I've been playing 40k for 13 years. I don't regret a single dime I've ill-advisedly spent on this game. It has led me to my most lasting and cherished friendships in meatspace. However I have to face the music, this game blows. Now 40k was never a balanced gameplay experience, there has always been "that build" through the years. So the fact that 7th is broken is not exactly news to me. It's been a few months since I've rolled a D6 on a 6' x 4' board and honestly I have basically no desire to do so anytime soon.
I was the guy that organized events and ran tournaments. Recently with 6th and 7th, organizing events has been a soul crushing experience. "What's allowed? Why can't I play with my Warhound in the 1850 tournament?! Why can't my army be 1 inquisitor and as many tau formations as I want? I want to play with my Horus Heresy stuff in the upcoming 40k event, is that cool? What, what do you mean, why not?" Endless facebook arguments that always end with someone rage quitting the event and then not bringing any of their friends. 40k as of late in my local area seems to be attracting the "wrong" kind of gamer, the kind of gamer that enjoys spawn camping in online games and tries to get away with as many rules as they can bully their opponent into. "Can I put some turrets with executioner cannons in my deployment zone, the rules say gun emplacements can be terrain. and we have to agree on the terrain." These are the kind of people that bring broken nonsense to narrative events and claim that the rules allow them to bring such and such and we can't exclude them.
Now I know these experiences are not universal. However I look at other games and players can bring what they want, and people have a good time. This is because the games are actually well-written and well balanced enough that two players of equal skill usually have a tight game. The core of our gaming group has moved on to Malifaux and Infinity. We find that we argue less about rules and how "broken" something is and more on "well that was a fun game, I lost but If I did this and this I could have won." Not to mention those games are far less expensive to play, and with everyone getting older, having mortgages and families, smaller less expensive games with more depth appear to be where it's at for us. I'll still hang on to my 40k models, perhaps one day someone competent will write some rules for GW.
Anyone else feel this kind of malaise towards 40k, or any other game that you loved and played for a long time?
I played 40k for over twenty years. Quit this year. Started playing Warmachine and Infinity and haven't looked back. I had some good times with 40k, but compared to the other games out there, it just too much of a mess with gross power imbalances, convoluted rules and sloppy additions to the game that polarize the playerbase.
I think you'll find that this forum is full of people like you.
People drift in and out of the hobby over time, so its hard to really get a gauge on the overall net loss, but my gaming group has sold most of our 40k armies over the last few years.
Stopped in '09 and sold everything. Want to start again, even picked up a bunch of stuff on ebay, but the game in its current form holds no appeal. Unfortunately, something about the models, setting etc of the other options out there don't appeal to me much which is sort of odd since I'm not big on the whole grimdark aspect of 40k.
I'm stuck fiddling with homebrew rules and the hope I can get my kids to want to play and eventually have something sort of competitive. Also got old 4th and 5th rules and come codexes so I can play those if I ever find someone who wants to. Those editions may not have been perfect, but were close to what I want in the game for the most part.
I stopped playing a couple of months before 6.5/7 and despite having picked up a Necron army that ended up costing me $0 and still haven't played...I have a about six armies right now just collecting dust as I have lost interest in playing...though I have been getting into WHFB lately and it is a much better game. It doesn't help that it is still expensive as heck and the rules have some extremely questionable problems, but it is fun still.
Stopped fully with 40k and Fantasy for almost a full year, and currently the thing I'd ever really touch from Games Workshop is some of the specialist games and kits to convert for those and/or traded with people since the current game holds little to no appeal to me now. If I want my 40k expierence, there are homebrew rules and the FFGRPGS (maybe even their new LCG if it is good and get one of the RPGs finally).
I Moved on to Warmachine/Hordes and Infinity as my main games, and I feel like my gaming has never been better or more refreshed. Granted I had some really good times with 40k and Fantasy,but I cannot support a game with horrible balance and rules issues as I see it.
The Why I left GW and where I went to thread might be useful for you OP. You're far from alone. GWs shenanigans seem to have gotten drastically worse lately. Some people can get enjoyment from the game still but many can't - thankfully there are many other options out there. We can still enjoy 40k thanks to video games and novels, and hopefully some rule systems will gain widespread acceptance as a replacement for 40k with 40k army lists. I can still get enjoyment out of my 40k models thanks to these things - my Blood Ravens for example I want because of the video games and am enjoying assembling and painting them regardless of not playing.
Im trying to scale back myself, Im not sure what I think about 40ktbh. I mean rules wise I believe its a joke, and has been for a long time, but Im so... ambivalent I guess you could say towards everything else. The fluff, which I once loved, has become a bit stale IMO, between various retcons, Matt Ward tropes, and sheer utter nonsense that lacks logical consistency within its own setting, it just doesnt do it for me anymore... I think the GrimDark has lost much of its GrimDark, and the fact that the timeline is basically stopped at the last minutes of when things are really starting to get interesting isnt helping either. Its just stale...
Model wise I feel theyve taken an "art-direction" towards something more cartoony in appearance, which is a but of a turnoff... a lot of these recent kits look like they were designed to appeal to prepubescent boys moreso than anyone with descent aesthetic taste.
I think the biggest turnoff is the costs though, I once purchased every new rulebook as it came out... rulebooks are more than double the price that they were when I got into the hobby, on top of that there are twice as many of them, and even then I wont have a complete collection as there are rules which are only available in white dwarf or via online download, and damnit if I dont have the time, money, space, interest or mental faculties to keep track of and properly organize all the different rules sources that now exist.
And then we have Fantasy, which I feel IS actually a solid ruleset and setting which has earned itself a bad reputation for whatever reason... sadly nobody plays it, and it looks like GW is going to nuke it and give it tye 40k treatment.
These days Im playing WMHDs, Infinity, Dropzone Commander, X-Wing, and Malifaux and very much enjoying it.
I just sent out my first order for infinity. I have 3 40k armies and I will not be buying anymore. The recent changes to rules and the game itself have obliterated my interest in the system. They lost a good customer in me. Oh well, at least I can sell off extra 40k stuff to fund a game thats actually tactical/balanced. The toxicity of the 40k boards is really off putting, but its to be expected.
Bottle wrote: Go back and play the old editions you liked more. I'm hoping to play a few games of 2nd edition with my bro when he's back in the country. 2nd edition and 5th are the ones I had the most fun with, so that's what we play.
I also recommend Necromunda!
Playing Kill Team or Combat patrol is also a good idea. It's easier to play super competitively but without steamrolling everyone with a cheesy build.
If he was a TO (and judging by his complaints) there is a good chance the social aspect was a large part of the hobby for him. If you pick your own older edition, you're gonna be playing with that one mate that also liked that edition better.
GW has saturated the market with endless versions that, rather than improving on the old rules, keeps rewriting them entirely, making each edition a game of its own with some adherents sticking to the previous one.
On top of this, they keep releasing these additions or changes to the main game that keeps chipping off people to those alternatives too. In the end we're all scattered around too many different versions of the game, in a scene that is already not huge to begin with.
GW is a company that seems completely blind to this problem, and just keeps saturating to try and fix the saturation problem.
If you want to look at a company that sees this problem and addresses it, because they know that their players don't know what's best for them, then look at Riot games of the League of Legends computer game.
First of all, LOL has millions of players. They are not even close to having the small scene that 40k does, and yet they know to address the problem before it becomes one.
In LOL you have four different game modes that the game actively promotes. You have 3v3, 5v5, ARAM and Dominion. The least popular of which is Dominion.
They also sometimes have a fifth. What they do is, they make up a fifth game mode, implement it, and let it run for a month or two. Then they completely remove it again.
Some of these modes become very popular. Ultra Rapid Fire mode and Doombots come to mind, and many many people ask for these modes to come back full time (Especially URF.)
But it doesn't matter. Riot knows that if they keep adding different modes, they will be dragging players from the other modes. If you saturate too much and it becomes a chore to find a game, people that cried to get all these modes will start getting tired of the wait times and leave the game altogether.
