolve something, in fact i'll usually give it to my buddy in his favor, and we'll look it up after. I don't look down at people that want airtight rules, not at all, hell that used to be part of my job with PP.... but it just isn't a requirement anymore - fun is.
I've actually thought about teaching my now seven year old son WM/H, as they are great games.
I've played both. They both have ups and downs. Anyone who claims otherwise is biased one way or the other.
It's about priorities. Some people don't like the aesthetics of WMH and just can't play a game they don't like the look of. Understandable and legitimate. Some people like a game with rules that make sense and don't promote OP spam lists like 40k. That's legitimate as well.
Fair being fair, i haven't played Warmahordes in nearly 4 years, so my knowledge on current spam lists is probably dated.
However in the year immediately after Mk2's release, spam lists were alive and well. There has been and always probably will be an idea in WM/H of top tier stuff, and if a little of something is good, then more if it is usually better.
This is nothing new to any gaming system, in all fairness. Scale also plays a part in spamming. It's harder to spam in a skirmish game than it is with a small or large army format game most of the time.
I haven't seen a spam list outside theoretical 'for fun' mental exorcises. Spam lists generally get you clobbered.
It's very rare, and that's one of the things i like about Warmachine. The difference between "good" and "bad" is usually not much, it's more a case of another thing being better for the points rather than Unit X being "bad", while in 40k it's generally that Unit X is outright terrible and can't even perform it's intended role, not just that Unit Y can do the role a little better.
A really well reasoned post, and one i agree with .
Haight wrote: Some of it was competitive burnout ; my friends and I that played were in full on practice compeititive mode every time we played. It sounds stupid even to write this, but one of the groups i was playing with just got so intense it stopped being fun. The other one was starting to go that direction, and it was like i couldn't get away from the uber uber competitive all the time.
This is what I am afraid of, myself. I mean, I like to win but I'm afraid that the game will become always playing in a tournament environment even if there's no tournament, while I never ever felt that in 40k and I would take strides to avoid it whenever possible.
Haight wrote: Some of it was competitive burnout ; my friends and I that played were in full on practice compeititive mode every time we played. It sounds stupid even to write this, but one of the groups i was playing with just got so intense it stopped being fun. The other one was starting to go that direction, and it was like i couldn't get away from the uber uber competitive all the time.
This is what I am afraid of, myself. I mean, I like to win but I'm afraid that the game will become always playing in a tournament environment even if there's no tournament, while I never ever felt that in 40k and I would take strides to avoid it whenever possible.
I dont think that is a problem, same as the random objective mechanic is not a problem on 40k, the problem is what is written on the actual cards. in wm the problem are the scenarios themselves not that there is a set standard for them.
Haight wrote: A really well reasoned post, and one i agree with .
Something I always think of in regards to this point is the MoW Shocktroopers (as I play Khador) for WMH and Warp Talons for 40k. Shocktroopers aren't that great (although some things help them out) but they aren't a bad choice; Iron Fang Pikemen are better for the points but I frequently on the forums see ways to make the Shocktroopers work better, and they're still a viable choice in a game. Compare that to Warp Talons which are overcosted and can barely (if even) do what they are intended to do; they are a waste of points in every sense because they aren't good at all. Taking Warp Talons instead of something else is actively hurting your game, while if I really like Shocktroopers and want to field a unit I might not be quite as effective as if I had taken a unit of IFP, but I'm not going to have a huge disadvantage for picking the wrong unit.
Haight wrote: Some of it was competitive burnout ; my friends and I that played were in full on practice compeititive mode every time we played. It sounds stupid even to write this, but one of the groups i was playing with just got so intense it stopped being fun. The other one was starting to go that direction, and it was like i couldn't get away from the uber uber competitive all the time.
This is what I am afraid of, myself. I mean, I like to win but I'm afraid that the game will become always playing in a tournament environment even if there's no tournament, while I never ever felt that in 40k and I would take strides to avoid it whenever possible.
I never play tournaments. I don't play to practice for tournaments. I play WMH because it allows me to make fluffy armies for fun and still win games, something 40k is supposed to do but doesn't. Also, the official PP published stuff has tons of resources for running narrative games and campaigns. It's all there. Some people just need to utilize it more.
I've played both. They both have ups and downs. Anyone who claims otherwise is biased one way or the other.
It's about priorities. Some people don't like the aesthetics of WMH and just can't play a game they don't like the look of. Understandable and legitimate. Some people like a game with rules that make sense and don't promote OP spam lists like 40k. That's legitimate as well.
Fair being fair, i haven't played Warmahordes in nearly 4 years, so my knowledge on current spam lists is probably dated.
However in the year immediately after Mk2's release, spam lists were alive and well. There has been and always probably will be an idea in WM/H of top tier stuff, and if a little of something is good, then more if it is usually better.
This is nothing new to any gaming system, in all fairness. Scale also plays a part in spamming. It's harder to spam in a skirmish game than it is with a small or large army format game most of the time.
I haven't seen a spam list outside theoretical 'for fun' mental exorcises. Spam lists generally get you clobbered.
Fair in the current meta.
If you were playing in Mk 1, i direct you to seraph spam, which was ridiculously good during that era. There were others, that's just the first one that jumps to mind. If they've managed to limit or eliminate spam lists, that means internal balance is doing a good job... i guess by proxy that means i did a good job, as that was my schtick as an infernal, and the nice thing about WM/H is that the models continue to persist forerver, nothing gets squatted.
So if that is the case, even 4 years after my departure from the Infernals, that makes me happy to hear. Diversity in list making due to balance was my top priority, i wanted to make spamming not only impractical, but also potentially detrimental, as spamming is usually a sign that something is potentially not balanced as opposed to other like choices available. Not always (cryx arcnodes, for instance), but oftentimes.
Haight wrote: Some of it was competitive burnout ; my friends and I that played were in full on practice compeititive mode every time we played. It sounds stupid even to write this, but one of the groups i was playing with just got so intense it stopped being fun. The other one was starting to go that direction, and it was like i couldn't get away from the uber uber competitive all the time.
This is what I am afraid of, myself. I mean, I like to win but I'm afraid that the game will become always playing in a tournament environment even if there's no tournament, while I never ever felt that in 40k and I would take strides to avoid it whenever possible.
My advice ? If you think you're getting burnt out, you are. And you're further along than you think.
I would play some other games for a shortwhile ; this does two things, it makes you remember why you love the game you're on hiatus from, and it also gets you playing something fun you really don't give two gaks about.
I found my best innovations in competitive gaming lists for WM/H usually game immediately or nearly immediately after a short break of a month or so.
Don't get to the point where picking up a 30mm round base makes you want to wince.
Haight wrote: Some of it was competitive burnout ; my friends and I that played were in full on practice compeititive mode every time we played. It sounds stupid even to write this, but one of the groups i was playing with just got so intense it stopped being fun. The other one was starting to go that direction, and it was like i couldn't get away from the uber uber competitive all the time.
This is what I am afraid of, myself. I mean, I like to win but I'm afraid that the game will become always playing in a tournament environment even if there's no tournament, while I never ever felt that in 40k and I would take strides to avoid it whenever possible.
I dont think that is a problem, same as the random objective mechanic is not a problem on 40k, the problem is what is written on the actual cards. in wm the problem are the scenarios themselves not that there is a set standard for them.
A good point ; one thing i detested about competitive warmachine was how steamroller objectives usually boiled down to "capture the geometry" in one way or another. Either staying in or out of geometric patterns, keeping your opponennt in or out of geometric shapes on the table. Again, haven't played it in 4 years, but i always hated that.
THat's why i gravitated to hardcore ; four goals. Win as much as possible. Kill as much as possible. Paint as awesome as possible. Kill as quickly as possible. 4 goals, any number of ways to get to those goals.
40k's new objective system would be ingenious if it had one thing ; a competitively weighted average system that translated a varied objective structure in weighted event points. My local shop does this, and its worked beautifully. You see the standings where everyone is taking their FotM army, and they are at the top and bottom, with a previously though non-competitive army brought by a guy who excels in palying to objectives at the top (Dark Angel, which shocked me, and i love DA aesthetically).
MWHistorian wrote: If you're trying to say that the game is mapped out before you begin.
I guess you don´t play WM/H on a competitive level too much. See posts above regarding tournament matchups for truth.
Certainly tactics change during the match. But most matches are clear before they even begin, further enforcing the fact in WM/H list building plays just as big as a part as in WH40K. Often you can also easily see what will happen during a competitive WM/H match if both players know what they´re doing.
Wait...since when do you play Warmachine?
I´ve stated it atleast twice on threads inwhich you were present ( basically whatever thread I post in anyway, seems I got a fan ) around 1,5 - 2 months ago. I own a Khador army, I´ve previously owned 2 Cryx Armies, Retribution, Trollbloods, Mercenaries and Everblight. I started WM back in MK1, I think 2005-2006. Pics of minis:
Ya know, I really think my bitterness about WMH comes from the two years I was the #1 advocate for it in my area and I just couldn't get people to give it a shot. A few of the local players have painted battleboxes for people or even bought some stuff, but you'll never ever see it played in my town...
I still voted for it on the poll, only because my experience with 40k was much less than favorable.
ALSO! I wish they were a little more lenient on conversions, but that's really just tournaments anyway.
You just need to be smart about it.
For example:
LINKS LINKS LINKS LINKS LINKS LINKS LINKS LINKS LINKS
Please note: far the last link, they're All 100% legal conversions, as per steamroller rules........ Afaik, none have been refused entry into tournaments.
Point stands: you'll only get out what you're willing to put in.
I think I should have said "non PP model pieces" instead of "conversions". I really wanted to blend various model companies together to make my force, but ummm... can't. Again! That's only for tournaments, so my whole rant is irrelevant (though I doubt anyone is going to protest my Tharn ladies mixed in with my Witch Elf horde for WHFB).
I was looking through the No Quarter magazine from PP. It had three articles on conversions, one on making scenery and one on story based scenarios for Cygnar.
I remember when White Dwarf used to be like that.
MWHistorian wrote: I was looking through the No Quarter magazine from PP. It had three articles on conversions, one on making scenery and one on story based scenarios for Cygnar.
I remember when White Dwarf used to be like that.
Very true, but unless things have changed drastically, the official stance on any conversion if it's allowed or not rests with the TO.
That's how it was when i was playing seriously competitively (and by "seriously" i mean traveling more than just regionally for events), which was enough to make me and many others shy away from converting our tourney models in case we ran afoul of a douschebag TO.
MWHistorian wrote: I was looking through the No Quarter magazine from PP. It had three articles on conversions, one on making scenery and one on story based scenarios for Cygnar.
I remember when White Dwarf used to be like that.
I don't play (although I am thoroughly enjoying Tactics at the moment and have some models around) but I still pick up No Quarter whenever I can. I think the thing that sold me on it was the first painting tutorial there for a Skorne Siege Animantarax. They painted it green as if it had malachite armour. I was very in depth, explaining a relatively complex technique and not in the 'cannon' colour scheme. It just jumped out at me as something you'd never see in a White Dwarf these days and likely wont see again.
The best game will always be whatever everyone else plays... unless you want to do the hard work to change up a scene.
I'm quite enjoying W/H and Malifaux that I play. Infinity is in flux with 3E, so I don't see that picking up until after the first of the year.
Warmahordes is way harder to master than 40k. While I was beat upon by good opponents when I started 40k, having 15 missile launchers + 30 Grey Hunters put me on a track to success. I can't just buy to win (not even MOAR BANEZ) with my Warmachine.
I think I should have said "non PP model pieces" instead of "conversions". I really wanted to blend various model companies together to make my force, but ummm... can't. Again! That's only for tournaments, so my whole rant is irrelevant (though I doubt anyone is going to protest my Tharn ladies mixed in with my Witch Elf horde for WHFB).
The legion of mechablight I linked earlier has a lot of non pp pieces.
To be fair, most companies are iffy about mixing in other companies stuff. Even gw have, in the past, had 'gw model and gw bits only' stipulations.
The (un)official line from most tourney organisers is 'so long as your opponent knows what it is, go for it'.
I've got a lot of gw bits mixed into my pp armies. My wardog is non-pp. tiny wee bulldog thing I bought at a trade fair. About 6mm tall. my 'pin-up sorscha' is converted from a Corvus belli Caledonian (yes, that model. With the knickers. It's epic) Bestigor axes for my doom reaver fellblades and great bears axes, sisters repentia for female doom reavers. I'd seriously consider some gw cavalry models, wood elves for Nyss hunters and I've seen dark elves used for hex hunters. Guess what? I've never had any issues with it from any opponent. All I've ever gotten is compliments.
Remember, the official line is often for tedious legal reasons and to cover pp's back from litigious companies that are over zealous in defending their ip.
TheKbob wrote: The best game will always be whatever everyone else plays... unless you want to do the hard work to change up a scene.
I'm quite enjoying W/H and Malifaux that I play. Infinity is in flux with 3E, so I don't see that picking up until after the first of the year.
Warmahordes is way harder to master than 40k. While I was beat upon by good opponents when I started 40k, having 15 missile launchers + 30 Grey Hunters put me on a track to success. I can't just buy to win (not even MOAR BANEZ) with my Warmachine.
This was also my impression.
WH is not easier to get into when compared with 40k.
I think most people would say they prefer 40k because of the inspiring setting and art.
This is purely subjective.You like the setting and art style or you do not.
However, other games have rules that are written for the game play, have additional advantage for people who want to actually re create the setting on the table top.
Lots of players of other games like Warmachine , play because they enjoy the rules AND the setting and art style.
40 K players play 40 K despite the rules, not because of them .
i play them both, but I much prefer warmachine rules. I find playing 40k is like playing a game of checkers against your buddy and find warmachine like playing a game of chess.
Deadnight wrote: Remember, the official line is often for tedious legal reasons and to cover pp's back from litigious companies that are over zealous in defending their ip.
It makes perfect sense. And honestly, the only time it would be an issue is in Haight's case of travelling for tourneys.
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Bottle wrote: I will never try Warmachine simply because the Final Fantasy meets World of Warcraft aesthetic does nothing for me.
Over the years I have been incredibly frustrated with 40K at times due to balance, but I have also loved playing it. Right now I'm taking a break from 40K and trying WHFB as well as picking up Necromunda again.
For me it's the models and the world they come from that is the most important, and I still think GW is the top of its game in that regard.
Lanrak wrote: I think most people would say they prefer 40k because of the inspiring setting and art.
This is purely subjective.You like the setting and art style or you do not.
However, other games have rules that are written for the game play, have additional advantage for people who want to actually re create the setting on the table top.
Lots of players of other games like Warmachine , play because they enjoy the rules AND the setting and art style.
40 K players play 40 K despite the rules, not because of them .
I agree with this, sadly 40k is totaly unplayabal for me and my local gaming group. After testing other systems, and giving them a fair chans, you can't really go back to 40k...
GW is a miniatures company and I have started making dioramas with the armies i have instead (because i like to paint and convert stuff). I will not buy anything more from them though, unless it is something that is so cool I just have to paint or convert it.
A big point is also that it has never been the prices that drove us away from 40k and Fantasy Battle it was the "RULES" and only the them that made us all quit.. because GW do not make games they make miniatures, they have said so themselves, they dont do market reserch either haha...
We play competitively, I have to use all the cheesy stuff and If I can break the rules I WILL, my whole gaming group is the same.. And if you have that mindset 40k/WHFB is not a "setting, because they are not rules", that you can use...
I dislike the fluff because I'm just not into the setting/aesthetics/time period of the WMH universe. Steampunk stuff was never a big draw for me. I like futuristic, space type stuff. I liked the rules for WMH so much that I tried really hard to get into the models/fluff but I couldn't find a single faction that really did it for me. Some of the jacks are kind of cool but the regular units, most casters and the mercenaries just bore me to death. In 40k, I like the looks of all the factions. Sure, there's stuff like murderfang and Logan Clause that I have to overlook, but I could honestly build an army of any faction in 40k and actually get into it. I can't do that with any Warmachine or hordes faction no matter how bad I want to or how hard I try. I go back and forth between the games now. Every time I play 40k I wish the rules were better. Every time I play WMH I wish the models looked cool and made me actually want to paint them instead of just seeing them as game tokens.