Competing with your own game is a bad business idea. and people that say "if you don't like the current edition you're free to play the older ones!" can't see farther than their own noses. Disclaimer: Bottle here didn't say it that way. He was trying to give a leaving disillusioned player a tip on how to keep doing something that he has obviously enjoyed before. What I'm talking about are the "GW appologists" that see going playing another edition as a solution to GW releasing bad editions. The people that say "if you don't like escalation, then don't play against escalation players! Simple!" and don't see that that would mean alienating parts of a crowd that we can't afford to alienate.
lordwellingstone wrote: I've been playing 40k for 13 years. I don't regret a single dime I've ill-advisedly spent on this game. It has led me to my most lasting and cherished friendships in meatspace. However I have to face the music, this game blows. Now 40k was never a balanced gameplay experience, there has always been "that build" through the years. So the fact that 7th is broken is not exactly news to me. It's been a few months since I've rolled a D6 on a 6' x 4' board and honestly I have basically no desire to do so anytime soon.
I was the guy that organized events and ran tournaments. Recently with 6th and 7th, organizing events has been a soul crushing experience. "What's allowed? Why can't I play with my Warhound in the 1850 tournament?! Why can't my army be 1 inquisitor and as many tau formations as I want? I want to play with my Horus Heresy stuff in the upcoming 40k event, is that cool? What, what do you mean, why not?" Endless facebook arguments that always end with someone rage quitting the event and then not bringing any of their friends. 40k as of late in my local area seems to be attracting the "wrong" kind of gamer, the kind of gamer that enjoys spawn camping in online games and tries to get away with as many rules as they can bully their opponent into. "Can I put some turrets with executioner cannons in my deployment zone, the rules say gun emplacements can be terrain. and we have to agree on the terrain." These are the kind of people that bring broken nonsense to narrative events and claim that the rules allow them to bring such and such and we can't exclude them.
Now I know these experiences are not universal. However I look at other games and players can bring what they want, and people have a good time. This is because the games are actually well-written and well balanced enough that two players of equal skill usually have a tight game. The core of our gaming group has moved on to Malifaux and Infinity. We find that we argue less about rules and how "broken" something is and more on "well that was a fun game, I lost but If I did this and this I could have won." Not to mention those games are far less expensive to play, and with everyone getting older, having mortgages and families, smaller less expensive games with more depth appear to be where it's at for us. I'll still hang on to my 40k models, perhaps one day someone competent will write some rules for GW.
Anyone else feel this kind of malaise towards 40k, or any other game that you loved and played for a long time?
This is basically the exact same scenario I am in, only difference is you've been playing for 3 more years than me
I've played 3-4 games of 7th and each game has been more soul destroying than the last. I found that taking a break and playing other games has really helped, I've been doing a lot of 40kRP and working on a lot of my other forces for other games (Warmahordes, Infinity etc), I now no longer even miss 40k, I'll get back to it one day I reckon but for now I'm content being free from the stress and needless over-complication from both the games and my local players.
I've picked up the GK book and the Nemesis Vanguard, my plan is probably in a few months I'll build that as a new force and that'll launch me back into the game a bit more, but that will probably be another 6+ months away or even longer.
My general philosophy is if you aren't enjoying something, don't do it. Although this is the first time I've really had to apply it to 40k which is quite sad but I understand where you are coming from.
I have not played anywhere as long as some other players. I started in a few years ago near the end of 5th ed. I enjoy building and painting the models a lot. The game could probably be better, but I still enjoy playing. I have found the concerns over all of the different/chnaged rules and OP stuff is kind of a tempest in a teapot. if you don't make a big deal about it is nowhere near as game breaking or bad as people make it out to be. Is there imbalance, sure, but I can get over it, play the game as the rules state and don't worry about house ruling stuff to "fix" the perceived imperfections. I simply just play as the current rules state and have enough fun playing with people I know at the local shop.
The other thing about moving to other systems is finding people to play with is so much more difficult. 40K has plenty of players and finding a game on just about any weekend I want one is not difficult. that is not the case with other games.
For now I will continue to build and paint my models and play an occasional game every other week or so.
Part of it is though that i find that even under ideal conditions the game (40k) is still a bear to actually play. There's so much pre-game and unless both sides are really well matched all that effort easily slips into an exercise in patience. But my experience is not universal and i get that. There's so much social engineering that makes 40k so bad, if you take that which is good from a list building and tabletop perspective you are TFG. But if you take a soft fluffy list then you have so little hope of getting a decent game in.
All the other games i mentioned don't have that divide. You just play the game. You can play the game to the best of your abilitu and nobody dislikes you for it.
Agreed, i think the game would be massively better off if there were officially supported formats. Players would know where it is and is not okay to bring certain kinds of armies.
I actually have been playing 40k for only few years.
But even in that short time I've been terrified by the problems in both internal and external balance of codices and it just makes the game difficult to enjoy every now and then.
I still love the game and like the fluff, but I am interested in Infinity as one of my friend said that he played it some years ago.
How do you people find the game overall, are the rules balanced enough?
Because it's not one army that is ridiculously broken, but most armies.
And if you happen to have an army that is underpowered, there is nothing limiting you from allying in stronger stuff now.
So nobody feels disadvantaged, except the guys who want to stick with one codex and feel angry that GW is no longer publishing codexes with good internal balance that also scale up well to other codexes.
The tourney scene hasnt changed much... while emphasis in the early days was put on creating the most beardy list a codex could provide, emphasis now lies on creating the most beardy combination of allies and units instead.
Because it's not one army that is ridiculously broken, but most armies.
And if you happen to have an army that is underpowered, there is nothing limiting you from allying in stronger stuff now.
So nobody feels disadvantaged, except the guys who want to stick with one codex and feel angry that GW is no longer publishing codexes with good internal balance that also scale up well to other codexes.
The tourney scene hasnt changed much... while emphasis in the early days was put on creating the most beardy list a codex could provide, emphasis now lies on creating the most beardy combination of allies and units instead.
I'm not sure if this was said, tongue in cheek, but "Just ally with a codex that's actually good" isn't a very good solution.
Because it's not one army that is ridiculously broken, but most armies.
And if you happen to have an army that is underpowered, there is nothing limiting you from allying in stronger stuff now.
So nobody feels disadvantaged, except the guys who want to stick with one codex and feel angry that GW is no longer publishing codexes with good internal balance that also scale up well to other codexes.
The tourney scene hasnt changed much... while emphasis in the early days was put on creating the most beardy list a codex could provide, emphasis now lies on creating the most beardy combination of allies and units instead.
I'm not sure if this was said, tongue in cheek, but "Just ally with a codex that's actually good" isn't a very good solution.
It's a perfect solution. If you're jaded by a book not being the strongest out there, then allying solves this. And if you dint care about winning then just bring your army and it will be fine. It's only a bad solution for people who only want to win but are unwilling to budge from their mediocre list, and those people generally don't exist.
Because it's not one army that is ridiculously broken, but most armies.
And if you happen to have an army that is underpowered, there is nothing limiting you from allying in stronger stuff now.
So nobody feels disadvantaged, except the guys who want to stick with one codex and feel angry that GW is no longer publishing codexes with good internal balance that also scale up well to other codexes.
The tourney scene hasnt changed much... while emphasis in the early days was put on creating the most beardy list a codex could provide, emphasis now lies on creating the most beardy combination of allies and units instead.
I'm not sure if this was said, tongue in cheek, but "Just ally with a codex that's actually good" isn't a very good solution.
It's a perfect solution. If you're jaded by a book not being the strongest out there, then allying solves this. And if you dint care about winning then just bring your army and it will be fine. It's only a bad solution for people who only want to win but are unwilling to budge from their mediocre list, and those people generally don't exist.
What if I want to play Chaos Marines without allies? What's a Nid player to do? Basically you're saying "Sure, your army sucks. Better get a new one!" That's the kind of solutions that turn people away from the game. Invalidation of a player's army is never a good solution. You're ignoring the problem and making other problems instead.
Because it's not one army that is ridiculously broken, but most armies.
And if you happen to have an army that is underpowered, there is nothing limiting you from allying in stronger stuff now.
So nobody feels disadvantaged, except the guys who want to stick with one codex and feel angry that GW is no longer publishing codexes with good internal balance that also scale up well to other codexes.
The tourney scene hasnt changed much... while emphasis in the early days was put on creating the most beardy list a codex could provide, emphasis now lies on creating the most beardy combination of allies and units instead.
Yeah I will just ally in some other factions for my Tyranids...wait...
This is a horrible excuse for balance. It is basically like saying, "Stop playing the army you want to play and play the army that will win."
Right on. out of curiosity, do you feel hosting the tournaments pushed you further away than the game itself? That being said, there are tons of games out there for you to get into, so you're not really at a loss for hobbies.
Personally, I still love 40k in all its unbalance, and my LGS is fun and I've made a lot of friends. Maybe I'm just too naive to be jaded yet people come and go, life is short, so the main thing is to play a hobby you actually enjoy.
I'm with the OP. I've been playing 40k with half my life, started with 3rd, and I'm pretty much done. I still go to GTs and hang out at game nights with my friends, but we're playing X-Wing, Malifaux and Firestorm Armada now.
The most fun I've had playing 40k this year was the Narrative at Nova. I'm locked in for that next year too, but that end up some of the only 40k I play this and next year.
The ability to bring allies or ignore the FoC entirely does not make the game balanced by a long shot.
As for the OP, life gets better after GW. I have a small 3rd party IG force I'm working on so I can get a game in if that's all I can find, but my main interest is back into spaceships through Spartan's Firestorm Armada. Cheaper, better, balanced.
Because it's not one army that is ridiculously broken, but most armies.
And if you happen to have an army that is underpowered, there is nothing limiting you from allying in stronger stuff now.
So nobody feels disadvantaged, except the guys who want to stick with one codex and feel angry that GW is no longer publishing codexes with good internal balance that also scale up well to other codexes.
The tourney scene hasnt changed much... while emphasis in the early days was put on creating the most beardy list a codex could provide, emphasis now lies on creating the most beardy combination of allies and units instead.
This sounds like a statement made by someone who has no concept of what balance actually means, nor who is familiar with other game systems that ARE actually balanced
GW is a train wreck. 40k is more expensive than a heroin problem. But you play what they give you.
Some people make it work. Some people don't.
I keep getting told how awesome Warmachine and Infinity are, it practically gets rammed down your throat on this forum. Got a Trolls army as part of a trade I made for a guys old ork stuff, played it maybe 6 times, now the models are in my display case, turned to face the back wall in shame.
<shug> Who knows. Hope you find something you like. Me and my group are really digging on some 40KRPGs right now, and we plan on trying the 40k killteam based heralds of war thing. I want to try that Alls quiet on the Martian Front, but the scale isn't something I enjoy painting. Love the tanks though.
When I dropped 40K, I felt like a huge weight was lifted. I was no longer tied to increasing prices for constantly changing, enferior rules, increasingly lamer models (taurox, wilford brimely ogryns, santa sleigh, murder mc murderson etc), and fluff becoming more and more infantile. Now I am spending less on games I enjoy more. Now is a great time to get into other games besides GW.
Musashi363 wrote: When I dropped 40K, I felt like a huge weight was lifted. I was no longer tied to increasing prices for constantly changing, enferior rules, increasingly lamer models (taurox, wilford brimely ogryns, santa sleigh, murder mc murderson etc), and fluff becoming more and more infantile. Now I am spending less on games I enjoy more. Now is a great time to get into other games besides GW.
And you get to support companies that don't actively disdain you.
I completely agree with you OP. I came back in 6th edition after a 9 year vacation from the hobby & I am already done with 7th. Between the cost, lack of FLGS supporting the hobby, & absolutely atrocious ruleset I plan to either wait for:
B: Wait for GW to collapse & 40K franchise to be purchased by a company that gives a damn.
Angry Joe (Video game critic) did a video recently highlighting the new 40K mmo that is coming out - Eternal Crusade. During the video he briefly states that he no longer plays 40K because of how expensive it has become. If a youtube celebrity making 100K+ a year cannot afford the hobby, how the hell is you average consumer?
There's a difference between "can't afford" and "don't see the value". I'm pretty sure someone making 100k can afford a $100 a month hobby. He probably just doesn't see the value in it any more. How fast are you people building and painting stuff that you're spending that much on the hobby?
Because it's not one army that is ridiculously broken, but most armies.
And if you happen to have an army that is underpowered, there is nothing limiting you from allying in stronger stuff now.
So nobody feels disadvantaged, except the guys who want to stick with one codex and feel angry that GW is no longer publishing codexes with good internal balance that also scale up well to other codexes.
The tourney scene hasnt changed much... while emphasis in the early days was put on creating the most beardy list a codex could provide, emphasis now lies on creating the most beardy combination of allies and units instead.
The topic of "perfect imbalance" is often thrown up, it seems GW have misunderstood the concept and gone for "complete unbalance means everything is perfectly balanced!".
Because it's not one army that is ridiculously broken, but most armies.
And if you happen to have an army that is underpowered, there is nothing limiting you from allying in stronger stuff now.
So nobody feels disadvantaged, except the guys who want to stick with one codex and feel angry that GW is no longer publishing codexes with good internal balance that also scale up well to other codexes.
The tourney scene hasnt changed much... while emphasis in the early days was put on creating the most beardy list a codex could provide, emphasis now lies on creating the most beardy combination of allies and units instead.
The current Marine and Ork codex are the most internally balanced codex they have produced.
There is balance in the game when players approach it from that perspective.
But players who are exploitative are perfectly capable of exploiting the game.
Warhammer 40k is a game where it is assumed the player base will be reasonable and either fluffy or be capable of explaining their choices. That is a pretty tall order and an assumption that isn't likely to hold true.
PhillyT wrote: Warhammer 40k is a game where it is assumed the player base will be reasonable and either fluffy or be capable of explaining their choices. That is a pretty tall order and an assumption that isn't likely to hold true.
Even then, a Saim Hann army is perfectly fluffy but will roflstomp a fluffy Thousand Sons army.
Every build can't be balanced against every build though. That is just a fact of life. That is true for all table top games where you have slots that can be filled with lose restrictions.
Every build can't be balanced against every build, it's true. A hard counter list will beat the thing it is built to counter. But two completely fluffy lists built and painted for the fun of it and the love of the fluff can still be utterly unbalanced.
There is some internal balance. But some is not enough. If balance between all the codices was there my chances of playing against the exact same eldar army 3 times in s 200 person tournament (adepticon) would have been wildly astronomical.
If 40k is a game of "forge the narrative" there should be few choices that outright suck. Every unit should be a rockstar in its own way.
It's something we discovered playing malifaux. There are few to none bad models. Everything has a use. Unlike possessed/vespids/helbrutes/mutilators/CSM squads.... The list goes on.
If 40k really where about "Forging the Narrative" there would be rules for linked battles, narrative scenarios and campaigns where units suffer permanent losses and characters gain xp built into the core rules.
Instead of premade rules for a scenario where my rearguard needs to hold back the enemy onslaught as long as possible or break through an enemy siege line we have a pile of cards with objectives that change every turn.
lordwellingstone wrote: There is some internal balance. But some is not enough. If balance between all the codices was there my chances of playing against the exact same eldar army 3 times in s 200 person tournament (adepticon) would have been wildly astronomical.
If 40k is a game of "forge the narrative" there should be few choices that outright suck. Every unit should be a rockstar in its own way.
It's something we discovered playing malifaux. There are few to none bad models. Everything has a use. Unlike possessed/vespids/helbrutes/mutilators/CSM squads.... The list goes on.