Toofast wrote: I dislike the fluff because I'm just not into the setting/aesthetics/time period of the WMH universe. Steampunk stuff was never a big draw for me. I like futuristic, space type stuff. I liked the rules for WMH so much that I tried really hard to get into the models/fluff but I couldn't find a single faction that really did it for me. Some of the jacks are kind of cool but the regular units, most casters and the mercenaries just bore me to death. In 40k, I like the looks of all the factions. Sure, there's stuff like murderfang and Logan Clause that I have to overlook, but I could honestly build an army of any faction in 40k and actually get into it. I can't do that with any Warmachine or hordes faction no matter how bad I want to or how hard I try. I go back and forth between the games now. Every time I play 40k I wish the rules were better. Every time I play WMH I wish the models looked cool and made me actually want to paint them instead of just seeing them as game tokens.
Have you checked out the Cephalyx, or Convergence stuff?
It's been so long since I've actually played, but, from the dude at the game shop (the employee, who obviously has the motive of selling me stuff) was talking about how the Cephalyx, as a Merc contract can basically take ANY unit in the game (my guess is, if it's true, there are some certain exceptions, based on having a rule, or trait or some such), which would pretty much get rid of your issue of not being able to field stuff you don't like
I have looked at cephalyx but I'm a power gamer who prefers tournaments and from what I've seen, they aren't that great in that setting. Convergence is a newer faction so they don't have nearly as many options as the other, more esestablished factions. This hurts their power level.
zlayer77 wrote: After testing other systems, and giving them a fair chans, you can't really go back to 40k...
I disagree with this, as I have done so multiple times. Both games play very differently, and both games have their own type of strategy. WH40k generally doesn´t fit people who have a need to play "whatever they want and expect it to work" - as this just doesn´t happen in 40k. Some, like me, have no issues whatsoever. I don´t get frustrated about the rules, they´re the same for everyone. Whenever I play a game my basic line of thought is "Huh, this is a game. Huh, these are the rules. Let´s play."
I don´t have a need for a game to be "what I want" - it´s a creation and a product. I don´t go into a store expecting a toothbrush to be shaped exactly like I want it. I don´t get frustrated about some units being bad, I simply accept it and I find it fun to field effective units and playing competitively.
Basically, I think for any beginner who´s getting into 40k you should just say: "You can field anything you like and make an army based on the rule of cool/fluff" or "You can consitently keep up competitive level of play" - you can´t have both. If one just accepts this they can have a great time, if not they´ll probably quit or get frustrated. It also appears some people don´t have the eye for 40k list building - I have a mate who constantly struggles with this even when he is using top tier units. So it´s not for everyone.
But like I said, both games have their own flavour, their own strategies, and in both games a good player will crush the less skilled one. I find both of them equally fun in tournaments and in casual games. 40k takes the cake with visuals and the universe and the miniatures for me, Warmachine is more balanced and offers more options in list building without half of your armys units being useless. There are quite a lot of really bad units in WM/H too though.
Cephalix close a gap in the mercenary army: anti hordes.
Mercenary v are a very good army. The two colossal a are bonkers and they alone will win you many games
The Earthbreaker pushes all the dwarf caster from mediocre to top 20 in the whole game. They just remove stuff so easily it's almost comedy... for you, not for your opponent
Cephalix are not a faction but just a part of the faction mercenaries. If you want to power game, go for mercs and not just cephalix.
I invested a fair wad of cash into WM and Cryx. I have to say, my interest has waned massively, mainly down the competitive aspect. I want a game to enjoy, to not care if I win or lose as long as I enjoy it. WM does not support this, it's not designed like that.
In 40k, I can at least avoid the competitive gamers with trip-tide, C'tan etc and enjoy it for a game.
If you go for all ins in WM, it's your choice. You can quite easily play the game for the long run. Kill a few modles here, deny the enemy zones and be prepared for the next 3 turns.
No one forces you into a turn 2 assasination attempt.
RoninXiC wrote: If you go for all ins in WM, it's your choice. You can quite easily play the game for the long run. Kill a few modles here, deny the enemy zones and be prepared for the next 3 turns.
No one forces you into a turn 2 assasination attempt.
Sure, assassination is the most common victory condition, but an overextended assassination run usually means defeat for the attacker. The tactical depth is certainly a major advantage to WM. If I have to think like I'm playing chess I'm usually having a good time.
Toofast wrote: I have looked at cephalyx but I'm a power gamer who prefers tournaments and from what I've seen, they aren't that great in that setting. Convergence is a newer faction so they don't have nearly as many options as the other, more established factions. This hurts their power level.
Demonstrably not true. In their latest Grand Tournament PP held, Convergence came in second. They're a very competitive force. They don't have a lot of stuff, but what they do have is very changeable depending on caster. More than any other faction the choice of caster affects how the entire army plays.
And they have her, my favorite model from any range.
Creepy, Lovecraftian machine worshiping cultists? Yes please.
And 40k doesn't offer anything other than dice rolling for 3 hours, that game has the tactical depth of Yahtzee...
My experience is certainly not based on YouTube videos.
My guess is that these people's experience from WMH comes from a few games where they just ran at each other, someone who knew what they were doing slaughtered them and they got frustrated.
I've been playing for about six months now and I'm just now "getting it." The feats are useful but not an end game by any means. There's far more tactical depth than 40k that it's not even funny. My last game had an objective in the center and the strategies my Cryx opponent used against me took me off my guard and almost won it for him. It wasn't just pile in, it was across the board to keep me moving forward and the way he did it was brilliant. (Sacrificed his whole army to do it though.) Before that we had a river on the board and our jacks were trying to toss each other into the water.
My local meta is mostly noobs and just learning the game they often just do straight battles. But scenarios are slowly creeping in and changing how you play and adding more depth.
Even at its most basic, WMH is more strategic than the largest game of 40k.
And 40k doesn't offer anything other than dice rolling for 3 hours, that game has the tactical depth of Yahtzee...
My experience is certainly not based on YouTube videos.
Neither is it based on actual games if you consider the WMW Invitational and Iron Gauntlet finals as "YouTube videos". But, hey, keep talking about things you don't understand anything about.
And 40k doesn't offer anything other than dice rolling for 3 hours, that game has the tactical depth of Yahtzee...
My experience is certainly not based on YouTube videos.
My guess is that these people's experience from WMH comes from a few games where they just ran at each other, someone who knew what they were doing slaughtered them and they got frustrated.
I've been playing for about six months now and I'm just now "getting it." The feats are useful but not an end game by any means. There's far more tactical depth than 40k that it's not even funny. My last game had an objective in the center and the strategies my Cryx opponent used against me took me off my guard and almost won it for him. It wasn't just pile in, it was across the board to keep me moving forward and the way he did it was brilliant. (Sacrificed his whole army to do it though.) Before that we had a river on the board and our jacks were trying to toss each other into the water.
My local meta is mostly noobs and just learning the game they often just do straight battles. But scenarios are slowly creeping in and changing how you play and adding more depth.
Even at its most basic, WMH is more strategic than the largest game of 40k.
lol get over your self, some people just are not interested in playing magic the gathering with miniatures.
And 40k doesn't offer anything other than dice rolling for 3 hours, that game has the tactical depth of Yahtzee...
Yeah, no. I dare you to pose that argument to a high level 40K tournament player. If that were true, any random dude with a netlist could win a 40K tournament. Which is not what happens. There is depth there, strategy and tactics, but it may not be to your liking. Note, I did not say it was balanced.
xxvaderxx wrote: lol get over your self, some people just are not interested in playing magic the gathering with miniatures.
I wish Warmachine was MTG with miniatures. The sheer professional level of game design that goes into Magic The Gathering is staggering. WM/H is amateur hour compared to it. With MTG they managed to make a game that caters both to completely casual players and professionals who play for money as well as having to manage several formats including both constructed and limited varieties. WM/H pretty much just has one mode of play where it truly shines (the SR format works) while 40k has no modes of play where it shines (as you pretty much have to not care about the game and just enjoy it as a joke in order for it to work).
Yeah, no. I dare you to pose that argument to a high level 40K tournament player. If that were true, any random dude with a netlist could win a 40K tournament. Which is not what happens. There is depth there, strategy and tactics, but it may not be to your liking. Note, I did not say it was balanced.
The only tactical choice that 40k gives to its players is target selection, everything else is random. Moving through difficult terrain is random, running is random, charging is random, psychic powers are random, traits are random, objectives are random even the freaking victory points that each objective gives are random! Random is the exact opposite of tactical play.
Also high level 40k tournament player is a contradiction in terms! All the high level 40k tournament players that I knew about dropped the game when 6th edition was released.
And 40k doesn't offer anything other than dice rolling for 3 hours, that game has the tactical depth of Yahtzee...
My experience is certainly not based on YouTube videos.
My guess is that these people's experience from WMH comes from a few games where they just ran at each other, someone who knew what they were doing slaughtered them and they got frustrated.
I've been playing for about six months now and I'm just now "getting it." The feats are useful but not an end game by any means. There's far more tactical depth than 40k that it's not even funny. My last game had an objective in the center and the strategies my Cryx opponent used against me took me off my guard and almost won it for him. It wasn't just pile in, it was across the board to keep me moving forward and the way he did it was brilliant. (Sacrificed his whole army to do it though.) Before that we had a river on the board and our jacks were trying to toss each other into the water.
My local meta is mostly noobs and just learning the game they often just do straight battles. But scenarios are slowly creeping in and changing how you play and adding more depth.
Even at its most basic, WMH is more strategic than the largest game of 40k.
lol get over your self, some people just are not interested in playing magic the gathering with miniatures.
You're demonstrating my point, that you and others don't really know or understand the game.
Yeah, no. I dare you to pose that argument to a high level 40K tournament player. If that were true, any random dude with a netlist could win a 40K tournament. Which is not what happens. There is depth there, strategy and tactics, but it may not be to your liking. Note, I did not say it was balanced.
The only tactical choice that 40k gives to its players is target selection, everything else is random. Moving through difficult terrain is random, running is random, charging is random, psychic powers are random, traits are random, objectives are random even the freaking victory points that each objective gives are random! Random is the exact opposite of tactical play.
Also high level 40k tournament player is a contradiction in terms! All the high level 40k tournament players that I knew about dropped the game when 6th edition was released.
You do realize that balancing risk/reward constitutes tactics, right? Unless every random roll has the exact same chance of success, choosing between them is a tactical choice. And obviously not the only one, stop being obtuse. Furthermore, building your list to maximise said risk/reward is a strategic process.
Honestly, either you guys have no idea about what you are talking about or you must live in some weird alternate reality (my bet is on the first)...
And 40k doesn't offer anything other than dice rolling for 3 hours, that game has the tactical depth of Yahtzee...
Weird that you talk about alternate realities while simultanously in reality the best players of said game can crush any casual ones with mediocre/subpar lists, whereas someone who has no idea about strategy or how to play is completely unable to operate some of the lists high level players use, as they are made for their own style of play.
It appears to me you really haven´t played too much 40K on a competitive level? I have played both games this thread is about ( 40K from 2001 and WM/H from 2007 albeit I´m now on a "until further notice" break from it, though I still actively follow the scene. ) So I´m pretty confident in saying that I have a pretty good idea about them both, as next to that I´ve owned over 6 different faction armies from each ( 3 since there´s Hordes ) game, giving me quite a good perspective on them as a whole.
RunicFIN wrote: Weird that you talk about alternate realities while simultanously in reality the best players of said game can crush any casual ones with mediocre/subpar lists, whereas someone who has no idea about strategy or how to play is completely unable to operate some of the lists high level players use, as they are made for their own style of play.
I find that with 40k to play at a high level you MUST go for the optimized lists, it is the main #1 strategy that can leverage the victory.
This one thing you have concrete control over.
Let us add another layer where you have to roll for your model selections... let the crying commence.
More definite choice makes for better impact on tactics, I really would like to see less randomization in the game.
My warlord not deciding what type he wants to be until the eve of a battle or a psyker not sure what he is casting today is rather irritating.
Warmachine gives a list of what the models can do at any given point.
I think GW tends to equate rolling dice as action and fun (adding anticipation?) when just getting to choose an action is more gratifying.
Talizvar wrote: My warlord not deciding what type he wants to be until the eve of a battle or a psyker not sure what he is casting today is rather irritating.
Man this killed me.
"I feel like furiously charging into the fray today, my minions!"
"Yes Lord."
"I take that back, I wish to be a tactical genius!"
I think GW tends to equate rolling dice as action and fun (adding anticipation?) when just getting to choose an action is more gratifying.
Well I think this is subjective. Less randomization in certain areas would be good, but some of the most fun things are the random ones ( especially stuff that orks have had during the years in both GW´s main games. )
In terms of optimized lists it holds for both game systems.
Good Eldar lists are hard to beat these days. This is why I shelved my Eldar army atm.
WM is not much different. Merc lists are good and competitive lists usually contain Eiryss and Gorman.
melkorthetonedeaf wrote: Sure, assassination is the most common victory condition, but an overextended assassination run usually means defeat for the attacker. The tactical depth is certainly a major advantage to WM. If I have to think like I'm playing chess I'm usually having a good time.
Exactly. I just played a game last night with my Khador vs. my brother's Legion. Absylonia2 popped her feat and charged into Sorscha2, didn't kill her but used an ability to teleport away. Next turn I popped my feat and charged Aby2, didn't kill her. Following turn Aby2 beat Sorscha.
That was exciting. There is nothing exciting about rolling buckets of dice and removing swathes of figures, doubly so if your opponent fields something that you can't reasonably deal with.
RunicFIN wrote: Well I think this is subjective. Less randomization in certain areas would be good, but some of the most fun things are the random ones ( especially stuff that orks have had during the years in both GW´s main games. )
I will agree only slightly with this: Some uncertainty is exciting but I like the odds of a "normal" action to pull-off most of the time.
The occasional moments of the dreaded "anything but a one!" are what I think you are getting at.
A 50% odds or less of something going as planned that does not lend some drama is just irritating or the "random for random's sake".
Good random, I find, is things like vehicle explosions - especially the old Ork variety. Some thematic results but nothing that is really game-defining.
Bad random are game-defining things, especially ones that happen before the game or you can mitigate extensively through the game.
A good example of 'Bad Random' is generating psychic powers. Invisibility is an extremely powerful spell, almost game breaking. Half of the competitive 40k games I've seen so far are won and lost on Invisibility. So let's build a list that has an invisibility psyker! Oh wait.. you can't.. unless you take one of 3 psykers in the game that can essentially guarantee getting invisibility. Queue a large percentage of competitive lists fielding Be'lakor (for Daemons/CSM) or Tigurius/Sevrin Loth for Imperials. And so now you have these lists which exploit a gimmick for that particular caster in ways which other armies can't match, which just stretches the overly long list of upper tier lists to even more unattainable heights.
I play both WMH and 40k competitively (Convergence and Trolls, Daemons and Tau). I like both games for different reasons.
I can say with certainty that players who call 40k 'less strategic than Yahtzee' or players who call WMH 'a big pile in the middle' are both wrong.
For WMH - the 'melee' in the center might seem to a 40k player like just 2 units running in to each other, but the exact positioning and facing of each and every model is crucial. Models aren't as fast as in 40k, they can only move forwards, and the longest ranged weapons in the game are ~16". Trying to assess a WMH board from a 40k perspective is like trying to assess a chess board from a 40k perspective.
For 40k - if you think its just about throwing buckets of dice, well, you can do that in WMH too if you want! Go charge at the enemy try to kill as much as possible without using any kind of buffs or positioning. This ends in scenario loss in 40k games exactly as it does in WMH games.
Good random, I find, is things like vehicle explosions - especially the old Ork variety. Some thematic results but nothing that is really game-defining.
Bad random are game-defining things, especially ones that happen before the game or you can mitigate extensively through the game.