Yeah but how is that any different Magic the Gathering? If you are looking at ultra competitive tournaments, you are going to see the very best stuff spammed to the max. In Magic, you will see the same basic set of combos in the various color combinations, with about 4 different decks at a time being the top tier.
In ultra competitive settings, is there ever really parity for table top/card games?
lordwellingstone wrote: There is some internal balance. But some is not enough. If balance between all the codices was there my chances of playing against the exact same eldar army 3 times in s 200 person tournament (adepticon) would have been wildly astronomical.
If 40k is a game of "forge the narrative" there should be few choices that outright suck. Every unit should be a rockstar in its own way.
It's something we discovered playing malifaux. There are few to none bad models. Everything has a use. Unlike possessed/vespids/helbrutes/mutilators/CSM squads.... The list goes on.
Yeah but how is that any different Magic the Gathering? If you are looking at ultra competitive tournaments, you are going to see the very best stuff spammed to the max. In Magic, you will see the same basic set of combos in the various color combinations, with about 4 different decks at a time being the top tier.
In ultra competitive settings, is there ever really parity for table top/card games?
Now let's try comparing 40k to something that's actually relevant, other table top games.
The list variation in Infinity is insane. I've never seen the same army twice. Look at Chaos Marines, how many nurgle armies have you seen? It's about all I see at my FLGS.
In Warmachine, every unit has a purpose. Some aren't as good, but they're better in different situations. Like a poster stated above, every unit has their chance to be a rock star. Certain builds can face an uphill battle against other builds, but it's never a ROFL curb stomp by turn two like you can see in 40k.
I have exactly zero experience with competitive MTG. So that's outside my purview. If what you say is true then i find that to be unattractive as well.
I guess if chasing the army of the month works for you then great! I'm in no position to tell someone else how to entertain their self. But for me i don't have the time and the desire to build and paint such a large number of models to a standard i can live with. If keeping up with 40k means having to buy multiples of the latest model then i think they lost me.
In a game like malifaux. I can buy a $16-$30 kit and completely change how i play my crew. I can spend a long afternoon and get them painted. I cant say that for 40k. This appears to fit better into my meatspace.
Not to mention that i can play the crew i like and have a reasonable chance of having a tight game. Once again there have been 40k league days in recent times where i might as well have not shown up.
Toofast wrote: There's a difference between "can't afford" and "don't see the value". I'm pretty sure someone making 100k can afford a $100 a month hobby.
40K is definitely not something I "can't afford", it's something I'm "not willing to pay for" anymore.
Because it's not one army that is ridiculously broken, but most armies.
And if you happen to have an army that is underpowered, there is nothing limiting you from allying in stronger stuff now.
So nobody feels disadvantaged, except the guys who want to stick with one codex and feel angry that GW is no longer publishing codexes with good internal balance that also scale up well to other codexes.
The tourney scene hasnt changed much... while emphasis in the early days was put on creating the most beardy list a codex could provide, emphasis now lies on creating the most beardy combination of allies and units instead.
This is not balance. Balance (Internal) is that every unit within a given faction has a use and doesn't punish you for picking it over another unit. 40k doesn't have this, as there is gross disparity between units within the same codex (Plague Marines and Warp Talons, for example).
Balance (External) means that there is no army that is just better than another. 40k doesn't have this either (Tau and Eldar are more powerful than most) and while 40k does come closer with external balance than internal, the complete lack of internal balance has an adverse effect on external balance, because as others have already mentioned a fluffy Saim-Hann Jetbike army is going to walk all over a fluffy Thousand Sons army. A fluffy all-Terminator army is likely going to be steamrolled by everyone. Ergo 40k is not balanced, because a balanced game would have, for example, the all Terminator army be small but extremely resilient as a compromise, while the all Jetbike army would be very fast but insanely fragile, and in a matchup between the two it would be roughly 50/50 who would win based on the skill of the player and luck.
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lordwellingstone wrote: Not to mention that i can play the crew i like and have a reasonable chance of having a tight game. Once again there have been 40k league days in recent times where i might as well have not shown up.
This is the biggest reason 40k has no value to me even though I want it to. I play Warmachine right now; virtually anything I add to my collection changes how I play something, and I can bring basically anything I want and have a reasonable chance of victory; at the very least I'm not outright disadvantaged by using say a unit of Shocktroopers instead of Pikemen. In 40k I wanted to do a fluffy all Terminator army, because it's cool and fluffy, and was quickly told that I'd likely lose every game played because they aren't good in the game rules.
I'm playing since 20 years this year, and it has been an on-off relationship. I don't complain about the rules since it's more than likely to happen when a game gets big and old - and I see it as a side effect of those things I like with 40k. It's a great dystopic background and since it is well known you find enough players to maintain a playing group even in rural areas. It's not like that with the more niche games like Malifaux or Dystopian Wars. I had people to play those when I lived in the city, but now that I moved due to a job I could only play if I convince a friend. And then I wouldn't have any variety in opponents.
With 40k it was always that I found enough people. And now that I think about it it always got annoying when some people got too competitive. We have so much fun in our local group of about 6-8 people. Nobody argues over "no, you won't get that cover save" or "RAW don't says that so you may not do it". We do custom rules like set up asynchronous battles that yield exp/improvements to surviving units and so on. I currently have a lot of fun. People love the Ally option and this prevents those with less favoured armies to still have fun. We had someone with the old Necron Codex who wouldn't play anymore. Now you can just buy that broken unit or borrow it and have some fun with it yourself.
I can understand those arguing and being disappointed. But I feel that this is mostly if you expect a balanced tournament optimised game. And that's only possible with small games with few armies and few expansions. I worked in the video game industry for a few years. And you wouldn't expect how much hard work it is to balance game that got a lot of units over the years (if not impossible). The worst thing is that you will inevitably piss off someone and in small markets (like tabletop) you maybe can't afford to lose 20% of the market, even if you're GW.
Murenius wrote: I'm playing since 20 years this year, and it has been an on-off relationship. I don't complain about the rules since it's more than likely to happen when a game gets big and old - and I see it as a side effect of those things I like with 40k. It's a great dystopic background and since it is well known you find enough players to maintain a playing group even in rural areas. It's not like that with the more niche games like Malifaux or Dystopian Wars. I had people to play those when I lived in the city, but now that I moved due to a job I could only play if I convince a friend. And then I wouldn't have any variety in opponents.
With 40k it was always that I found enough people. And now that I think about it it always got annoying when some people got too competitive. We have so much fun in our local group of about 6-8 people. Nobody argues over "no, you won't get that cover save" or "RAW don't says that so you may not do it". We do custom rules like set up asynchronous battles that yield exp/improvements to surviving units and so on. I currently have a lot of fun. People love the Ally option and this prevents those with less favoured armies to still have fun. We had someone with the old Necron Codex who wouldn't play anymore. Now you can just buy that broken unit or borrow it and have some fun with it yourself.
I can understand those arguing and being disappointed. But I feel that this is mostly if you expect a balanced tournament optimised game. And that's only possible with small games with few armies and few expansions. I worked in the video game industry for a few years. And you wouldn't expect how much hard work it is to balance game that got a lot of units over the years (if not impossible). The worst thing is that you will inevitably piss off someone and in small markets (like tabletop) you maybe can't afford to lose 20% of the market, even if you're GW.
Warmachine is quite large and if you look at the unique unit (unit being a squad, single large thing, character, etc) Then Warmachine armies are just as large and varied as 40k. They manage to get a reasonable level of balance. 40k still has no excuse, especially when some of the problems are so obvious and glaring.
Warmachine is quite large and if you look at the unique unit (unit being a squad, single large thing, character, etc) Then Warmachine armies are just as large and varied as 40k. They manage to get a reasonable level of balance. 40k still has no excuse, especially when some of the problems are so obvious and glaring.
Maybe, still there are far less Warmachine players than 40k players. In a big city that's no problem, if you find 10 people out of 200k you can still play with variety and fun. In the area I am there are no Warmachine players and only a few Infinity players. The latter is no option for me cause I hate the scenario and the look. Just a personal matter of taste, not of the game itself.
I guess the basic problem is how people approach the game. For many people it is "I want to optimise the best list for my army and win as much as possible" and they expect armies to be equally matched at a given points value even though the other side has the same expectancy.
So I guess I agree that 40k is not a very good tournament game. But our group has much fun despite obvious shortcomings and that fun is why we play. Not the quality of the rules.
edit: Oh and I don't think "it got worse". I remember those discussions even from my first years in 40k. A friend back then even bought another army only because I tabled his Space Marines with my Eldar each and every game (2nd Ed). And don't get me started about 2nd Ed Orcs xD
I think it's great if your group is having fun with 40k. For our group the amount of effort we have to put into making the game fun is self-defeating. The way i see it a miniatures game should be add models and players and the result is fun.
With 40k you need to have a treaty of versailles with your opponent to make sure it wont be two hours of futility. Especially if unbound is a part of your local scene.
lordwellingstone wrote: I think it's great if your group is having fun with 40k. For our group the amount of effort we have to put into making the game fun is self-defeating. The way i see it a miniatures game should be add models and players and the result is fun.
With 40k you need to have a treaty of versailles with your opponent to make sure it wont be two hours of futility. Especially if unbound is a part of your local scene.
Some years ago we had a player dominating each game with an optimised list. Instead of spending the time with discussions we just started playing each game twice, the second one with switched armies. It resulted in two things: that guy toned down a few things when he had to face it himself and the other players understood the concepts better and got better in beating that list.
All this works only with your local group of likeminded people. Coming to a FLGS with your 40k army is completely different and I learned to hate it. On the other hand, my experiences with joining random RPG groups at a con, playing Magic: The Gathering competitively in tournaments and going to big LAN parties (back in the times) always was different. Maybe it's not only the game, maybe it's dogmatic nerds ruining the general atmosphere?
lordwellingstone wrote: I think it's great if your group is having fun with 40k. For our group the amount of effort we have to put into making the game fun is self-defeating. The way i see it a miniatures game should be add models and players and the result is fun.
With 40k you need to have a treaty of versailles with your opponent to make sure it wont be two hours of futility. Especially if unbound is a part of your local scene.
Some years ago we had a player dominating each game with an optimised list. Instead of spending the time with discussions we just started playing each game twice, the second one with switched armies. It resulted in two things: that guy toned down a few things when he had to face it himself and the other players understood the concepts better and got better in beating that list.
All this works only with your local group of likeminded people. Coming to a FLGS with your 40k army is completely different and I learned to hate it. On the other hand, my experiences with joining random RPG groups at a con, playing Magic: The Gathering competitively in tournaments and going to big LAN parties (back in the times) always was different. Maybe it's not only the game, maybe it's dogmatic nerds ruining the general atmosphere?
The issue though is 40k remains the only game where you can't just turn up at a FLGS with your force, find an opponent and play a game, because there's a good chance that someone's list will be over/underpowered and someone won't have fun. Any other tabletop game, barring perhaps some of the eccentric historical games with a lot of rules and charts and logistics (think oldschool Napoleonics), you can just show up and play. 40k you either need to make sure that everyone shares your view of how the game works or basically draw up terms and conditions for the game just to play a regular game.
lordwellingstone wrote: I think it's great if your group is having fun with 40k. For our group the amount of effort we have to put into making the game fun is self-defeating. The way i see it a miniatures game should be add models and players and the result is fun.
With 40k you need to have a treaty of versailles with your opponent to make sure it wont be two hours of futility. Especially if unbound is a part of your local scene.
Some years ago we had a player dominating each game with an optimised list. Instead of spending the time with discussions we just started playing each game twice, the second one with switched armies. It resulted in two things: that guy toned down a few things when he had to face it himself and the other players understood the concepts better and got better in beating that list.
All this works only with your local group of likeminded people. Coming to a FLGS with your 40k army is completely different and I learned to hate it. On the other hand, my experiences with joining random RPG groups at a con, playing Magic: The Gathering competitively in tournaments and going to big LAN parties (back in the times) always was different. Maybe it's not only the game, maybe it's dogmatic nerds ruining the general atmosphere?
This works among close friends or people who don't care about their models, I've done it with mates before when I was dominating them with my Lizardmen back in 5th ed. But for the most part I don't want the people at my FLGS touching my models.
lordwellingstone wrote: I have exactly zero experience with competitive MTG. So that's outside my purview. If what you say is true then i find that to be unattractive as well.
I guess if chasing the army of the month works for you then great! I'm in no position to tell someone else how to entertain their self. But for me i don't have the time and the desire to build and paint such a large number of models to a standard i can live with. If keeping up with 40k means having to buy multiples of the latest model then i think they lost me.
In a game like malifaux. I can buy a $16-$30 kit and completely change how i play my crew. I can spend a long afternoon and get them painted. I cant say that for 40k. This appears to fit better into my meatspace.
Not to mention that i can play the crew i like and have a reasonable chance of having a tight game. Once again there have been 40k league days in recent times where i might as well have not shown up.
I just play. I can play super competitive, but I play either way. I enjoy the game.
IF you can't get the people in your community on the same page, then I can see where people wouldn't enjoy the game. Some folks just want to see the world burn.
True, again. But maybe it's the level of complexity that makes it this way? I can't speak for Warmachine, but in Infinity and Dystopian Wars I feel the smoother rules are bought by a lower level of options and complexity.
I just love having all those options for units in 40k, I love the squad based concept (never liked moving shovels of units like in WH Fantasy) and I love modelling weapons to my favourite units. In Dystopian Wars I just have those boats, tanks etc., each of them identical to the ones next to it. In Infinity I don't have that squad feeling. So... maybe having that in 40k inevitably leads to exactly those problems. Are we on a scale here, where 1 is Chess (both sides have the same units and the map is abstract and always the same) and 10 is Warhammer 40k? If you look at it this way even Chess has a certain imbalance (the difference of the first move for black and white, and who goes first).
Other games set their scope much less wide than 40k. In 40k you can have a shootout without terrain, urban warfare with Cities of Death, large scale battles with Apocalypse and so on. It offers something of everything and that is one of the reasons why it gets imbalanced.
Bottom line: if you want fun with random groups and equal chances you maybe should aim at other games. If you have an environment which distills something you can have fun with from that vast toolkit that 40k offers... and where you don't have to discuss this with new players all the time, then 40k is something special and huge fun.
Murenius wrote: True, again. But maybe it's the level of complexity that makes it this way? I can't speak for Warmachine, but in Infinity and Dystopian Wars I feel the smoother rules are bought by a lower level of options and complexity.
This post from another user in a Dakka Discussions thread debating the differences between 40k and Warmahordes does an excellent job of illustrating how complexity shouldn't be a barrier to well written game systems.
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].
Murenius wrote: True, again. But maybe it's the level of complexity that makes it this way? I can't speak for Warmachine, but in Infinity and Dystopian Wars I feel the smoother rules are bought by a lower level of options and complexity.
This post from another user in a Dakka Discussions thread debating the differences between 40k and Warmahordes does an excellent job of illustrating how complexity shouldn't be a barrier to well written game systems.
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].
Your list forgot "Induction" from Convergence of Cyriss.
PhillyT wrote: Warhammer 40k is a game where it is assumed the player base will be reasonable and either fluffy or be capable of explaining their choices. That is a pretty tall order and an assumption that isn't likely to hold true.
Even then, a Saim Hann army is perfectly fluffy but will roflstomp a fluffy Thousand Sons army.
With what? Twin-linked Shuricats? AP3 Bolters are made to take down Jetbikes and if you jink, say goodbye to the power of those Shuricannons.
PhillyT wrote: Warhammer 40k is a game where it is assumed the player base will be reasonable and either fluffy or be capable of explaining their choices. That is a pretty tall order and an assumption that isn't likely to hold true.