A good example of 'Bad Random' is generating psychic powers. Invisibility is an extremely powerful spell, almost game breaking. Half of the competitive 40k games I've seen so far are won and lost on Invisibility. So let's build a list that has an invisibility psyker! Oh wait.. you can't.. unless you take one of 3 psykers in the game that can essentially guarantee getting invisibility. Queue a large percentage of competitive lists fielding Be'lakor (for Daemons/CSM) or Tigurius/Sevrin Loth for Imperials. And so now you have these lists which exploit a gimmick for that particular caster in ways which other armies can't match, which just stretches the overly long list of upper tier lists to even more unattainable heights.
I play both WMH and 40k competitively (Convergence and Trolls, Daemons and Tau). I like both games for different reasons.
I can say with certainty that players who call 40k 'less strategic than Yahtzee' or players who call WMH 'a big pile in the middle' are both wrong.
For WMH - the 'melee' in the center might seem to a 40k player like just 2 units running in to each other, but the exact positioning and facing of each and every model is crucial. Models aren't as fast as in 40k, they can only move forwards, and the longest ranged weapons in the game are ~16". Trying to assess a WMH board from a 40k perspective is like trying to assess a chess board from a 40k perspective.
For 40k - if you think its just about throwing buckets of dice, well, you can do that in WMH too if you want! Go charge at the enemy try to kill as much as possible without using any kind of buffs or positioning. This ends in scenario loss in 40k games exactly as it does in WMH games.
Piling in the middle "with a strategy" is still piling in the middle. Speed runners make very calculated efforts and motions in order to maximize their speed. They still only move in 1 direction. Just because your combo requires execution, does not mean you can do anything but your combo.
xxvaderxx wrote: Piling in the middle "with a strategy" is still piling in the middle. Speed runners make very calculated efforts and motions in order to maximize their speed. They still only move in 1 direction. Just because your combo requires execution, does not mean you can do anything but your combo.
With regards to the whole feat being a win button issue, it certainly hasn't been the case in my experience. I've been running epic Haley, who is just amazing with a brilliant feat, in her theme list, which utilises some of the, ahh, less favoured Cygnar models (Trenchers). I've forgotten to feat in several games, and still won/come within an inch of winning. Sometimes in the same night. So I've learnt 2 things from those games. 1) Feats aren't some I win button, you can do just fine without them as long as you play well and 2) I need to learn to play better.
You do realize that balancing risk/reward constitutes tactics, right? Unless every random roll has the exact same chance of success, choosing between them is a tactical choice. And obviously not the only one, stop being obtuse. Furthermore, building your list to maximise said risk/reward is a strategic process.
Balancing risk / reward is only a tactical choice when that choice is based on tactical factors, what you are talking about isn't balancing risk / reward, its playing the odds and that is called gambling not tactics.
Also I agree that building your list to play the odds better is a strategic process, that is why I never said that 40k didn't have any strategy, it just has very shallow tactics.
Balancing risk / reward is only a tactical choice when that choice is based on tactical factors, what you are talking about isn't balancing risk / reward, its playing the odds and that is called gambling not tactics.
In this you are wrong. Tactics and strategy can, will and will have relied on chance. Be it on the tabletop, an actual battlefield, or even a sports stadium. This is simply true.
I love the assassination aspect, and I love that the game is tactical, and not *as* dice driven or as codex driven. No, there is no such thing as a perfect balance in these games, and I can accept that, but most of my games are won or lost based on the tactical play over some non-play situation. I honestly care little about fluff, though I am fond of my gators in appearance.
I play games to play games, others want a game where you push pretty pieces and throw dice. I respect that, it just isn't me. The last 40k game I played I ran over a decent player with my Eldar, knowing full well that my army played itself. I hate that. I played in a tournament this past weekend and went a whopping 1-3 (the win was a major stupid mistake by my opponent, who was winning until I killed his caster). and had more fun losing than I ever have "winning" in 40k.
This isn't a slam on 40k players, but the truth is, Warmachine and Warhammer players are after different things. We can co-exist just fine, so play what you like.
RoninXiC wrote: Kill the General has always been a valid strategy in real war. Armies crumble when you remove the comman.
And there is no "pretend no pre-measuring". There is no pre-measuring.
You are only allowed to check veeeeery few and explicitly named things. Everyone has the same rule.
According to the rulebook I read, you can check your control area at any point in the game which with some casters happens to take up a large portion of the table - so you can pre-measure and in fact other WMH players claim its part of the skill of the player to be able to use this pretend no-premeasuring effectively............
Kill the general is fine if that's the scenari0o - battles have been both won and lost with the death of their leader - sometimes leaders die and it spurs on their troops to victory. To bother having a scenario and then have it completely ignored by the oh well I just kill that guy and ignore the scenario is not great.
RoninXiC wrote: Kill the General has always been a valid strategy in real war. Armies crumble when you remove the comman.
And there is no "pretend no pre-measuring". There is no pre-measuring.
You are only allowed to check veeeeery few and explicitly named things. Everyone has the same rule.
According to the rulebook I read, you can check your control area at any point in the game which with some casters happens to take up a large portion of the table - so you can pre-measure and in fact other WMH players claim its part of the skill of the player to be able to use this pretend no-premeasuring effectively............
Kill the general is fine if that's the scenari0o - battles have been both won and lost with the death of their leader - sometimes leaders die and it spurs on their troops to victory. To bother having a scenario and then have it completely ignored by the oh well I just kill that guy and ignore the scenario is not great.
I'm not sure why you have a problem with either of these things. Being able to utilize the ability to measure your control area is an important skill in warmachine. It seems to me that you're thinking of it as an exploit, which it is not. It is completely intended to be able to use these measurements to attempt to judge distance between models.
Also, since when has multiple routes to victory been a bad thing? It affords the players more options in their play styles.
The two games can (and obviously do) coexist. I play both, but for different reasons. I play warmachine/hordes when I want to play a competitive game of skill, and I play 40k when I want to relax, roll big handfuls of dice and push beautiful models around on the table.
The two games can (and obviously do) coexist. I play both, but for different reasons. I play warmachine/hordes when I want to play a competitive game of skill, and I play 40k when I want to relax, roll big handfuls of dice and push beautiful models around on the table.
Thing is, Warhammer 40,000 not requiring skill is an impossibility from any angle possible that is based on reality and not bias. Again, there are tournament dominating WH40K players who often come up on top ( or even win the same tournament in a row twice out of countless contestants like we saw this year ) and there are those who aren´t very good in the game.
The day all players are equal in performance is the day skill does not exist.
Because even in the WM/H community it seems to be seen in different light and in previous discussions / threads and here in the last few posts - seemed to be considered very differently by different players.
Being able to utilize the ability to measure your control area is an important skill in warmachine. It seems to me that you're thinking of it as an exploit, which it is not. It is completely intended to be able to use these measurements to attempt to judge distance between models.
compared to:
There is no pre-measuring. You are only allowed to check veeeeery few and explicitly named things. Everyone has the same rule.
I play an awful lot of games on a very casual basis - had a great game of Malifuex the other night I much prefer pre-measuring in all games tbh and I am unsure if there would be a major problem if it was allowed without pretence?
re Caster death wins above all else - I wouldn't mind if it was only for general non scenario play and ignored unless scenario said it was in play - objectives can be achieved with or even because of the sacrifice of leaders.............
If we get round to playing it again ( I have pretty much all the books and 4 large armies - about 150pts of Legion not used yet - well not in this game!) we will try general premeasuring at any time and scenario only win conditions
Caster killing is much harder to pull off than some people are letting on. If you go for a caster kill and ignore the objectives, you'll probably find yourself losing the game unless your whole list is built around the assassination run.
It seems to be beginners that have a problem with this until they learn what their caster can and can't do. Which lends further support to my claim that these people making these assertions don't have any or much actual experience with WM/H.
MWHistorian wrote: Caster killing is much harder to pull off than some people are letting on. If you go for a caster kill and ignore the objectives, you'll probably find yourself losing the game unless your whole list is built around the assassination run.
It seems to be beginners that have a problem with this until they learn what their caster can and can't do. Which lends further support to my claim that these people making these assertions don't have any or much actual experience with WM/H.
Lol so assassination is not a tactic unless you do it right?
MWHistorian wrote: Caster killing is much harder to pull off than some people are letting on. If you go for a caster kill and ignore the objectives, you'll probably find yourself losing the game unless your whole list is built around the assassination run.
It seems to be beginners that have a problem with this until they learn what their caster can and can't do. Which lends further support to my claim that these people making these assertions don't have any or much actual experience with WM/H.
Lol so assassination is not a tactic unless you do it right?
I didn't say it wasn't a tactic, I said it wasn't the game ruining tactic you're claiming it is and that if you knew more about the game, you'd know that.
MWHistorian wrote: Caster killing is much harder to pull off than some people are letting on. If you go for a caster kill and ignore the objectives, you'll probably find yourself losing the game unless your whole list is built around the assassination run.
It seems to be beginners that have a problem with this until they learn what their caster can and can't do. Which lends further support to my claim that these people making these assertions don't have any or much actual experience with WM/H.
Lol so assassination is not a tactic unless you do it right?
I didn't say it wasn't a tactic, I said it wasn't the game ruining tactic you're claiming it is and that if you knew more about the game, you'd know that.
Unless...
MWHistorian wrote:Caster killing is much harder to pull off than some people are letting on. If you go for a caster kill and ignore the objectives, you'll probably find yourself losing the game unless your whole list is built around the assassination run.
MWHistorian wrote: Caster killing is much harder to pull off than some people are letting on. If you go for a caster kill and ignore the objectives, you'll probably find yourself losing the game unless your whole list is built around the assassination run.
It seems to be beginners that have a problem with this until they learn what their caster can and can't do. Which lends further support to my claim that these people making these assertions don't have any or much actual experience with WM/H.
Lol so assassination is not a tactic unless you do it right?
I didn't say it wasn't a tactic, I said it wasn't the game ruining tactic you're claiming it is and that if you knew more about the game, you'd know that.
Unless...
MWHistorian wrote:Caster killing is much harder to pull off than some people are letting on. If you go for a caster kill and ignore the objectives, you'll probably find yourself losing the game unless your whole list is built around the assassination run.
Not sure what your point was. It's a more complicated game than you're saying it is. There is no clear win buttons and no clear lose buttons. I'm not sure what you're trying to get at but perhaps you should give the game a try. It's a far more tactical and strategic game than 40k. Yes, 40k does have tactics and strategy, but it's shallow and simplistic compared to WMH. Caster kill is a part of the game but there are also many other ways to win such as destroying all the jacks, objectives, etc. It's a complex game and I'm not going to run through a billion scenarios with you so you can get that "Aha!" moment and point a finger at something you think is a flaw without actually knowing much about it.
Allowed?
Not allowed?
Finessed?
Only very specific times - or as the rulebook says - anytime you want within the Control range?
Pre-measuring is allowed when the rules say it is and in every other instance it is not allowed.
p77 - you may measure the control area of your models at any time for any reason - so any time you like basically - hence "pretend no-premeasuring". As I said if we get round to playing it again we'll just premeasure - saves the sheningans and pretence.
Allowed?
Not allowed?
Finessed?
Only very specific times - or as the rulebook says - anytime you want within the Control range?
Pre-measuring is allowed when the rules say it is and in every other instance it is not allowed.
p77 - you may measure the control area of your models at any time for any reason - so any time you like basically - hence "pretend no-premeasuring". As I said if we get round to playing it again we'll just premeasure - saves the sheningans and pretence.
Obviously you and your friend can do whatever you want, but just be aware nobody else plays it that way. I for one like having to judge distances. 40k used to not allow pre-measurements. They've instead replaced it with randomized movement distances for runs, charges and cover. I much prefer judging ranges to truly random ranges, but that's just my opinion.
Mr Morden wrote: p77 - you may measure the control area of your models at any time for any reason - so any time you like basically - hence "pretend no-premeasuring". As I said if we get round to playing it again we'll just premeasure - saves the sheningans and pretence.
Being able to check control area doesn't equate to being able to check any distance whenever you want. For one thing, it's likely that only one model even has a control area , and you can only measure it from that model, up to a certain range (average of 12"). Depending on where the warcaster / warlock actually is, that can make it very impractical for checking if something on the other side of the table is in range of your big guns.
For the record, you can also check melee range, command range (during a unit's activation), and there's one character who can use an action to measure the range between two other models it can see.
I'm not really sure why it's such a turn-off, since 40K had no pre-measuring until not too long ago, but there you are.
Mr Morden wrote: p77 - you may measure the control area of your models at any time for any reason - so any time you like basically - hence "pretend no-premeasuring". As I said if we get round to playing it again we'll just premeasure - saves the sheningans and pretence.
Being able to check control area doesn't equate to being able to check any distance whenever you want. For one thing, it's likely that only one model even has a control area , and you can only measure it from that model, up to a certain range (average of 12"). Depending on where the warcaster / warlock actually is, that can make it very impractical for checking if something on the other side of the table is in range of your big guns.
For the record, you can also check melee range, command range (during a unit's activation), and there's one character who can use an action to measure the range between two other models it can see.
I'm not really sure why it's such a turn-off, since 40K had no pre-measuring until not too long ago, but there you are.
At first I didn't like the no-premeasuring thing, but now I've found that it adds a dynamic element of risk management and speeds up the game.
I like pre-measuring - best thing they ever did for 40k and WFB IMO but I don't mind games that don't allow - we did not like the idea of apparently an inbuilt way to cheat.
Mr Morden wrote: I like pre-measuring - best thing they ever did for 40k and WFB IMO but I don't mind games that don't allow - we did not like the idea of apparently an inbuilt way to cheat.
Pre-mesuring just makes things way to easy... and puts the game mostly on Auto.. In modern day 40k you really dont have to think about anything during the "so called game"..
Setup is:
1: Find the most broken Combo and cheezy gak you can out of any army list..
2: Second find the "Rules", and learn how to exploit them all to your benefit,,
3: Place troops in a way that you exploit the game mechanic to MAX...
4: Proxy gak as much as you can if you don't have the models.. SOme of my friend put up the Front row in fantasy and put a dice behind to show how many rows there where etc... People like us are not in it for the hobby we are in it for the "game" nothing more.. I personaly care Nothing if my opponent has painted a single modell in his army. Because it is irrelevant what you use to symbolise something..
You that like 40k and are advocating the system you have to understand that many people do the above in that game.. And it makes it into a "NIGTHMARE of UNFUNess".. If all of you where forced to play every game "with the 4 thing above ALWYAS in Effect" you would also find another system to play or just stop playing.. THis is the Sad truth of 40k..
That people find this fun is beyoned me.. And for the Record I have to Exploit the game or I feel "sad inside the whole game" because I'm not running stuff on OPTIMAL preformance.. I know some of you play it not doing the Above, but I can't, and that makes 40k(as a game) unplaybal for me.. Because if I Cheese like a crazy person. And then everyone will adapt and start doing the same because I'm also smug and arrogant..
In Warmachine I can't break the rules and I can cheese as much as I want and the game is "belive it or not" still balanced... it is superior in all shapes and forms..
Mr Morden wrote: I like pre-measuring - best thing they ever did for 40k and WFB IMO but I don't mind games that don't allow - we did not like the idea of apparently an inbuilt way to cheat.
Pre-mesuring just makes things way to easy... and puts the game mostly on Auto.. In modern day 40k you really dont have to think about anything during the "so called game"..
Setup is:
1: Find the most broken Combo ans cheezy gak you can out of any army list..
2: Second find the "Rules", and learn how to exploit them all to your benefit,,
3: Place troops in a way that you exploit the game mechanic to MAX...
That people find this fun is beyoned me.. And for the Record I have to Exploit the game or I feel "sad inside the whole game" because I'm not running stuff on OPTIMAL preformance.. I know some of you play it not doing the Above, but I can't, and that makes 40k(as a game) unplaybal for me.. Because if I Cheese like a crazy person. And then everyone will adapt and start doing the same because I'm also smug and arrogant..
In Warmachine I can't break the rules and I can cheese as much as I want and the game is "belive it or not" still balanced... it is superior in all shapes and forms..
with premeasuring - you don't mess about trying to work out the exact distance you spend time thinking about the game, tactics and so on - and you know fun.....Winning is not everything and I don't need to Max out everything - god thats dull for me
That might be your experience of 40k - its not mine. And no I donl;t have to cheese it up - hate that way of playing
I used to think that 6th edition 40k changes regarding charging and pre-measuring were out of whack, but in retrospect they were good changes:
-no pre-measuring would be fine if it didn't leave so much grey area between 'legit distance estimating' and 'cheating'. There is simply way too many ways to exploit it - "overmeasure" movement, "accidentally" leave your measure or some other item of known length near, etc.