Even then, a Saim Hann army is perfectly fluffy but will roflstomp a fluffy Thousand Sons army.
With what? Twin-linked Shuricats? AP3 Bolters are made to take down Jetbikes and if you jink, say goodbye to the power of those Shuricannons.
Good job missing the point to avoid it countering your own.
I love 40k sure it may be pricey but you can find plenty of ways on saving from 40k like yoymart.com they sell 40k stuff cheap and they look great or ebay craglist tons of ways to save on buying 40k
Simply saying you hate 40k and moved on is great but personally nothing will compare to the lore of 40k sure some lore is dumb (khornate knights) but still I love the lore, books, rpgs, and video games.
zombiekila707 wrote: I love 40k sure it may be pricey but you can find plenty of ways on saving from 40k like yoymart.com they sell 40k stuff cheap and they look great or ebay craglist tons of ways to save on buying 40k
Simply saying you hate 40k and moved on is great but personally nothing will compare to the lore of 40k sure some lore is dumb (khornate knights) but still I love the lore, books, rpgs, and video games.
Very subjective. I used to like the lore but it's getting too juvenile and ill thought out for me. (Again, a subjective opinion.) But you don't need the game to enjoy the lore. There are a lot of 40k books for that. But if you love the lore, then the game gets even worse because it continues to get worse in reflecting that lore. Demon summoning eldar? Shooty nids? Khone zerkers that kind of stink at close combat? Tzeentch sorcerers being some of the worst? Space Marines are expensive cannon fodder?
lordwellingstone wrote: I don't think the specifics of the example are terribly important to the point being made.
It could be the enchanted guinea pig list vs. thousand sons and it really does not matter since the point still largely gets across.
But the Thousand Son player is purposefully bending his book to fit what he envisions fluffwise. GW can't be asked to look at every possible variation of every book and try to balance that against every other one.
I am not trying to be a GW apologist. I am just saying that I don't think it is GW's job to make the game everything to everyone because it really isn't possible.
5th edition was the tightest rule set and the best platform for competitive play (in my opinion), similar to 6th edition Fantasy. But it was sort of dry and boring.
6th - 7th edition really started opening things up and allowed for greater flexibility for those people who wanted to make fluffy lists or include allies or converted models etc. The issue there though is GW somehow thinks players are reasonable. Players are generally that, but when a player isn't, it spoils it for everyone else involved.
On a tournament level, everyone will bring exploitative lists. The good news is there has never been as much relative parity between armies. There is no best army. Marines, Eldar, and Tau are definitely in the top tier. But Astra and Necrons are contenders and are doing well. The next level down is pretty much anyone's ballgame. Even Tyranids, using the nasty flyer formation, can be a real nightmare to try and deal with.
GW's mistake is that the 7th edition rules have no foundation for consistent tournament play, which seems to be the perspective you are coming in from Lord. For folks like you, it really is an exhaustive nightmare and I don't blame you one bit for finding your joy sucked out.
I play with a group of folks I have been gaming with for years. We play at my house in Maine, with about 65,000 points in models on shelves, in cases, or stuffed in boxes. We know each other and can generally figure out what we want the game to look like without draconian rules being put in place. We are pretty reasonable. Not everyone has that luxury.
I challenge the notion that balance is not possible. Applying appropriate points costs to models is a good place to start. For years GW has over-valued assault units. A bloodletter is not a 10pt model. A bloodcrusher is vastly overcosted at 45pts. A bloodthirster with the new FMC rules is unusable at 250pts base. ( i realize my examples are khorne based but i'm most familiar with chaos) or Raptors/warp talons... Why so expensive?
Actually applying correct points would go a long way to fixing the game.
lordwellingstone wrote: I challenge the notion that balance is not possible. Applying appropriate points costs to models is a good place to start. For years GW has over-valued assault units. A bloodletter is not a 10pt model. A bloodcrusher is vastly overcosted at 45pts. A bloodthirster with the new FMC rules is unusable at 250pts base. ( i realize my examples are khorne based but i'm most familiar with chaos) or Raptors/warp talons... Why so expensive?
Actually applying correct points would go a long way to fixing the game.
There are lots of odd example of strange point values. Plasma pistols are my favorite. Why are/were they 15 points? For a thing you will shot once?
I didn't say the game couldn't be balanced though. I was saying that every build can't be balanced against all other builds.
OP: good for you on being able to make the decision!
I personally think that we should all find a game more balanced for "pick-up" games and then play 40k when you find someone compatible to your view of play.
The unholy alliances in the chart fly in the face of many of the stories but some people are more concerned with winning in a non-competitive game system.
I am slugging along on a massive IG force (6000pts) with a half size BT force with half that size GK force with half that size Inquisition force...
Got too much invested to pull out now!!! By the time I am done painting it all we will be into 8th edition in no-time!
Faster rule changes is making this SO much easier to sit out rules you do not like! Roll the dice, no snake-eyes!
lordwellingstone wrote: I challenge the notion that balance is not possible. Applying appropriate points costs to models is a good place to start. For years GW has over-valued assault units. A bloodletter is not a 10pt model. A bloodcrusher is vastly overcosted at 45pts. A bloodthirster with the new FMC rules is unusable at 250pts base. ( i realize my examples are khorne based but i'm most familiar with chaos) or Raptors/warp talons... Why so expensive?
Actually applying correct points would go a long way to fixing the game.
There are lots of odd example of strange point values. Plasma pistols are my favorite. Why are/were they 15 points? For a thing you will shot once?
I didn't say the game couldn't be balanced though. I was saying that every build can't be balanced against all other builds.
Yes, it can.
Not perfectly, but enough so two armies of a particular configuration facing off against each other isn't essentially a foregone conclusion before turn one starts.
Even if one were to consider it to be beyond the reach of mortals, it would still be reasonable that GW anticipate and write for certain builds. Surely they must realise that many Chaos players like to follow a specific deity, and therefore write rules which allow viable mono god lists, either standalone or across the two books?
Sure, it is fair to argue that it is impossible to balance someone wishing to field nothing but Gretchin infantry against, well, pretty much any other list, but it isn't fair to suggest that including enough decent units in a codex to make a Gretchin themed army possible is beyond their reach.
Let's get one thing straight, GW are not hobbyists, they are not even a small team or single man company trying to produce a product while simultaneously holding down a job and honouring family commitments. They are a studio of full time, allegedly professional games developers working on a product that has had decades and millions of pounds invested into it, as well as being touched by some of the most influential minds in tabletop wargaming history. The fact that substantial aspects of the game remain, at best, so ordinary, should leave anyone who stops to consider it open mouthed and shaking their head.
Modern 40K, especially the last year or so, should be taught in economics courses as an object lesson in what happens when you let the financial dept make the decisions on a fundamentally creatively led product. I just hope that the recent fall in income has shown someone somewhere with some influence that they have jumped the shark for far more people than can be absorbed by new player acquisitions and that there is still the will, talent, time and money on hand to try and alter their approach.
lordwellingstone wrote: I challenge the notion that balance is not possible. Applying appropriate points costs to models is a good place to start. For years GW has over-valued assault units. A bloodletter is not a 10pt model. A bloodcrusher is vastly overcosted at 45pts. A bloodthirster with the new FMC rules is unusable at 250pts base. ( i realize my examples are khorne based but i'm most familiar with chaos) or Raptors/warp talons... Why so expensive?
Actually applying correct points would go a long way to fixing the game.
For 40k to be balanced they do need to fix the points value, but beyond that they need to reduce the rock-paper-scissors of the game to some extent. The game can have some degree of rock paper scissors, but when it's as extreme as 40k there'll never be balance, especially when 40k is increasingly losing it's limits on army construction. Now you can take an army of nothing but rocks if you want.
But you can do what you like with points values, a Heavy Bolter is still worth more against a Tyranid army than it is against a Marine army and is completely worthless against an Imperial Knight army.
I tend to think you want a bit of rock-paper-scissors, just not nearly as much as 40k currently has and an army that is balanced in its rock, papers and scissors should almost always have an edge over armies that focus heavily on only 1 area.
The heavy bolter is an excellent example of failure in design. The weapon has not changed since i started playing 13 years ago. Not because it's so good that it never needed changing. In fact i don't think i've ever seen devastators take HBs in anything but a humorous lark. HBs are weapons that are a part of an army beacuse they happen to be attached to things. Never are they a crucial part of a battle plan in the same way a lascannon or melta gun is.
Yet fluffwise ONE marine with a heavy bolter basically holds down a flank by himself.
Why not make taking a heavy bolter over another weapon an important strategic decision by making it an f'ing awesome weapon?!
Or make possessed an utter nightmare to fight like their fluff suggests rather than very expensive close combat marines with no guns or grenades?
It boggles me when the mantra is forge the narrative when the rules they write hardly follow the narrative anyway.
Very few left said hobby. Most are still enjoying miniature wargaming. Unless by that you mean the "hobby" of buying GW products, as testified by GW management in their recent court case.
DaPino wrote: Yet you all feel the need to come on the 40K forum every other day or so to speak up about how you left said hobby and 'don't look back'.
DaPino wrote: Yet you all feel the need to come on the 40K forum every other day or so to speak up about how you left said hobby and 'don't look back'.
Yeah... right.
Heaven forbid people give views so a company can turn around and become better. If people didn't care or have the passion, they wouldn't bother saying anything. While people are upset at GW, they still have the passion for GW even though they don't play, buy anything GW anymore.
Also this is a F O R U M. A place where people can discuss what is on their mind. Just like how you have felt the need to say, other people have something to say as well.
If you run events, it is your job to foster community. You have to be seen to actively discourage douchey play and encourage good sportsmanship.
That way you build up your attendances over time. Sure it is stress explaining over and over what the rules are. Thats why you need to be firm with them and stick to your decisions. That way people can decide if they want to attend your events or not.
DaPino wrote: Yet you all feel the need to come on the 40K forum every other day or so to speak up about how you left said hobby and 'don't look back'.
Yeah... right.
I look back with scorn and mild amusement sometimes.
But I didn't leave the hobby. Selling my 40k armies bought me a ton of Infinity and Warmachine. I'm still in the game!
DaPino wrote: Yet you all feel the need to come on the 40K forum every other day or so to speak up about how you left said hobby and 'don't look back'.
Yeah... right.
40k=/=The wargaming hobby.
It is about half of it though, if not more.
And as the name implies, this is a very 40k-centric forum.
I haven't been playing 40k for very long, and I still like it. Not so much for its rules, but for its fluff and models as well as the freedom it offers, which you won't find in any other miniatures game.
Iron_Captain wrote: I haven't been playing 40k for very long, and I still like it. Not so much for its rules, but for its fluff and models as well as the freedom it offers, which you won't find in any other miniatures game.
Thankfully you don't need the miniatures game for that, you can get them in novels, video games, FFGRPGs and other third party rule systems.
jonolikespie wrote: If 40k really where about "Forging the Narrative" there would be rules for linked battles, narrative scenarios and campaigns where units suffer permanent losses and characters gain xp built into the core rules.
They do:
Crusade of Fire...... and the accompanying Planetary Empires rule set and tiles....
very cool stuff if you have a lot of players for a campaign
Iron_Captain wrote: I haven't been playing 40k for very long, and I still like it. Not so much for its rules, but for its fluff and models as well as the freedom it offers, which you won't find in any other miniatures game.
Thankfully you don't need the miniatures game for that, you can get them in novels, video games, FFGRPGs and other third party rule systems.
You won't get the nice miniatures and the joy of modelling them from a novel though.
DaPino wrote: Yet you all feel the need to come on the 40K forum every other day or so to speak up about how you left said hobby and 'don't look back'.
Yeah... right.
40k=/=The wargaming hobby.
It is about half of it though, if not more.
Is it though?
I genuinely mean that. Outside if the UK I'd he shocked to hear that GW as q whole make up half the industry.
I forget the actual math and can't find it on my phone buy with ICV2s estimates on how much the north America market was worth and with GWs own financials from that area we know that they amount for under 40% there.
Wayland Games just announced that the infinity starter set has already outsold all but the biggest GW releases and its not even out yet.
The largest FLGS in the southern hemisphere reported that 2nd ed dystopian wars outsold 7th 40k 7 to 1.
That same store has reported that GW make up only 10-15% of their revenue.
I've been playing 40k since 2000. It's the first non-historical wargame I got into, and I'm still loving it. I guess it does help that I have awesome games group to hang with.
However, I've also changed as a 40k player. I used to be extremely active in the tourney scene. And I'm really glad I don't compete in tourneys anymore (since 2010, due RL issues). My opinion is that 7th is actually great if you have an awesome games group and you're "forging a narrative". I think there needs to be a separate official supplement from GW called "Tournament 40k" or something to fix competitive play. But that's just my thoughts.
The overall scene in this part of the world has also changed, and is similar to what I've been reading on this forum. A large part of my core wargames group hasn't touched 40k in months, moving on to X-Wing and Infinity. Having said that, I know that another wargames group in town has seen a lot of new 40k players.
Anyways, I've just started yet another IG army. And looking forward to seeing that on table.
Iron_Captain wrote: I haven't been playing 40k for very long, and I still like it. Not so much for its rules, but for its fluff and models as well as the freedom it offers, which you won't find in any other miniatures game.
Thankfully you don't need the miniatures game for that, you can get them in novels, video games, FFGRPGs and other third party rule systems.
You won't get the nice miniatures and the joy of modelling them from a novel though.
You will from the FFGRPG and third party rule systems - customizing your minis as they progress would be great fun (yay magnets!). You can also enjoy a video game enough to want to collect a, say... blood ravens army because of it ; p
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lordwellingstone wrote: The heavy bolter is an excellent example of failure in design. The weapon has not changed since i started playing 13 years ago. Not because it's so good that it never needed changing. In fact i don't think i've ever seen devastators take HBs in anything but a humorous lark. HBs are weapons that are a part of an army beacuse they happen to be attached to things. Never are they a crucial part of a battle plan in the same way a lascannon or melta gun is.
Yet fluffwise ONE marine with a heavy bolter basically holds down a flank by himself.
Why not make taking a heavy bolter over another weapon an important strategic decision by making it an f'ing awesome weapon?!
Or make possessed an utter nightmare to fight like their fluff suggests rather than very expensive close combat marines with no guns or grenades?
It boggles me when the mantra is forge the narrative when the rules they write hardly follow the narrative anyway.
Heavy Bolters are the best weapon to compliment a tactical squad.
Plasmacannon? Can overheat and kill your guy.
Lascannon? Watch how the rest of your squad's bolters don't get to fire for a turn.
Multi Melta? Too short.
Missile Launcher? Very expensive now that GW has realized its a great all rounder. But useless against infantry if you so much as move. Also in 7th edition, it can no longer one-shot a tank, so if you arm your squad with the ML, you are sacrificing their shooting to strip off 1HP at best per turn.
The HB is still able to fire on the move (something that wasnt the case in 5th edition) and enhances your squad's effectivity at whatever enemy squad they are shooting at with zero risk and good range and its cheap.
I'm the kind of player who wants to take special weapons to make squads better at what they do instead of giving them an alternate role that comes at the expense of their main role.
I'll leave the tank hunting to my other units while my tac squads blaze away.
Many people say if you want to take Devastators, take more than 5 or your heavy weapons will start dropping very quickly. But more guys means more bolters, and more of a waste if you arm them with Lascannons. Thus I think 4 Heavy Bolters are also arguably the best loadout for a 10 man Devastator squad as they can now all fire at enemy infantry with no effectivity setback.