-with pre-measure allowed, leaving fixed charge distances would have resulted to too much fine-tuning the unit movements and deployments so that the defender is 6.1 inches away. Now people care far less of timeconsuming and annoying millimetre-accurate placements, since they know that the odds of that mattering are small. Besides, even in 5th edition charge distances were often already random, since much of the time you were charging through difficult terrain.
-pre-measuring speeds up the game. I know everyone does not agree, but this is my experience. With having to guess distances, some people took just AGES to ponder whether they should shoot or charge or move to certain place etc. Now, they just measure the distance "oh, I can't reach that, OK then".
Some people are better at judging distances than others. Even without pre-measuring in a game, you know the table size (usually), how deep the deployment zone is, base sizes, and usually the center line. All of these make it fairly easy to figure out if something is within 12" or 24", but maybe not 12" and 14".
I don't view the control range measurement in WMH to be "inbuilt cheating", but I have seen it used comically plenty of times. I think pre-measurement in WMH would ruin a lot of the gameplay, which as I've said before, is typically what the game is all about.
I was going to say that WMH typically uses a wider array of ranges, then I realized I don't always know what I'm talking about. Pre-measuring in Warhammer is VERY important with random charge distances and stuff. Plus, speed of play is important when handling a higher model count.
Automatically Appended Next Post: My point is that no pre-measuring is unfair to people with poor depth perception.
Mr Morden wrote: I like pre-measuring - best thing they ever did for 40k and WFB IMO but I don't mind games that don't allow - we did not like the idea of apparently an inbuilt way to cheat.
Pre-mesuring just makes things way to easy... and puts the game mostly on Auto.. In modern day 40k you really dont have to think about anything during the "so called game"..
Setup is:
1: Find the most broken Combo ans cheezy gak you can out of any army list..
2: Second find the "Rules", and learn how to exploit them all to your benefit,,
3: Place troops in a way that you exploit the game mechanic to MAX...
That people find this fun is beyoned me.. And for the Record I have to Exploit the game or I feel "sad inside the whole game" because I'm not running stuff on OPTIMAL preformance.. I know some of you play it not doing the Above, but I can't, and that makes 40k(as a game) unplaybal for me.. Because if I Cheese like a crazy person. And then everyone will adapt and start doing the same because I'm also smug and arrogant..
In Warmachine I can't break the rules and I can cheese as much as I want and the game is "belive it or not" still balanced... it is superior in all shapes and forms..
with premeasuring - you don't mess about trying to work out the exact distance you spend time thinking about the game, tactics and so on - and you know fun.....Winning is not everything and I don't need to Max out everything - god thats dull for me
That might be your experience of 40k - its not mine. And no I donl;t have to cheese it up - hate that way of playing
But 40ks only tactic is how much I can break the rules and exploit them(and random charges, random moves through rough terrain, Random invulnerable saves and no pre-mesure the only tactics left "when you no longer control your army and everything is random" is to find Broken combobs like; Orcs shoot on 5 standing still, so better to load up on heavy weaopons and move and shoot on a 6, roll enough dice and you get a few 6s. Or put the dude with an Invulnerable save first so he has to die before the rest of the squad can get attacked (and get him really cheesed out so he saves on 2s and have extra save if he fails etc), Bring out all the broken FOrge world that you can possible put in your army .
This is what 40k looks like when I'm playing it! and in all honesty would you like to play the game like this? if NO.. Understand then WHY we quit.. We can't play 40k because we are "Jack asses" that destroy any semblance of fun in a game like 40k the Game just has to many rules that can get exploited... Now instead of toning it down "and i said before that this makes me angry and sad inside" I cant do it my friends cant do it because again " We are all "Jack asses", SO our only option was to find a game that we could actually play without having to "tone stuff down", and we dident have to write 6-10 pages of house rules.. We could just play it and it was "balanced".. Warmachine is that game...
And yes it is not your experince but if it would have been you would have quit 40k also "trust me on this"... And it is not so that I could go out and find others to play with, Because again "Im a Jack ass" who playes the way you hate playing.. So I would show up and be douchebag at your local gaming club I would be smug and arrogant.. ANd yes you would "SOON" all hate me haha.. That is the Nature of 40k... Not so in warmachine/hordes, because everyone has an equal chans of winning, nobody is left out (not getting a codex uppdate for 7+ years).. All is balanced and you have a sense of "FAIR PLAY".. So even if I'm an arrogant bastard people find it easier to put up with it in Warmachine vs 40k.. "PURE FACT"
If you are going to compare 40k vs Warmachine, you have to define what they are:
40k = an Experince, the lore is cool and with the right type of people it could probably be fun? if you get stuck with the wrong crowed it soon becomes a Nightmare, with horrible balance and broken rules..
Warmachine/hordes = Is a Real game with "FAIR PLAY", you don't have to make house rules and you can play it competitively, and you dont have to worry about "TONING IT DOWN"...
If you are a lore buff and your focus is not on winning games, in fact you might suck kinda hard at tactics and you don't mind alot of random gak that makes the army play itself instead of you playing it.. Then 40k is an excellent game to play. It dosent hurt one bit if you like to paint miniatures and do all the hobby stuff (that most people I know hate)..
On the other hand if you are Focused and a real Power Gamer, who is not there to get an experince but instead is there to WIN a game against other people then Warmachine is the game for you...
If people could just understand these two types of gamers then all this VS crap could come to an end... Warmachine is the better GAME.. 40k is probably the better experince.. Our local gaming club is like a Mental DOJO, people scream, argue and are mean to one another.. That is just HOW WE ROLL... We love it.. we come back week after week for more.. Now we have had some 40k players come by over the years(who are the experince types) and they run for the Door quicker then the flash as soon as the CHaos breaks out.. The record is at 5m on a dude who more or less turned in the door and ran out after he saw what was going down and I explained "FEAR does not Exist in the DOJO" and "MERCY is for the WEAK" hahah, he had traveld 45m to get there and ran out in 5m "IT WAS FUN as hell", and we still have good laugh about it haha.. But he knew that this was not for him, because in front of him was just the type of players he rememberd hating to "play" in 40k.
I honestly think you 40k White Knights should be glad that games like Warmachine/hordes exist because all the "douchbags", are leaving 40k for Warmachine/hordes/infinity and all the other more balanced games out there.. and we get along just fine amongst ourself without you "carebaeres" ruining all the fun of table top gaming haha.. "It is about Tears", that is what feeds us.. We want Sanctioned tournaments and we want to put our skills to the test facing the best of the best..
I am not trying to upset people here but the fact is that my local gaming group are 99% what you would define as douchbags. And when we go out and play other groups who play warmachine what do you think we find? yes more douchbags.. Hardcore players and Carebeares should never mix, and I thank the higher powers that Privateer press and other companies are making games for us that are more hardcore then the avrage "40k carebeare" can take.. And by the looks of it GW, knows that there are more carebears then hardcore players so they are sticking to there beer and pretzel design..
Most people Cant take playing EVE online for the same reasons It is "unforgiving and Harsh", most people like "sell out" Blizzard alot more, who made a nice "ThemePark" for the players to run around in.. So all you White Knights and advocates of 40k, should just accept that you are carebears and that you dont really want to play a balanced hardcore game.. Your own house rules, were you dictate what can and can not be used, is all you really want from a table top game. You want to feel protected and you want to feel safe.. And Warmachine/hordes is niether safe nor friendly it is hardcore..
Most people Cant take playing EVE online for the same reasons It is "unforgiving and Harsh", most people like "sell out" Blizzard alot more, who made a nice "ThemePark" for the players to run around in.. So all you White Knights and advocates of 40k, should just accept that you are carebears and that you dont really want to play a balanced hardcore game.. Your own house rules, were you dictate what can and can not be used, is all you really want from a table top game. You want to feel protected and you want to feel safe.. And Warmachine/hordes is niether safe nor friendly it is hardcore..
Well, now I know where the stereotype Warmachine player comes from. Well done, you've just made all the fans of the game look like hyper-competitive, hostile, overly smug one-true-wayists.
Please stop defending things I like, you're really bad at it.
MWHistorian wrote: Please don't refer to GW apolgists as"white knights." It doesn't help our side. And I don't like power gaming, but I love fair play.
Yeep you are right "my bad".. But my point is that more balanced games attracts another type of gamers
If I was to make an educated guess, I personaly think most 40k players who are still playing have an affinity for the Lore. They love how their minatures look and they migh even imagine why there chapter of space marines are fighting just this fight etc.. The game of 40k becomes much more then just a "game". Even down to the assembling of your miniatures, it is an experince in 40k. You can look at the big spures full of stuff and decide what arms and legs to use and how to pose you miniature, what weapons will he have etc.
Now compare this to warmachine you pop out the miniature (most of the plastic you can just socket into place) BOOM 5m later the miniatures are done and on the table ready to play.. Lore is also way less important in Warmachine/hordes, you look at the stats of the card..
I really do understand why many people stick with 40k it is the "themepark", lots of shiny stuff, lots of promises that the next ride will be more fun then the one you were just on that made you puke(your codex has not been uppdated in years), But SOON you will find that ultimate ride it is just out of sight and if you stick it out a little bit longer it will come(more balanced rules and better uppdates)... But in the end the "themepark" is shallow, and then you are left with 2 options "make your own stuff up, house rule it"(most 40k and WHFB players take this option). Or try and find another game that is acctually balanced.. But this can be scary, because some games like privateer press Warmachine/hordes might be balanced but it is full of really good players who will kick your butt 24/7, and you can't get saved by bad dice rolls and lots of random rules.. Might be better to go back and try Option 1 again, atleast that is safe and secure .. Also many of the balanced games attract just the kinds of people you try and avoid when you play 40k.. It is not a coincidence that people who want "Balanced", "unforgiving" and "Rules as writen", arnt the most fun people to hang around with unless you think exacly like they do... This goes for any sport, that you can compete in.. Top level Poker players " and "chessmasters can also often come off as being both arrogant and smug..
Most people Cant take playing EVE online for the same reasons It is "unforgiving and Harsh", most people like "sell out" Blizzard alot more, who made a nice "ThemePark" for the players to run around in.. So all you White Knights and advocates of 40k, should just accept that you are carebears and that you dont really want to play a balanced hardcore game.. Your own house rules, were you dictate what can and can not be used, is all you really want from a table top game. You want to feel protected and you want to feel safe.. And Warmachine/hordes is niether safe nor friendly it is hardcore..
Well, now I know where the stereotype Warmachine player comes from. Well done, you've just made all the fans of the game look like hyper-competitive, hostile, overly smug one-true-wayists.
Please stop defending things I like, you're really bad at it.
I'm telling the truth here my friend.. What I am also saying is that Being a "douchebag" dosent effect how Warmachine/hordes is played.. But being the same kind of "douchebag" in 40k, power gaming the hell out of it. Has the potential of Ruining another persons day.. That is the main diffrence betewn the two systems.. One comes down to "WHO am I playing", the other" that being warmachine" comes down to your own skills and tactics. And how much of a Power gamer, or arrogant douchbag you opponent might be, wont effect a game of warmachine.. Because at the end of the day "Balanced rules", "Rules as writen" etc, takes what kind of person you are out of the equation, and the only thing that is left is SKILL VS SKILL...
We can all be "Douchbags" in warmachine Hordes because the balanced rules makes everything fair and even.. You would know this if you play the game.. ANd my post was for the 40k people whom many are convinced that warmachine/hordes is full of "POWER GAMING douchebags", and they are right, but the fact is it has ZERO outcome on the gameplay...
MWHistorian wrote: Im not competitive and I like WMH lore better. Your giving us a bad name.
If only more WMH players could be like you....
I think that if I still had time for gaming, I'd MUCH rather face someone like you at the table than some of the other posters here, regardless of what game was being played.
MWHistorian wrote: Im not competitive and I like WMH lore better. Your giving us a bad name.
Not really I'm telling it how it is.. I can come over to your house with my "Power gamed" Warmachine list, I can be all arrogant about how good I think my new list is.. Then the game starts.. And during the match we will encounter zero "rules interpretations", "nothing will be Broken", I cant place my miniatures in a cheazy way to stop you from shooting at the other members of that unit(like you can in 40k were you are forced to shoot at an entire unit and shoot the closest first, that just happens to have a invulnerable save on 2+).. There will be no random charges(roll dice to see how far you get). THe only invulnerable save we might encounter is tough, and there are counters for that.. In the end you and I will have a balanced gaming experince.. I might be arrogant and A POWER GAMER but that dosent secure me the win, only my skill will save me..
That is the MAIN diffrence betwen a broken 80S GAME and a game revised in 2010, after an international survey.. Me Being a "douchebag" will have zero effect on our gaming experince, Becaus the rules wont let me break the game to my advantage. In fact you will probably not even think that I am a "douchebag".. Because the main thing that people get upset about in 40k(and calling people a douchebags for) is using Over powerd cheezy stuff and abusing perfectly legal but broken rules
MWHistorian wrote: Im not competitive and I like WMH lore better. Your giving us a bad name.
Not really I'm telling it how it is.. I can come over to your house with my "Power gamed" Warmachine list, I can be all arrogant about how good I think my new list is.. Then the game starts.. And during the match we will encounter zero "rules interpretations", "nothing will be Broken", I cant place my miniatures in a cheazy way to stop you from shooting at the other members of that unit(like you can in 40k were you are forced to shoot at an entire unit and shoot the closest first, that just happens to have a invulnerable save on 2+).. There will be no random charges(roll dice to see how far you get). THe only invulnerable save we might encounter is tough, and there are counters for that.. In the end you and I will have a balanced gaming experince.. I might be arrogant and A POWER GAMER but that dosent secure me the win, only my skill will save me..
That is the MAIN diffrence betwen a broken 80S GAME and a game revised in 2010, after an international survey.. Me Being a "douchebag" will have zero effect on our gaming experince, Becaus the rules wont let me break the game to my advantage. In fact you will probably not even think that I am a "douchebag".. Because the main thing that people get upset about in 40k(and calling people a douchebags for) is using Over powerd cheezy stuff and abusing perfectly legal but broken rules
Have to agree with you there, just as WM is magic the gathering with miniatures, the lack of proper tournament support (rules wise) from GW is appalling.
MWHistorian wrote: Im not competitive and I like WMH lore better. Your giving us a bad name.
Not really I'm telling it how it is.. I can come over to your house with my "Power gamed" Warmachine list, I can be all arrogant about how good I think my new list is.. Then the game starts.. And during the match we will encounter zero "rules interpretations", "nothing will be Broken", I cant place my miniatures in a cheazy way to stop you from shooting at the other members of that unit(like you can in 40k were you are forced to shoot at an entire unit and shoot the closest first, that just happens to have a invulnerable save on 2+).. There will be no random charges(roll dice to see how far you get). THe only invulnerable save we might encounter is tough, and there are counters for that.. In the end you and I will have a balanced gaming experince.. I might be arrogant and A POWER GAMER but that dosent secure me the win, only my skill will save me..
That is the MAIN diffrence betwen a broken 80S GAME and a game revised in 2010, after an international survey.. Me Being a "douchebag" will have zero effect on our gaming experince, Becaus the rules wont let me break the game to my advantage. In fact you will probably not even think that I am a "douchebag".. Because the main thing that people get upset about in 40k(and calling people a douchebags for) is using Over powerd cheezy stuff and abusing perfectly legal but broken rules
Yeah, I largely agree with zlayer, with WM/H there will be little in the way of rules interpretation and little opportunity to "game the game," which seems to be becoming an increasingly worsening problem with 40k.
I think people have an artificial attachment to 40k's rules- to be honest, I feel that if you took 40k and massaged it into WM/H rules, gave it to a beginner and had him play with the models in both 40k and WM/H rules, he or she would pick the WM/H iteration as the better experience. People just have all their history with the 40k rules system and have become accustomed to how the game works. It's just disappointing GW has taken to making non-directional changes to the 7 editions of 40k without any other apparent plan beyond "change it up so we can sell it again!"
I don't think anyone has an attachment to the 40k rules. I think the best competitor makes models of dubious quality, arguably boring aesthetics and charges just as much for them so people are hesitant. I LOVE the rules of WMH. However, the aesthetics and quality of the models have prevented me from playing just WMH. I build the models and use them as game pieces to play the game. I have no motivation to paint my army to a high standard, read all the fluff, etc. When I buy a new model, I don't think "wow that's awesome I can't wait to build/paint it". I think "this will be a good addition to my list". I HATE the rules of 40k. However, when I look through pictures of armies, they inspire me. They make me want to paint them, base them nicely, read through the background, etc. I'm a competitive person so I still choose models based on how good they will work on the table but I look at it more like "wow, I can't wait to paint this thing. It's going to look awesome AND it's going to kill stuff".
If WMH models were more sci-fi and less Steampunk, high quality plastic on sprues instead of that restic crap with mold lines everywhere and missing pieces in every kit, they would be putting GW out of business. As it is, I will keep spending on GW stuff because it scratches an itch that WMH cannot and only buy the WMH stuff I absolutely need for my list.
What does models or fluff have to do with what system you use. I could never figure out the "I need to use this model for this game or This game use model I do not the look of". Then there is "that system use that fluff, I to unimaginative use fluff I like" from people who paint miniatures and play with them, is just a cop out.
90% of my games are tournaments or league games. I can't show up to a WMH tournament with GW models. Also some opponents have a problem with stuff like that because in a 50 point game of WMH it gets tricky to remember what each model actually represents. If I was just playing in my basement for funsies it would be different. It's not a cop out, if you don't have the proper models in my meta, you won't get a game. At that point it doesn't really matter how much you enjoy them because you can't do anything with them.
Automatically Appended Next Post: Also, I'm not sure what you mean by "I to [sic] unimaginative to use fluff I like". When I sit down and read a horus heresy novel, it's kind of hard to transfer that story to Steampunk WMH models. I don't really understand your point there.
Noir wrote: What does models or fluff have to do with what system you use. I could never figure out the "I need to use this model for this game or This game use model I do not the look of". Then there is "that system use that fluff, I to unimaginative use fluff I like" from people who paint miniatures and play with them, is just a cop out.
People want a guarantee. They enjoy the feeling that they can go into any gaming store and play 40k to the game size and rule set they are used to. Ubiquity is one of 40k's greatest assets, which is why its erosion over the last few years is very troubling for the game's overall health.
It's the reason why many people will stick to playing 40k even if the rules become increasingly bloated and expensive. And I am under the belief that for a lot of players, it's "all-or-nothing." Playing models with different rule sets is just more of a hassle than they care to deal with in terms of a game with plastic soldiers.
Noir wrote: What does models or fluff have to do with what system you use. I could never figure out the "I need to use this model for this game or This game use model I do not the look of". Then there is "that system use that fluff, I to unimaginative use fluff I like" from people who paint miniatures and play with them, is just a cop out.
People want a guarantee. They enjoy the feeling that they can go into any gaming store and play 40k to the game size and rule set they are used to. Ubiquity is one of 40k's greatest assets, which is why its erosion over the last few years is very troubling for the game's overall health.
It's the reason why many people will stick to playing 40k even if the rules become increasingly bloated and expensive. And I am under the belief that for a lot of players, it's "all-or-nothing." Playing models with different rule sets is just more of a hassle than they care to deal with in terms of a game with plastic soldiers.
Yeah guess your right. It not like you need to clip, trim, glue, paint, and base the miniature to play, and if they won't do that. Ican see it being a hassle to say "this model is this model instead".
I could be wrong, but I'm assuming you're being sarcastic. The modeling portion is a personal task, typically of enjoyment, that is largely devoid of human interaction. Generally, people get into tabletop games because they like the miniatures, and often have a predisposition to either building or painting (obviously this is not everyone).
The hobby portion is considerably low-stress, whereas debating over rules, fair balance, and personal opinion is something that a lot of people find stressful. At least when there's an already prepared rule set, the need to debate fairness is *mostly* mitigated...or at the very least put on the 3rd party's (aka rule designer's) shoulders. Playing mix-and-match with rules and models puts the responsibility back on the player's shoulders, and I just don't think that's something a lot of people want to deal with.
I think it's why you don't see more people even playing older editions of 40k, even when the most recent dakka poll shows 5th edition being the most popular. People want the comfort and safety of moving with the crowd.
I think it's why you don't see more people even playing older editions of 40k, even when the most recent dakka poll shows 5th edition being the most popular. People want the comfort and safety of moving with the crowd.
I'd be one of those people... You're more than welcome (if I've met you in person, and you're cool) to come over to my place. We'll set up my 8x4 table and play some 5th ed. Planetstrike, Apocalypse, or regular 40k
Allowed?
Not allowed?
Finessed?
Only very specific times - or as the rulebook says - anytime you want within the Control range?
Not allowed.
You can measure the control area of your caster in your turn at any time. That's it.
For all other units, when they activate (shoot or charge) you nominate a target. Then you can measure if within reach.
People like zlayer are just as bad for the WM scene as power gaming cheese mongers are for 40k. That smug sense of superiority really boils my urine. We had people cheering when it was realised there was more WM that anything else at my local club for the first time. Like they'd banished some evil spirit. The tribalism is pathetic.
I'd also argue that you can buy to win to an extent. Or cheese your way to a win. The local TFG for a first list, bought everything for a tier 4 syntherion and made it very boring to play. Is that unbeatable? No, but it needs an experienced player to think of a good counter and will require more model buying. The other TFG just sets up a load of forests and plays his legion list. Again, not much fun.
A game against a TFG is rubbish no matter what, and both systems allow them to act up.
Thank god not all WM players are like this, because I enjoy the game when it's played with a decent person.
What I'm getting from this thread is that many WMH players are disillusioned 40k players who care a lot about balanced rules, multi-layered tactics and a game that requires a significant amount of almost chess-like concentration each time you roll a dice or move a little man a few inches this way or that. People like MWhistorian seem to be the exception. I can certainly understand that mentality (I'm guessing it's a similar mindset to people who play DOTA and games like it), but I can't identify with it in the least. I'm that elusive "beer and pretzels" type of gamer that so many people deride GW for catering to. I don't necessarily need balance, I'm not in it for carefully considering every single move I make on the table, I just want to immerse myself in what I consider to be an amazing universe, using beautiful models that I've painstakingly put together, converted and painted, in the company of people I enjoy hanging out with. I'm lucky enough to have a gaming group consisting of almost exclusively like-minded people who don't mind losing, who would never run a netlist or put 6 Wave Serpents on the table. Case in point, in a recent tournament most of us attended, all but one were placed 50 or lower. Just trying to give my perspective on this whole thing, and why I feel that while WMH might be a better game, it feels like a completely different type of community and game from what I personally enjoy.
We can all be "Douchbags" in warmachine Hordes because the balanced rules makes everything fair and even.. You would know this if you play the game.. ANd my post was for the 40k people whom many are convinced that warmachine/hordes is full of "POWER GAMING douchebags", and they are right, but the fact is it has ZERO outcome on the gameplay...
You see that thing sailing into the distance behind you? That's the point.
You're making a valid point in an absolutely terrible, awful way, that confirms every bad stereotype of WM players that gets expressed by people who are usually pure 40K players who associate competitiveness with being a jerk. You've just said the game is full of "douchebags", and you think that'll make people want to play? Really? You really, really don't see how that might put people off, or promote the stereotype of "that game I don't want to try 'cause it's full of WAAC'ers"? Well, I guess they're not MANLY enough to handle this XTREME wargame! Come off it.
Here's the thing; I broadly agree with you that an asset of WM is that it doesn't have the stigma against trying "too hard" to win that 40K has--rather than worrying about social contracts and not having a "too good" list, you can just show up and play the game. But to say the personality of the opponent doesn't matter is just plain wrong--yes, I've played games against a few complete twerps, and while having a balanced system made the game itself run smoother, it didn't make the experience itself fun. I'd argue the opposite--that by removing rules arguments and "too good" lists as a point of tension, WM lets me have friendlier games.
What I'm getting from this thread is that many WMH players are disillusioned 40k players who care a lot about balanced rules, multi-layered tactics and a game that requires a significant amount of almost chess-like concentration each time you roll a dice or move a little man a few inches this way or that. People like MWhistorian seem to be the exception. I can certainly understand that mentality (I'm guessing it's a similar mindset to people who play DOTA and games like it), but I can't identify with it in the least. I'm that elusive "beer and pretzels" type of gamer that so many people deride GW for catering to. I don't necessarily need balance, I'm not in it for carefully considering every single move I make on the table, I just want to immerse myself in what I consider to be an amazing universe, using beautiful models that I've painstakingly put together, converted and painted, in the company of people I enjoy hanging out with. I'm lucky enough to have a gaming group consisting of almost exclusively like-minded people who don't mind losing, who would never run a netlist or put 6 Wave Serpents on the table. Case in point, in a recent tournament most of us attended, all but one were placed 50 or lower. Just trying to give my perspective on this whole thing, and why I feel that while WMH might be a better game, it feels like a completely different type of community and game from what I personally enjoy.
Amen to that! I wouldn't touch 40K with a ten foot pole after the 7th edition, but I can relate. Frankly, I find all this back and forth a bit childish and pointless in a "my dad is stronger than yours“ way. Does it really matter? In the end it all comes down to preference. Luckily , the wargaming hobby is big enough to have something for everyone. GW deserves criticism , but the whole "40K sucks" is not cool anymore.
The Division Of Joy wrote: People like zlayer are just as bad for the WM scene as power gaming cheese mongers are for 40k. That smug sense of superiority really boils my urine. We had people cheering when it was realised there was more WM that anything else at my local club for the first time. Like they'd banished some evil spirit. The tribalism is pathetic.
I'd also argue that you can buy to win to an extent. Or cheese your way to a win. The local TFG for a first list, bought everything for a tier 4 syntherion and made it very boring to play. Is that unbeatable? No, but it needs an experienced player to think of a good counter and will require more model buying. The other TFG just sets up a load of forests and plays his legion list. Again, not much fun.
A game against a TFG is rubbish no matter what, and both systems allow them to act up.
Thank god not all WM players are like this, because I enjoy the game when it's played with a decent person.
The Thing is that "my kind", get our thrills when we here about stuff like that.. When you say you have two dudes with list like that.. I want to play them and see if I can beat them.. I get that good "fuzzy feeling", taking down the hard competition. When i get beaten in Warmachine/Hordes it just triggers me to play even more to get better at the game..
Now I have been playing W/H since 2010, and back then most of us where the 40k rejects, the people that just had to PG everything and abuse the broken rules of GWs game.. I think that has changed. And I do not know why but I instantly felt really satisfied when you wrote "we had people cheering when it was realised there was more WM in your local club" I think it comes down to the competitive nature in us, Beating 40k in sales and players is also a "WIN". And our way of thinking is that we "WANT TO BEAT GW". That is the explanation why people where cheering.. It is like hearing your local football club that where playing in the second division a few years ago, is now a serious contender and has just beaten Arsenal... You cheer of pure Joy..you just can't help it..
We cant help being the way we are, we are just very competitive players.. But one thing that is important to understand, it is not fun playing against someone who dosent give a dam if he wins or loses, it takes all the fun out of a game for me. If my opponent dosent care, whats the point? why are we playing? Many carebare 40k do not really care about winning or losing, they get the kicks from other things, like COOL LORE(because i will admit right here and now that I think 40k has the superior lore). Or painting the miniatures, I also like the 40k Miniatures alot more then the Warmachine I have.. But as a competitive player I can't play 40k, Because I am going to Ruin someones day if I do, or I will get super frustrated having to face some broken stuff that I cant counter with my own skill..
I'm trying really hard here to explain that some of us just get our kicks from the competitive nature of a game. That is the "main thing", we cant tone it down becuase the fun for us is to always "tone it up", and play the best and most optimal thing that we can.. But the good thing with W/H is that I cant PG myself to victory with rules abuse..I cant destory another persons "FUN".. It is a much more balanced experince for all involved..
Noir wrote: What does models or fluff have to do with what system you use. I could never figure out the "I need to use this model for this game or This game use model I do not the look of". Then there is "that system use that fluff, I to unimaginative use fluff I like" from people who paint miniatures and play with them, is just a cop out.
I'll have a go at explaining my feeling on this.
Models are more than just a model to me, the fluff plays a role in me liking, buying and using the model and I wouldn't want to use it where it is something different. Now if I'm playing a WW2 game, a T-34/85 is a real tank with history behind it so they'll be pretty consistent between model manufacturers and rulesets, taking scale into account, so I can use my model in different rulesets but I wouldn't want to use it as a completely different tank. Then a fantasy skeleton spearman is usually pretty generic and will work across fantasy rulesets but not as pre-feudal Scottish spearman. However my Tyranids are Tyranids and pretty specific to 40K. I want my Carnifex to work like x and have y options, using it as a generic big alien bug might work but is not good enough for me. Going further like using my Tyranids as Legion of Everblight warbeasts (Being the closest 40K to WMH match I have) would never work, they're completely different.
I could use a fandex or a 40K conversion for another ruleset but if I'm with the group will let me use them then the chances are we are already the kind of group that can work around 40K's flaws easily enough.
We can all be "Douchbags" in warmachine Hordes because the balanced rules makes everything fair and even.. You would know this if you play the game.. ANd my post was for the 40k people whom many are convinced that warmachine/hordes is full of "POWER GAMING douchebags", and they are right, but the fact is it has ZERO outcome on the gameplay...
You see that thing sailing into the distance behind you? That's the point.
You're making a valid point in an absolutely terrible, awful way, that confirms every bad stereotype of WM players that gets expressed by people who are usually pure 40K players who associate competitiveness with being a jerk. You've just said the game is full of "douchebags", and you think that'll make people want to play? Really? You really, really don't see how that might put people off, or promote the stereotype of "that game I don't want to try 'cause it's full of WAAC'ers"? Well, I guess they're not MANLY enough to handle this XTREME wargame! Come off it.
Here's the thing; I broadly agree with you that an asset of WM is that it doesn't have the stigma against trying "too hard" to win that 40K has--rather than worrying about social contracts and not having a "too good" list, you can just show up and play the game. But to say the personality of the opponent doesn't matter is just plain wrong--yes, I've played games against a few complete twerps, and while having a balanced system made the game itself run smoother, it didn't make the experience itself fun. I'd argue the opposite--that by removing rules arguments and "too good" lists as a point of tension, WM lets me have friendlier games.
The Main thing is that your game wasent "Ruined" by rules abuse.. and "usally pure 40k players who associate competitiveness with being a jerk", that is the issue I am trying to get at. GWs game is so broken that when you try and maximize your army and the rules you become a Jerk and a douchebag.. These 40k players look at warmachine and all they see is the competitive nature of the game, and they get a knee jerk reaction, Warmachine/hordes must suck because it is a pure competitive game.. If I start playing this I will get rules abused and face broken combos and I will have Zero fun playing it.. This assumption comes from years of experince playing a broken game like 40k.
Now I am trying to illustrate that this is not really the case.. People can be douchebags in W/H but it wont effect you as much(if it even effects you), compared to 40k, when you get so frustrated and pissed off that you never want to play against that person again...
Also I'm trying to explain that for some people the "RULES" come secondary, this catagory of players will probably have more fun sticking with 40k because that experince offer them more in the "hobby department" and cool "fluff" department... I have used the term "Carebaer", and I think that fits 40ks playerbase these days.. Those that are left in that "hobby", want more then a balanced games to get their "Kicks", and then a more balanced game might play better but it wont get them the "the warm and fuzzy feeling" they need to enjoy a table-top game..
And 40k doesn't offer anything other than dice rolling for 3 hours, that game has the tactical depth of Yahtzee...
My experience is certainly not based on YouTube videos.
My guess is that these people's experience from WMH comes from a few games where they just ran at each other, someone who knew what they were doing slaughtered them and they got frustrated.
I've been playing for about six months now and I'm just now "getting it." The feats are useful but not an end game by any means. There's far more tactical depth than 40k that it's not even funny. My last game had an objective in the center and the strategies my Cryx opponent used against me took me off my guard and almost won it for him. It wasn't just pile in, it was across the board to keep me moving forward and the way he did it was brilliant. (Sacrificed his whole army to do it though.) Before that we had a river on the board and our jacks were trying to toss each other into the water.
My local meta is mostly noobs and just learning the game they often just do straight battles. But scenarios are slowly creeping in and changing how you play and adding more depth.
Even at its most basic, WMH is more strategic than the largest game of 40k.
lol get over your self, some people just are not interested in playing magic the gathering with miniatures.
You're demonstrating my point, that you and others don't really know or understand the game.
While i agree with some of your points, I think some of the people combating against you are doing so because you seem incapable of granting any points to the opposition whatsoever. Which is fine, but with that single-minded surety of opinion, there's an opposite and equal surety that you're wrong (which, btw, is not my opinion, and i would say the same thing to you to other people on the side of the same fence).
They are both good game systems for VERY different reasons, and the "good" things people will get out of them and the issues they both have are very very different. . Anyone unwilling to admit that is engaging in fanboyism, and that's on either side of the isle.
I would say this, at the risk of a bit of bias.... having played both systems really extensively, i'll say WM/H is probably a tactically deeper game with a tighter ruleset, however i personally find GW rules systems more conducive to having a fun time gaming with my friends, rather than spending a third of the night trying to figure out arcane rules interactions and how to play them properly (which then opens up a different subset of issues... rules research, vs. no official stance on rules, and what's better, etc.... which is another whole cascading ball of wax).
Both have their ups and downs, depending on the mileage and experience one is looking to get.
You may disagree with me, which is fine, but i can absolutely guarantee that I "understand" PP games. I was an Infernal for nearly 4 years.
I have to say I remain puzzled about the people who complain how 40k rules 'keeps getting worse and worse', implying players who were around at 5th edition and quit thereafter. Objectively, 40k 7th edition is much better than 6th or 5th edition when it comes to lacking rules ambiguity, consistent wording etc. I didn't play 4th edition but by looking at 3rd and 4th edition Codices, things were way worse back then. Seriously, rules-wise 7th edition is a LOT tighter than two or three previous editions.
Granted, there are things which annoy me (formation/detachment system which has got out of hand, random psychic powers and warlord traits, too many roll-offs to start a game etc) but would I go back to 5th edition? No way. Sure, some things were better back then (vehicle damage, most notably) but overall, no.
people could just understand these two types of gamers then all this VS crap could come to an end... Warmachine is the better GAME.. 40k is probably the better experince.. Our local gaming club is like a Mental DOJO, people scream, argue and are mean to one another.. That is just HOW WE ROLL... We love it.. we come back week after week for more.. Now we have had some 40k players come by over the years(who are the experince types) and they run for the Door quicker then the flash as soon as the CHaos breaks out.. The record is at 5m on a dude who more or less turned in the door and ran out after he saw what was going down and I explained "FEAR does not Exist in the DOJO" and "MERCY is for the WEAK" hahah, he had traveld 45m to get there and ran out in 5m "IT WAS FUN as hell", and we still have good laugh about it haha.. But he knew that this was not for him, because in front of him was just the type of players he rememberd hating to "play" in 40k.
That's horrific?? Someone spent 45mins to come over to play some games and was driven away from the club in five mins - do you flag up the sort of environment you enjoy playing in on your club website - was the guy invited or just turned up...........
As some one who also does a bit of martial arts - "mercy is for the weak" is not something that's normally promoted in them to my knowledge? - at least not these days - it might have been in the days of Imperial Japan and that helped lead to the whole "inferior races" and atrocities?
What I'm getting from this thread is that many WMH players are disillusioned 40k players who care a lot about balanced rules, multi-layered tactics and a game that requires a significant amount of almost chess-like concentration each time you roll a dice or move a little man a few inches this way or that. People like MWhistorian seem to be the exception. I can certainly understand that mentality (I'm guessing it's a similar mindset to people who play DOTA and games like it), but I can't identify with it in the least. I'm that elusive "beer and pretzels" type of gamer that so many people deride GW for catering to. I don't necessarily need balance, I'm not in it for carefully considering every single move I make on the table, I just want to immerse myself in what I consider to be an amazing universe, using beautiful models that I've painstakingly put together, converted and painted, in the company of people I enjoy hanging out with
Now this I understand and agree with - we just (on the whole) find that we can have a game where both sides would like to win but in general not at the expense of fun. We had a recent 6th rules 40k small League which was relatively relaxed - I won one game out of 6 with my Sisters but beat both the 2nd place and nearly beat the eventual winner so was more than happy. We played games and yes 40k rules have issues but we tended to just say - "happy with this? - yeah that seems fair.."
I don't get the "pre-measuring" removes tactics as again lets look at board games with squares or similar -
tactics is not I feel about guessing the specific distance on a table - especially not when other elements that should be hard to determine in real life are not represented. The actual variable range of weapons, trajectory (firing guns uphill and not firing "high"is apparently harder than downhill) of the firer or even the uncertainly of battle - who or what is actually over the other side of the hill (just read an interesting article in a war gamming mag about hills)
Going back to WMH and premeasuring - there still seems to be two camps of this; Compare and contrast:
Not allowed. You can measure the control area of your caster in your turn at any time. That's it.
Being able to utilize the ability to measure your control area is an important skill in warmachine. It seems to me that you're thinking of it as an exploit, which it is not. It is completely intended to be able to use these measurements to attempt to judge distance between models.
Backfire wrote: Seriously, rules-wise 7th edition is a LOT tighter than two or three previous editions..
After 7 fething editions, the last four of which are just revisions of third, there should be absolutely no rules issues anymore. The YMDC subforum should, at most, have a couple of posts per day at this point. But that's not the case.
Our local gaming club is like a Mental DOJO, people scream, argue and are mean to one another.. That is just HOW WE ROLL... We love it.. we come back week after week for more.. Now we have had some 40k players come by over the years(who are the experince types) and they run for the Door quicker then the flash as soon as the CHaos breaks out.. The record is at 5m on a dude who more or less turned in the door and ran out after he saw what was going down and I explained "FEAR does not Exist in the DOJO" and "MERCY is for the WEAK" hahah, he had traveld 45m to get there and ran out in 5m "IT WAS FUN as hell", and we still have good laugh about it haha..
I'm out. You sound like the sort of morons that give wargamers a bad name.
Backfire wrote: I have to say I remain puzzled about the people who complain how 40k rules 'keeps getting worse and worse', implying players who were around at 5th edition and quit thereafter. Objectively, 40k 7th edition is much better than 6th or 5th edition when it comes to lacking rules ambiguity, consistent wording etc. I didn't play 4th edition but by looking at 3rd and 4th edition Codices, things were way worse back then. Seriously, rules-wise 7th edition is a LOT tighter than two or three previous editions.
Granted, there are things which annoy me (formation/detachment system which has got out of hand, random psychic powers and warlord traits, too many roll-offs to start a game etc) but would I go back to 5th edition? No way. Sure, some things were better back then (vehicle damage, most notably) but overall, no.
People didn't quit because the rules became more or less tight or ambiguous than in previous editions, people quit because whatever tactical depth existed in the game was replaced with random everything and because whatever semblance of structure existed in 5th and previous editions were replaced with the abominations that are the formation/detachment/allies system and ultimately the inclusion of Apocalypse style units in "normal" 40k. That is why people quit when 6th / 7th edition were released.
Besides, whatever rules ambiguities existed in 5th edition were more than adequately resolved by the InatFAQ.
People didn't quit because the rules became more or less tight or ambiguous than in previous editions, people quit because whatever tactical depth existed in the game was replaced with random everything and because whatever semblance of structure existed in 5th and previous editions were replaced with the abominations that are the formation/detachment/allies system and ultimately the inclusion of Apocalypse style units in "normal" 40k.
Ally system is as old as 40k, it was out of the game for what, 7 months at the tail end of 5th edition? It was not a 'new' addition.
And if anything, 6th and 7th edition are much LESS random than 5th edition which had extremely random, uncontrollable elements: reserves, night fighting, missions which depended totally on end-of-game rolls, vehicle damage...
Well, you know, that and 6th/7th hardly made a meaningful improvement in the vague/poor wording department, especially given the cost and the number of years GW has had to figure it out.
Automatically Appended Next Post:
Backfire wrote: And if anything, 6th and 7th edition are much LESS random than 5th edition which had extremely random, uncontrollable elements: reserves, night fighting, missions which depended totally on end-of-game rolls, vehicle damage...
Blacksails wrote: Well, you know, that and 6th/7th hardly made a meaningful improvement in the vague/poor wording department, especially given the cost and the number of years GW has had to figure it out.
But that was not the point, wasn't it? Objectively, the wording and rules consistency is much better in the 7th than in the 5th, despite everything.
And yes, 6th/7th are much LESS random than 5th. People think otherwise, because they only look at random elements ADDED to the game - most of which are pretty inconsequential (which admittably could be argued as a reason why they should not have been added in the first place) - and ignore elements which were removed - which were much more signifant when it came to deciding the winner.
Our local gaming club is like a Mental DOJO, people scream, argue and are mean to one another.. That is just HOW WE ROLL... We love it.. we come back week after week for more.. Now we have had some 40k players come by over the years(who are the experince types) and they run for the Door quicker then the flash as soon as the CHaos breaks out.. The record is at 5m on a dude who more or less turned in the door and ran out after he saw what was going down and I explained "FEAR does not Exist in the DOJO" and "MERCY is for the WEAK" hahah, he had traveld 45m to get there and ran out in 5m "IT WAS FUN as hell", and we still have good laugh about it haha..
I'm out. You sound like the sort of morons that give wargamers a bad name.
Actually they sound like a bunch of pre-teens.
I've been playing WMH ever since the game was released in 2003 and I would also have turned back and walked out of that place as fast as I could. It has nothing to do with what game you play, but with people's attitudes towards their fellow gamers, especially people that are new to a particular gaming group.
Explain to me all the random elements like warlord traits, psychic powers, maelstrom, charge distances, and so on, somehow make the game less random than 5th, which had none of these things?
I also disagree the wording improved by any reasonable margin. Given the cost and number of editions, I would expect there to be virtually zero problems.
Our local gaming club is like a Mental DOJO, people scream, argue and are mean to one another.. That is just HOW WE ROLL... We love it.. we come back week after week for more.. Now we have had some 40k players come by over the years(who are the experince types) and they run for the Door quicker then the flash as soon as the CHaos breaks out.. The record is at 5m on a dude who more or less turned in the door and ran out after he saw what was going down and I explained "FEAR does not Exist in the DOJO" and "MERCY is for the WEAK" hahah, he had traveld 45m to get there and ran out in 5m "IT WAS FUN as hell", and we still have good laugh about it haha..
I'm out. You sound like the sort of morons that give wargamers a bad name.
Yep...
Here's what I'll say:
There's playing a game tough, within the rules. You can net-list, or bring the most uber "power gamer" list in existence, regardless of game, and still not be a douche.... Sounds to me like the people in this club would bring the hardest list imaginable to a demo game for a 5 year old.
Bringing the toughest list possible doesn't make you "TFG", being "TFG" makes you that, and it sounds very, very much like there's a ton of that gak going on over wherever that is. In all the games, across all the systems that I've played, between my opponent and I, the only "screaming" that happens is when the 1s show up on the dice when they aren't wanted, or some ridiculous thing happened that should never have (such as grots holding their ground against an onslaught of fire from Legion of the Damned troops, only to, a turn later, wipe out said LotD in CC)
It seems that, regardless of how good or bad rules are, there are people here who have forgotten the root word here: game. And games are meant to be fun. If people derive their fun from demoralizing, putting down or other forms of harrassment (as this is what it'd be in just about any other situation, or worse)... perhaps you need some help.
Our local gaming club is like a Mental DOJO, people scream, argue and are mean to one another.. That is just HOW WE ROLL... We love it.. we come back week after week for more.. Now we have had some 40k players come by over the years(who are the experince types) and they run for the Door quicker then the flash as soon as the CHaos breaks out.. The record is at 5m on a dude who more or less turned in the door and ran out after he saw what was going down and I explained "FEAR does not Exist in the DOJO" and "MERCY is for the WEAK" hahah, he had traveld 45m to get there and ran out in 5m "IT WAS FUN as hell", and we still have good laugh about it haha..
I'm out. You sound like the sort of morons that give wargamers a bad name.
My thoughts exactly. I couldn't imagine being around anyone like that and having a good time. I don't particularly enjoy yelling at people or being yelled at. Your LGS should not be Fight Club.
People didn't quit because the rules became more or less tight or ambiguous than in previous editions, people quit because whatever tactical depth existed in the game was replaced with random everything and because whatever semblance of structure existed in 5th and previous editions were replaced with the abominations that are the formation/detachment/allies system and ultimately the inclusion of Apocalypse style units in "normal" 40k.
Ally system is as old as 40k, it was out of the game for what, 7 months at the tail end of 5th edition? It was not a 'new' addition.
Hmmm... What? I've played 40k from 3rd edition up to 6th and I honestly didn't see any ally tables in the rulebook before 6th edition.
And if anything, 6th and 7th edition are much LESS random than 5th edition which had extremely random, uncontrollable elements: reserves, night fighting, missions which depended totally on end-of-game rolls, vehicle damage...
So for you, mission rules are the same as core rules? Random charge distances somehow have the same weight in gameplay as something like night fighting?
And maelstrom cards that have you randomly choosing objectives each turn that may not even be possible to accomplish and that give an also random amount of victory points are somehow less random than a roll that decided when the game would end?
I would say the following 6th Ed was way more random than 5E, and 7th has cut down on some of the randomness, with the exception of Malestrom missions if you use them. The issue I have with the game is the release schedule, and lack of meaningful army building restrictions, that lead to tons of super broken combos that lead to games that are simply put not very enjoyable.
As to the main topic, people should play what they like, both systems have their flaws, at the moment my choice is niether as other games seem to be more enjoyable than either.
Blacksails wrote: Explain to me all the random elements like warlord traits, psychic powers, maelstrom, charge distances, and so on, somehow make the game less random than 5th, which had none of these things?
Because 6th edition removed much randomness which existed in the 5th, much of which was way more signifant than warlord traits, which lets face it, are largely irrelevant even for the Special characters which have them fixed. Examples:
-Vehicle damage - in 5th edition there was very little cumulative vehicle damage. Fate of the vehicle being shot was entirely on the mercy on Damage Table, where it was destroyed on 5+, whilst some results, depending on situation, did essentially nothing at all. Getting a Weapon destroyed on a Battlewagon which was going to flood you in angry Meganobz was useless. If you had poor luck, you could keep shooting at a vehicle entire game, yet it wouldn't die. This was often hugely frustrating.
-Night fighting: this always came on 1 of 3 scenarios and you could do nothing about it. In-game, it was extremely limiting for a shooting army, as your shooting range was rolled 2d6*3. Oh boy if you rolled '3' for your Devastator squad which was taking a shot on that transport. Now, personally I think this system was much better than current one where Night fighting is essentially inconsequental, but one cannot deny it was extremely random, often game-deciding.
-reserves: you had to roll up to Turn 4 whether your reserves came in. This could lead to devastating situations, especially if opponent had abilities which affected your reserve rolls. Nowadays, it's to Turn 3 and rolls are easier, meaning games are almost never decided on poor reserve rolls, which was common in 5th.
-scenarios: One of three rulebook scenarios (Capture & Control IIRC) had just one objective for each player. This led to pretty silly "I control-Now I contest" tug-of-war, where victory rested whether the game ended on a turn one player happened to be contesting an objective with a shot-up Razorback or lone Gun Drone. This can still happen of course, but with more varied missions and secondary objectives, it's more rare.
-random charge distances - people seem to forget that they existed in 5th too, after all most of the time you were charging through terrain. Or at least that's how it was in my games.
Sure enough, 6th and 7th have random stuff, too much IMO especially as I said, most of it is largely irrelevant and just slows down setting up & playing the game. However when it comes to random dice rolls deciding the winner, it is undeniable that 5th was more random than subsesquent editions.
Hmmm... What? I've played 40k from 3rd edition up to 6th and I honestly didn't see any ally tables in the rulebook before 6th edition.
Allying was limited to Imperial allies in the Codices, and gradually removed during the 5th edition. There were also at least one army which could ally with anyone - Kroot Mercenaries. I think the removal was because it was already planned that universal ally rules would be brought back in 6th. Didn't 2nd edition have universal ally rules too, or am I thinking of Rogue Trader? 6th edition Ally table was really bad, though, way too lenient with alliances.
Blacksails wrote: Explain to me all the random elements like warlord traits, psychic powers, maelstrom, charge distances, and so on, somehow make the game less random than 5th, which had none of these things?
I also disagree the wording improved by any reasonable margin. Given the cost and number of editions, I would expect there to be virtually zero problems.
-Warlord traits are mostly inconsequential or conductive to what the warlord already does. Thus it is either irrelevant or more of the same, they do not significantly complement what the lord does.
-Psychic powers are less random and more useful, Before you picked 1 or 2 from 6, now you pick 1 among 4 or more and get additional powers by rolling them. Just like fantasy you are supposed to plan with the primaris not your rolls. so at the very least this mostly remained the same.
-Maelstrom missions are an excellent addition, the mechanic is there to counter power creep, the problem is not the mechanic is what is written in the cards, which is balance and that has always been an issue with 40k -Random charge distance is only actually random if you try hail marys, otherwise the average is pretty easy to calculate and mitigate buy actually standing closer. This i much less random than eye ganging distances, that is why statistics is a science and carpentry a trade. And as they mentioned before, in 5th at least half the charges in the game were random already.
On the note of random, that's part of what I hate about 7th edition from reading the book (disclaimer: Never played a game of it). Random warlord traits, random psychic powers, random objectives, too much random.
Let me create my commander as I want him to be, not how the dice tell me I can do it. Creating my own characters was always one of the best parts about 40k that I fondly remember, so let me build what I want. Psychic powers I kind of get and that's how they were in 2nd edition, but I didn't like random then and don't like random now.
Night Fighting was in every mission, and it was random if/when it occured so you could not plan for it. and it granting armies huge cover saves, or impossible to hit beyond ranges was huge, more so than it was in 5e where it was for the first turn in a deployment where most of your opponents army was off the table.
For missions 6E added Relic to Capture and control for highly random missions, throw in scouring with the random objective values and it was way more random than 5e missions.
Random distances did exist in 5e but were less common, not every charge was into terrain. Furthermore overwatch adds randomness to charging, oh I'll charge, my guy died...well that sucks.
Random Psychic powers (in 6E often with random effects, and deny the witch was highly random)
Random Warlord traits
Grounding checks on FMCs (you want game deciding randomness)
Throw in codex stuff like the warpstorm table, or chaos boons, or Serpent shields, and randomness became a huge thing in 6e.
I've seen games decided by random events that were out of the hands of players far more in 6E than I did in 5E, where the only big random thing was vehicle damage.
7th improved on 6E randomness with toned down codices, and tighting up some rules, but casting psychic powers in now way more random.
Seriously, Maelstrom an excellent addition? Maybe in theory, but what was published is a joke. You randomly roll how many VPs you get. You want to talk important random rolls, that right there takes the cake.
Random charge distance everywhere always is actually important. Sure, given enough games and enough charges, it'll all average out, but when you need to make a safe 4" charge and roll snake eyes, you might have lost the game.
Warlord traits can make a difference. The difference between getting fear and granting move through cover is not to be overlooked.
Psychic powers being random is the same thing, only more important. Rolling the two best powers versus the two worst powers can have a big impact on the game. The random mechanic is a very poor and lazy substitute for actual balance.
Vehicle damage was mitigated by HPs, but the chart still remains as a random mechanic that can instagib you. Same goes for reserves; still random, just mitigated some.
On top of all that, we have random charts for things like perils, random D3 this and D6 that, and the random mess that is Maelstrom.
Safely, at best, I can see someone arguing randomness has remained the same. I feel the total amount of control a player has now is less than it once was through all the tables and random D3s and D6s.
WayneTheGame wrote: On the note of random, that's part of what I hate about 7th edition from reading the book (disclaimer: Never played a game of it). Random warlord traits, random psychic powers, random objectives, too much random.
Let me create my commander as I want him to be, not how the dice tell me I can do it. Creating my own characters was always one of the best parts about 40k that I fondly remember, so let me build what I want. Psychic powers I kind of get and that's how they were in 2nd edition, but I didn't like random then and don't like random now.
Psi powers are not random, you are not supposed to plan getting the 6 on table X, you are supposed to plan ahead with the primaris if you are low lvl and you are likely to get what you need if you are lvl 4 and want to roll on the table.
The only truly game breaking random thing in 40k right now, imo, is the D-weapon table. All the other random stuff is fine to me, Invisibility aside. You don't have to play Maelstorm.
Psi powers are not random, you are not supposed to plan getting the 6 on table X, you are supposed to plan ahead with the primaris if you are low lvl and you are likely to get what you need if you are lvl 4 and want to roll on the table.
I don't know how randomly rolling to see if you get one of the 6 powers is anything but random.
Psi powers are not random, you are not supposed to plan getting the 6 on table X, you are supposed to plan ahead with the primaris if you are low lvl and you are likely to get what you need if you are lvl 4 and want to roll on the table.
I don't know how randomly rolling to see if you get one of the 6 powers is anything but random.
Because there is one you always know that you can get. The issue is if there is another one which is truly game-deciding, but the only one that strikes me as such is Invisibility and maybe Iron Arm.
Mymearan wrote: The only truly game breaking random thing in 40k right now, imo, is the D-weapon table. All the other random stuff is fine to me, Invisibility aside. You don't have to play Maelstorm.
No one is claiming that any of it is game breaking we are just talking about the reasons that have led people to quit the game when 6th edition was released.
Mymearan wrote: The only truly game breaking random thing in 40k right now, imo, is the D-weapon table. All the other random stuff is fine to me, Invisibility aside. You don't have to play Maelstorm.
You mean other than the thunder blitz table, and the stomp damage table?
Oh and the warpstorm table, where you can potentially remove important pieces of your or your opponents army completely at random, same with the boon table in CSM nothing like killing a sargent and losing your warlord.....
or in 6th e rolling invisibility, rolling the 4++ invunerable power on your screamer star, rolling fortune for eldar.... (though I guess some of this removed randomness in game once you had a 2++ re-rollable)
Or like I said scouring....
But like I said for me the lack of meaningful army construction restrictions makes the game less enjoyable, as does the inclusion of superheavies.
Blacksails wrote: Seriously, Maelstrom an excellent addition? Maybe in theory, but what was published is a joke. You randomly roll how many VPs you get. You want to talk important random rolls, that right there takes the cake.
The problem there again is what is written on the cards, which is balance, not the mechanic and that has always been an issue with 40k.
Random charge distance everywhere always is actually important. Sure, given enough games and enough charges, it'll all average out, but when you need to make a safe 4" charge and roll snake eyes, you might have lost the game.
No it isnt, because in 5th most charges where into terrain, which made them random already. Then you dont make a 4" charge, you plan for a 2" charge or a 3", yes you might get snake eyes or you might miss all attacks, its a dice game, you are overstating its importance and you gamble your game on a successful 2d6 roll you are likelly to get screwed no matter what that roll is for.
Warlord traits can make a difference. The difference between getting fear and granting move through cover is not to be overlooked.
That does not make a difference because this are conductive abilities, if your Warlord is S10 A15 AP2, Having fear or not is not relevant the character is a close combat monster and fear is only icing on the cake. On the other hand if your character is S3 A2 Ap- like a guardsman, then it having fear is also irrelevant because it sucks in close combat regardless of it. The problem with WLT is if your lord is S10 A15 AP2, and through traits it gains a gun that is 7 shots strength 5 ap2. Because that COMPLEMENTS the role he was built for. But that is not the case as far as i am aware of.
Psychic powers being random is the same thing, only more important. Rolling the two best powers versus the two worst powers can have a big impact on the game. The random mechanic is a very poor and lazy substitute for actual balance.
No, that is the WRONG way of using psi powers like any one who has played fantasy can tell. Every one can shut 1 power a turn if you bring some decent defense. What you can not do is just everything down. The primaris powers you have access to are you actual psi power list, and you can pick them just as you did in 5th. You can also roll instead but you are less likely to get something important and more likely your opponent will focus on just shutting that one power down every turn.
Vehicle damage was mitigated by HPs, but the chart still remains as a random mechanic that can instagib you. Same goes for reserves; still random, just mitigated some.
In 5th your vehicle blowing up, depended exclusively on the roll of a dice, your land rider could blow up from the first melta shot it got or take 9999999 shots all game long. That is MORE random. Now the vehicle is half as likely to blow up from a single shot than before (exept against dedicated tank busting weapons) and more likely to be worn out. That is less random not more. The fact that comparatively a rinho is less resilient now that before does not mean the system is more random.
xxvaderxx wrote: The problem there again is what is written on the cards, which is balance, not the mechanic and that has always been an issue with 40k.
No, its both. The mechanic is poor and random. The concept behind assymetrical missions is a good one, but every aspect of its implementation was poorly done.
No it isnt, because in 5th most charges where into terrain, which made them random already. Then you dont make a 4" charge, you plan for a 2" charge or a 3", yes you might get snake eyes or you might miss all attacks, its a dice game, you are overstating its importance and you gamble your game on a successful 2d6 roll you are likelly to get screwed no matter what that roll is for.
Most of my charges weren't into terrain, so let's go ahead and say some charges were into terrain. Having a random dice roll not only slows the game down, but potentially punishes a player for rolling poorly on what would otherwise be a totally safe charge. The importance is as important it happens to be in the game being played. If the game comes down to a last turn charge onto an objective, I'd say its pretty important.
That does not make a difference because this are conductive abilities, if your Warlord is S10 A15 AP2, Having fear or not is not relevant the character is a close combat monster and fear is only icing on the cake. On the other hand if your character is S3 A2 Ap- like a guardsman, then it having fear is also irrelevant because it sucks in close combat regardless of it. The problem with WLT is if your lord is S10 A15 AP2, and through traits it gains a gun that is 7 shots strength 5 ap2. Because that COMPLEMENTS the role he was built for. But that is not the case as far as i am aware of.
But having a force multiplier trait is far more useful on my Guard commander then having something near useless in any situation. Same goes for my opponent. If I roll well and get a good trait for my army and terrain set up while my opponent rolls something awful like Fear, I'm already at the advantage because of a random dice roll. Its a lazy way to avoid having balanced options and giving choice to the player. Its straight up bad design any way you cut it.
No, that is the WRONG way of using psi powers like any one who has played fantasy can tell. Every one can shut 1 power a turn if you bring some decent defense. What you can not do is just everything down. The primaris powers you have access to are you actual psi power list, and you can pick them just as you did in 5th. You can also roll instead but you are less likely to get something important and more likely your opponent will focus on just shutting that one power down every turn.
So if I want a power that's not the primaris, I'm wrong? Point is, its a random mechanic that can reward or punish players when the better option is to balance the powers and let players pick which ones fit their force the best. Random for the sake of balance is awful.
In 5th your vehicle blowing up, depended exclusively on the roll of a dice, your land rider could blow up from the first melta shot it got or take 9999999 shots all game long. That is MORE random. Now the vehicle is half as likely to blow up from a single shot than before (exept against dedicated tank busting weapons) and more likely to be worn out. That is less random not more. The fact that comparatively a rinho is less resilient now that before does not mean the system is more random.
Sure, 5th ed's vehicles were more random. I already admitted that was mitigated. Its still a random mechanic that could use some reworking. Then again, the whole vehicle/MC thing leaves me scratching my head.
zlayer77 wrote: Our local gaming club is like a Mental DOJO, people scream, argue and are mean to one another.. That is just HOW WE ROLL... We love it.. we come back week after week for more.. Now we have had some 40k players come by over the years(who are the experince types) and they run for the Door quicker then the flash as soon as the CHaos breaks out.. The record is at 5m on a dude who more or less turned in the door and ran out after he saw what was going down and I explained "FEAR does not Exist in the DOJO" and "MERCY is for the WEAK" hahah, he had traveld 45m to get there and ran out in 5m "IT WAS FUN as hell", and we still have good laugh about it haha..
zlayer77 wrote: Many carebare 40k do not really care about winning or losing, they get the kicks from other things, like COOL LORE(because i will admit right here and now that I think 40k has the superior lore).
Out of all the ignorant things you said, this has to take the cake, and not only for you labeling 40k players as carebears. It seems for someone who supposedly started WM/H back in 2010 and who is, according to your own words someone who is competitive and likes competitive play, you seem completely oblivious to things regarding competitive WM/H. In here for example you say:
zlayer77 wrote: or I will get super frustrated having to face some broken stuff that I cant counter with my own skill..
Which implies you are not at all aware of the fact it´s an every day thing to be crushed in a WM/H tournament by just what the opponent brought, and not be able to counter it with skill, as many of the most competitive army builds are absolute rock-paper-scissors. No amount of skill will save certain builds from a Haley2 netdeck tournament list for example, and another matchup can´t even touch a High Reclaimer anti-dakka army. This leads me to believe you don´t have a lot of actual experience from a competitive WM/H enviroment aside from your local group. Personally I started 2007.
In competitive WM/H you will lose to just what the opponent brought to the table more than in Warhammer 40,000 in reality. Team tournaments counter this a bit, solo ones hardly.
People didn't quit because the rules became more or less tight or ambiguous than in previous editions, people quit because whatever tactical depth existed in the game was replaced with random everything and because whatever semblance of structure existed in 5th and previous editions were replaced with the abominations that are the formation/detachment/allies system and ultimately the inclusion of Apocalypse style units in "normal" 40k.
Ally system is as old as 40k, it was out of the game for what, 7 months at the tail end of 5th edition? It was not a 'new' addition.
Hmmm... What? I've played 40k from 3rd edition up to 6th and I honestly didn't see any ally tables in the rulebook before 6th edition
3rd edition had the original Grey Knights and Harlequins (required opponent to be playing chaos or have daemons (can't remember which, think it was just Chaos).
Legion of the Damned and Deathwatch were also added at one point, as well as a codex just to add assassins.
Then late 3rd added the Kroot Merc army, as well as Daemonhunters & Witchhunters (which both lasted into 5th when they were updated). All 3 of those armies had rules to get allied into other codices.
So while there wasn't a ally matrix in the rulebook, allies (and the predecessor of data sheets) certainly did exist.
The ally rules for all those armies were far more restrictive than what we have now, and generally far less abusable. They also did not wholesale allow any army to take any ally, and force multiplers were much less of a thing.
Which implies you are not at all aware of the fact it´s an every day thing to be crushed in a WM/H tournament by just what the opponent brought, and not be able to counter it with skill, as many of the most competitive army builds are absolute rock-paper-scissors. No amount of skill will save certain builds from a Haley2 netdeck tournament list for example, and another matchup can´t even touch a High Reclaimer anti-dakka army. This leads me to believe you don´t have a lot of actual experience from a competitive WM/H enviroment aside from your local group. Personally I started 2007.
In competitive WM/H you will lose to just what the opponent brought to the table more than in Warhammer 40,000 in reality. Team tournaments counter this a bit, solo ones hardly.
Yeah, no... You've probably never actually played a game of WMH in your life if we take into account the things that you say.
Which implies you are not at all aware of the fact it´s an every day thing to be crushed in a WM/H tournament by just what the opponent brought, and not be able to counter it with skill, as many of the most competitive army builds are absolute rock-paper-scissors. No amount of skill will save certain builds from a Haley2 netdeck tournament list for example, and another matchup can´t even touch a High Reclaimer anti-dakka army. This leads me to believe you don´t have a lot of actual experience from a competitive WM/H enviroment aside from your local group. Personally I started 2007.
In competitive WM/H you will lose to just what the opponent brought to the table more than in Warhammer 40,000 in reality. Team tournaments counter this a bit, solo ones hardly.
Yeah, no... You've probably never actually played a game of WMH in your life if we take into account the things that you say.
Granted I've only been playing for six months, but RunifFin's experiences do not mirror my own. There are bad match ups, but nothing to the auto win/lose in 40k.
3rd edition had the original Grey Knights and Harlequins (required opponent to be playing chaos or have daemons (can't remember which, think it was just Chaos).
Legion of the Damned and Deathwatch were also added at one point, as well as a codex just to add assassins.
Then late 3rd added the Kroot Merc army, as well as Daemonhunters & Witchhunters (which both lasted into 5th when they were updated). All 3 of those armies had rules to get allied into other codices.
So while there wasn't a ally matrix in the rulebook, allies (and the predecessor of data sheets) certainly did exist.
All of those were codex based and extremely restrictive in what types of units you got to use as allies. You can't really compare it with 6th and 7th editions allies matrix.
Which implies you are not at all aware of the fact it´s an every day thing to be crushed in a WM/H tournament by just what the opponent brought, and not be able to counter it with skill, as many of the most competitive army builds are absolute rock-paper-scissors. No amount of skill will save certain builds from a Haley2 netdeck tournament list for example, and another matchup can´t even touch a High Reclaimer anti-dakka army. This leads me to believe you don´t have a lot of actual experience from a competitive WM/H enviroment aside from your local group. Personally I started 2007.
In competitive WM/H you will lose to just what the opponent brought to the table more than in Warhammer 40,000 in reality. Team tournaments counter this a bit, solo ones hardly.
Yeah, no... You've probably never actually played a game of WMH in your life if we take into account the things that you say.
Granted I've only been playing for six months, but RunifFin's experiences do not mirror my own. There are bad match ups, but nothing to the auto win/lose in 40k.
You stated you don´t play competitively, and that you are "not a tournament guy" - I was talking about competitive tournament level WM/H to a user that spoke about competitive play, so I don´t know what your purpose with this even is.
Which implies you are not at all aware of the fact it´s an every day thing to be crushed in a WM/H tournament by just what the opponent brought, and not be able to counter it with skill, as many of the most competitive army builds are absolute rock-paper-scissors. No amount of skill will save certain builds from a Haley2 netdeck tournament list for example, and another matchup can´t even touch a High Reclaimer anti-dakka army. This leads me to believe you don´t have a lot of actual experience from a competitive WM/H enviroment aside from your local group. Personally I started 2007.
In competitive WM/H you will lose to just what the opponent brought to the table more than in Warhammer 40,000 in reality. Team tournaments counter this a bit, solo ones hardly.
Yeah, no... You've probably never actually played a game of WMH in your life if we take into account the things that you say.
The Division Of Joy wrote: Our local gaming club is like a Mental DOJO, people scream, argue and are mean to one another.. That is just HOW WE ROLL... We love it.. we come back week after week for more.. Now we have had some 40k players come by over the years(who are the experince types) and they run for the Door quicker then the flash as soon as the CHaos breaks out.. The record is at 5m on a dude who more or less turned in the door and ran out after he saw what was going down and I explained "FEAR does not Exist in the DOJO" and "MERCY is for the WEAK" hahah, he had traveld 45m to get there and ran out in 5m "IT WAS FUN as hell", and we still have good laugh about it haha..
Well, Runic, we don't agree on some things, but here I can't agree harder.
Another lesson I learned from this thread: An immature person (or group of people) is immature to matter what game they play.
Being exclusionary for the sake of chest-beating and talking about how badass you are is a sad state to be in, no matter what the activity. Human beings should strive to be better than that.
slowthar wrote: Another lesson I learned from this thread: An immature person (or group of people) is immature to matter what game they play.
Being exclusionary for the sake of chest-beating and talking about how badass you are is a sad state to be in, no matter what the activity. Human beings should strive to be better than that.
A great group can make a bad game fun.
A bad group can make a great game unfun.
The Division Of Joy wrote: Our local gaming club is like a Mental DOJO, people scream, argue and are mean to one another.. That is just HOW WE ROLL... We love it.. we come back week after week for more.. Now we have had some 40k players come by over the years(who are the experince types) and they run for the Door quicker then the flash as soon as the CHaos breaks out.. The record is at 5m on a dude who more or less turned in the door and ran out after he saw what was going down and I explained "FEAR does not Exist in the DOJO" and "MERCY is for the WEAK" hahah, he had traveld 45m to get there and ran out in 5m "IT WAS FUN as hell", and we still have good laugh about it haha..
Well, Runic, we don't agree on some things, but here I can't agree harder.
The Division Of Joy wrote: Our local gaming club is like a Mental DOJO, people scream, argue and are mean to one another.. That is just HOW WE ROLL... We love it.. we come back week after week for more.. Now we have had some 40k players come by over the years(who are the experince types) and they run for the Door quicker then the flash as soon as the CHaos breaks out.. The record is at 5m on a dude who more or less turned in the door and ran out after he saw what was going down and I explained "FEAR does not Exist in the DOJO" and "MERCY is for the WEAK" hahah, he had traveld 45m to get there and ran out in 5m "IT WAS FUN as hell", and we still have good laugh about it haha..
Well, Runic, we don't agree on some things, but here I can't agree harder.
That's horrific?? Someone spent 45mins to come over to play some games and was driven away from the club in five mins - do you flag up the sort of environment you enjoy playing in on your club website - was the guy invited or just turned up...........
As some one who also does a bit of martial arts - "mercy is for the weak" is not something that's normally promoted in them to my knowledge? - at least not these days - it might have been in the days of Imperial Japan and that helped lead to the whole "inferior races" and atrocities?
Psi powers are not random, you are not supposed to plan getting the 6 on table X, you are supposed to plan ahead with the primaris if you are low lvl and you are likely to get what you need if you are lvl 4 and want to roll on the table.
I don't know how randomly rolling to see if you get one of the 6 powers is anything but random.
Because there is one you always know that you can get. The issue is if there is another one which is truly game-deciding, but the only one that strikes me as such is Invisibility and maybe Iron Arm.
What if you choose the primaris first, then roll on the same chart?
I was lucky. I didn't enjoy the WAAC attitude at my local club so I stopped going and have found a much more friendly place with a better group of lads and lasses.
The Division Of Joy wrote: I was lucky. I didn't enjoy the WAAC attitude at my local club so I stopped going and have found a much more friendly place with a better group of lads and lasses.
Not to derail too much, but out of curiosity where do ya go now?
Mymearan wrote: The only truly game breaking random thing in 40k right now, imo, is the D-weapon table. All the other random stuff is fine to me, Invisibility aside. You don't have to play Maelstorm.
You mean other than the thunder blitz table, and the stomp damage table?
Oh and the warpstorm table, where you can potentially remove important pieces of your or your opponents army completely at random, same with the boon table in CSM nothing like killing a sargent and losing your warlord.....
But don't you remember what we had before the Warp Storm table? Entire army coming out of reserves at random, arriving at random places...
Warp Storm table is stupid, but it sure is improvement over how Daemons used to play before.
Mymearan wrote: The only truly game breaking random thing in 40k right now, imo, is the D-weapon table. All the other random stuff is fine to me, Invisibility aside. You don't have to play Maelstorm.
You mean other than the thunder blitz table, and the stomp damage table?
Oh and the warpstorm table, where you can potentially remove important pieces of your or your opponents army completely at random, same with the boon table in CSM nothing like killing a sargent and losing your warlord.....
But don't you remember what we had before the Warp Storm table? Entire army coming out of reserves at random, arriving at random places...
Warp Storm table is stupid, but it sure is improvement over how Daemons used to play before.
Which was no different from a drop pod SM army. It was not "all in reserve" (half your army came on in turn 1, just like DPSMs) and could be mitigated with Icons.
You're seriously suggesting that the replacement to random wargear for Daemons (to accompany all the other randomness of warlord traits etc.) is better than what came before?
I don't know what you mean! I always enjoy half of the tactical decisions in my daemon lists being settled on a dice roll!
I mean, who wouldn't want to be uncertain whether their 250 point GD was going to be their opponent's worst nightmare or soft as butter until minutes before the game?
Oh, and making your opponent wait while you make multiple rolls before getting going is just the bestest!
But don't you remember what we had before the Warp Storm table? Entire army coming out of reserves at random, arriving at random places... Warp Storm table is stupid, but it sure is improvement over how Daemons used to play before.
Which was no different from a drop pod SM army. It was not "all in reserve" (half your army came on in turn 1, just like DPSMs) and could be mitigated with Icons.
You're seriously suggesting that the replacement to random wargear for Daemons (to accompany all the other randomness of warlord traits etc.) is better than what came before?
Ummm...Drop pods are nearly immune to Mishap (which was also more dangerous in 5th), also with SM Drop Pod army, you are assured to get your 'preferred wave', whilst with Daemons you had to roll for it. Lets not even mention what Deep Strike-effecting abilities (like Warp Quake) did to Daemons...
I hated playing against old Chaos Daemons. You had just no control what was going to happen - either Daemon player rolled well & crushed you completely with his very effective units which teleported right next to you, or he rolled poorly and you had easy time shooting the dispersed Daemons like fish in a barrel (if you even had to shoot, sometimes half of the Daemons killed themselves upon arrival). It was mind-numbingly boring. I do hate Warp Storm table too because of all the annoying bookkeeping it produces, but at least Daemons now feel like an actual army where you have to deploy and maneuver etc.
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slowthar wrote: Another lesson I learned from this thread: An immature person (or group of people) is immature to matter what game they play.
Being exclusionary for the sake of chest-beating and talking about how badass you are is a sad state to be in, no matter what the activity. Human beings should strive to be better than that.
Well actually I almost get where that guy is coming from. If one likes a competive, 'tough' environment where everything is fair game, who am I to say that is wrong way to enjoy the hobby? I say all wargaming is good wargaming. Now, obviously, it shouldn't happen at the expense of mocking and shutting out other gamers who are not into that style of environment.
I haven't played WM/H, but I was into MtG big time in the '90s, but I jumped out as I saw that the field was moving almost exclusively to tournament scene. Tournament players, decks and games just weren't fun, in my opinion. Sure enough, they featured great competition and good players, but it was all very mechanical, very 'dry' (and surprisingly enough, IMO many of the players weren't even that good: their understanding of the core dynamics of the game was weak and they mostly thought in the terms of getting killer cards and combos to their decks). Also, MtG design was increasingly moving towards combination mechanics, where you attempt to link several cards or effects for force multiplier-type effects to gain huge 'cliff edge' advantage. This is, by the way, also how FFG designs some of their games, and I think it's pretty weak way of game design. I know everyone does not agree and some people are really into that type of mechanics, but for me, ruletechnic gimmickry is no substitute for strategy or maneuvering. Best MtG games were such where both sides had huge arrays of creatures, defensive enchanchments, artifacts etc. and you tried to figure out the best way to employ your creatures' abilities, first strikes, banding, etc and whatever cards you had in hand to maximize your gains. Worst games were those where other player got his combo in play and you were locked down and all you could do was to hope to draw that Disenchant or Crumble which would allow you to knock off the keystone card which kept the combo together. Of course such combinatorics are possible in 40k too (especially true in 6th edition Ally system!) but it's not anywhere as common, at least not in casual environment.
I don't know how it is in WM/H, but one thing I like in 40k is that comeback victories are very possible. In hex wargames I've played, if you conceded early advantage, you were generally toast as the opponent would just keep pressing on and getting stronger. Same goes for MtG duels: sure sometimes you managed to crawl back, but most of the time not. It happened more often in multiplayer games where tempo was usually slower, but most players didn't care for them. In fact 40k sometimes feels even too lenient in this respect, in that it's sometimes unfair that the dominant player lost the victory because other guy rolled '6' for Run and then '2' for ending game on 5th turn...this was especially true in 5th edition BRB missions.
The Daemons warp storm table is probably one of the worst mechanics I've ever seen in a game.
Sure, on the whole it balances out eventually, but when 2 in 12 results can essentially result in an instant game loss for one person, it's horrendously broken. Most of the Daemon book it an example of lazy/poor game design, but that in particular takes the cake. Its more fit for Calvinball than 40k.
Its similar to the stomp/D-weapon tables. On a 1, absolutely nothing happens. On a 6, the target is just removed from the game period. The enormous variance in results and the game-winning effect of rolling that 6 just really shouldn't be allowed.
Backfire wrote: I don't know how it is in WM/H, but one thing I like in 40k is that comeback victories are very possible. In hex wargames I've played, if you conceded early advantage, you were generally toast as the opponent would just keep pressing on and getting stronger. Same goes for MtG duels: sure sometimes you managed to crawl back, but most of the time not. It happened more often in multiplayer games where tempo was usually slower, but most players didn't care for them. In fact 40k sometimes feels even too lenient in this respect, in that it's sometimes unfair that the dominant player lost the victory because other guy rolled '6' for Run and then '2' for ending game on 5th turn...this was especially true in 5th edition BRB missions.
WMH generally has 2 victory conditions: scenario victory, or assassination.
A player can be 'losing' in terms of models on the field, but in the ones you have left are in the right positions on objectives then you can still win. Likewise, you may be down on models AND scenario, but with exactly the right activation order and little bit of luck you can grab an assassination win if your opponent isn't careful.
WMH is a bit different than 40k on scenario victories because it allows players to score throughout the game (in both your turn and your opponent's turn) and the game ends immediately once someone gets to the required number of scenario points; as opposed to 40k, where victory points are only scored at the bottom of turn 5 (or 6, or 7), and you must keep playing until the game times out.
New players (especially ones coming from 40k backgrounds) tend to underestimate the damage output that occurs in WMH or overestimate the durability, and hence fall victim to assassinations a lot. More experienced players tend to learn that your caster doesn't belong in the thick of things (unless he's Butcher) in the same way that the vast majority of 40k characters do, and assassinations tend to happen a lot more rarely.
Mymearan wrote: The only truly game breaking random thing in 40k right now, imo, is the D-weapon table. All the other random stuff is fine to me, Invisibility aside. You don't have to play Maelstorm.
You mean other than the thunder blitz table, and the stomp damage table?
Oh and the warpstorm table, where you can potentially remove important pieces of your or your opponents army completely at random, same with the boon table in CSM nothing like killing a sargent and losing your warlord.....
But don't you remember what we had before the Warp Storm table? Entire army coming out of reserves at random, arriving at random places...
Warp Storm table is stupid, but it sure is improvement over how Daemons used to play before.
No it is really not at all...old daemons were far less random. I rarely lost due to deep striking with daemons, I have own and lost via warp storm.
My daemon army was mainly foot troops (tzeentch, slaanesh, khorne) with a greater and some flamers. The dice roll for which element got deployed on the first turn was a very good indicator of whether i would win or lose the game. Not fun.
In any case you can from here on out be quiet about my lack of experience with WM/H, as I apparently out-experience you in said game.
Ahahahah! I've been playing WMH since 2003 and your trolling attempts are getting more desperate by the minute.
I also particularly like your posting history on the PP forums where you not only admit that you have no idea what the current state of the game actually is (something that is more than readily apparent to anyone that actually plays the game when they read your posts here), and where you also have this to say:
While WM/H are indeed some of the most balanced games there are,
So what is it? Is WMH one of the most balanced game that exists or is it so unbalanced that simple warcaster pairings can decide the game before it even starts?
Also, just because I'm hating my job at the moment, regarding your Haley2 comment:
RunicFIN wrote: No amount of skill will save certain builds from a Haley2 netdeck tournament list for example,
Haley2 won 3 major tournaments this year (out of 33 reported tournaments, such a powerhouse!). And curiously enough, all of the Haley2 lists used to win those tournaments were different from each other... So where is this dominating "netdeck tournament list" that somehow doesn't win more than one tournament?
Also, two Cygnar players also won 2 tournaments in that list without even having Haley2 in their lineup. She is such a dominating caster that she doesn't even have to be in the list to make Cygnar win tournaments!
During the WTC, out of 84 matches played involving Haley2, she achieved an astounding 51,2% win ratio. For such a powerhouse caster that manages to win games no matter the skill of the opposition, she sure does loose allot!