Of course, all this rant assumes you are playing with IF chapter tactics
While this is not a tactics thread/forum I'll counter that with I've never in many many years of going to large GTs ever seen a devastator squad fully decked out in Heavy Bolters.
So either you know something everyone else doesn't, or they are actually just not that good (I'm putting money on the latter). In fact in any large tournament setting I'm fairly sure I've never seen a heavy bolter on a marine in any squad. I've only ever seen them on units where they come standard and can't be replaced (godhammer pattern land raiders).
The point being either way that beyond the mechanics of one chapter tactic, they simply are not a weapon people choose to bring to the table. Their middling quality and relatively high points cost, and lack of versatility make them a 3rd string choice in nearly anyone's list. Sure you may come across the odd opponent where your heavy bolters manage to fit that special puzzle piece. But generally there are better ways to spend a heavy support slot and the points on the devastator squad (thunderfire, best 100pts in the game damn near)
But that's beside the point. The heavy bolter is one of MANY examples of missed opportunities on GW's part. Looking at so many other games out there and they make sure that nearly every piece in their game has a role to fill, it makes me look forlornly on 20 painted warp talons and just as many possessed who have really no role in the army that is not "overpriced cannon fodder" They really should be awesome units. "Claws that rend reality" should at least have rending... I mean come on... at least try GW, I know doing a second draft and big boy playtesting is hard but... it's your damn job.
My RPG group is actually in the process of adding a wargame night. Variety is the spice of life.
That said, my experience is on the opposite end of everything. I'm fresh in the hobby and I'm the sick devil convincing my friends its a good idea. The local comic shop selling models for a third of the price did most of the convincing, actually. So yes, we are on the cusp of change.
Uh... I love it so far. Painting was a new, painful but enriching experience. I've only ever known sixth/seventh edition, so I've got no qualms. I've had some hiccups. I got Dark Vengeance just before it updated. That bummed me out... so I contacted GW and they told me they'd let me exchange even though I had already opened my set and popped the sprues. So my new set has been here for a while and I have a positive experience base with GW.
There is no game store here, either. So its just my friends and we all have different goals. I want cool armies to collect and still have function. Another guy wants Tyranids and Orks purely for the fluff. Another is seeking to make the most cutthroat army of Dark Eldar possible. We all know he's going to win every match he's in. He wins everything. That's his thing. We're having fun getting there, though.
I'm going to look into recruiting more players if we're successful, actually. I'd love to see the comic shop making more money...
I can't make judgements for anybody else. This is a hobby. If it becomes a greater source of stress than enjoyment, somethig needs to give. If that's the game, well, that's unfortunate. Though, if its possible, I'd say just scale it back and get a tight-knit group for it. It sounds (from your OP) that more than anything, the people have worn you down. Power gamers suck. Especially in large numbers. Heck; people suck in general in large numbers. They're hard to manage and hard to communicate with on a meaningful level (by which one where they hear you and understand you and you know they hear you and understand you). Whatever you do, 40K or not, have fun with it. That's what its all about.
I couldn't recommend 40k to anyone, even if they had a good group. With a good group any game will be awesome and all the other games out there are far cheaper with better rules and ran by people that don't actively disdain you.
lordwellingstone wrote: The heavy bolter is an excellent example of failure in design. The weapon has not changed since i started playing 13 years ago. Not because it's so good that it never needed changing. In fact i don't think i've ever seen devastators take HBs in anything but a humorous lark. HBs are weapons that are a part of an army beacuse they happen to be attached to things. Never are they a crucial part of a battle plan in the same way a lascannon or melta gun is.
Yet fluffwise ONE marine with a heavy bolter basically holds down a flank by himself.
Why not make taking a heavy bolter over another weapon an important strategic decision by making it an f'ing awesome weapon?!
Or make possessed an utter nightmare to fight like their fluff suggests rather than very expensive close combat marines with no guns or grenades?
It boggles me when the mantra is forge the narrative when the rules they write hardly follow the narrative anyway.
My point wasn't that the HB sucks, it's that it has wildly different effectiveness depending on your opponent. Not "slightly" different, "wildly" different. I actually don't hate HB's, it's just usually the units that take them have something else they can take that is better vs a wider range of opponents.
If you take 5 heavy bolters at Bs4, they are anti-infantry weapons.
Against Necron Warriors, per turn of shooting you'll kill around 78pts worth of models.
Against Space Marines, per turn of shooting you'll kill around 28pts worth of models.
Against Imperial Knights, it can potentially do exactly 0 points of damage.
That's just too much of a swing, even if you only consider the infantry given it's an anti-infantry weapon, it's worth more than double it's value against one army vs another.
IMO, the Rock Paper Scissors game only works well if all armies have similar numbers of rocks, paper and scissors and the army construction template forces you to take at least a little of each. 40k isn't like that, some armies have a base 3+ armour save, some barely manage a 5+, some armies can completely forego rank and file infantry.
AllSeeingSkink wrote: IMO, the Rock Paper Scissors game only works well if all armies have similar numbers of rocks, paper and scissors and the army construction template forces you to take at least a little of each. 40k isn't like that, some armies have a base 3+ armour save, some barely manage a 5+, some armies can completely forego rank and file infantry.
I agree with your point, but the defensive value isn't the problem. It's the offense. The fact that models have wildly different defense is not a huge problem, you can just set the points to reflect that.
The real problem is that some armies don't have any scissors, so when they're facing an all paper army, all they can do is throw as much rock on it as possible and watch it fail.
Not to mention the whole all-or-nothing take on armour penetration. AP4 vs space marines? Might as well have AP -. You've payed for the AP4 but you can't use it. Lower it by ONE POINT to AP3, and all of a sudden you're tearing through marines like butter.
In Fantasy Battles, you pay for 1 armour penetration and you get 1 armour penetration.
Purifier wrote: I agree with your point, but the defensive value isn't the problem. It's the offense. The fact that models have wildly different defense is not a huge problem, you can just set the points to reflect that.
Not to mention the whole all-or-nothing take on armour penetration. AP4 vs space marines? Might as well have AP -. You've payed for the AP4 but you can't use it. Lower it by ONE POINT to AP3, and all of a sudden you're tearing through marines like butter. In Fantasy Battles, you pay for 1 armour penetration and you get 1 armour penetration.
Whether it's offensive power or defensive power it has much the same problem, either you say different weapons have different values against different armour or different armour has different values against different weapons. And yeah, it's the AP system that's the problem in this case. If the HB was simply -2 armour save, you could have anti-infantry weapons that are worth their points against all types of infantry, not just infantry from army A but not army B. Things like grenade launchers and heavy bolters are always going to have issues finding a place in a game with an all or nothing armour system.
Then you also have the way vehicle armour works.
The real problem is that some armies don't have any scissors, so when they're facing an all paper army, all they can do is throw as much rock on it as possible and watch it fail.
Well that's kind of what I was getting at, a rock-paper-scissors system only works if all armies not only have access to all facets but also are somewhat forced to take a little of each.
I've played 40k since Rogue Trader. I quit in November of 2012 with the release of X-Wing miniatures. I grew tired of the constant price increases put upon us by GW. I felt my money could be better spent on other games.
Arbiter_Shade wrote: I stopped playing a couple of months before 6.5/7 and despite having picked up a Necron army that ended up costing me $0 and still haven't played...I have a about six armies right now just collecting dust as I have lost interest in playing...though I have been getting into WHFB lately and it is a much better game. It doesn't help that it is still expensive as heck and the rules have some extremely questionable problems, but it is fun still.
Now, I still play 40k, but I wanted to agree on thispost that I believe, while still a GW product, Fantasy seems to be a bit more balanced, and reduces the amount of spam you can do. The only real issues with the game are Cannons and some of the "test or die" spells. I've been getting into it within the last few months, and have had fun (Even though I get my ass handed to me as I play TK)
Arbiter_Shade wrote: I stopped playing a couple of months before 6.5/7 and despite having picked up a Necron army that ended up costing me $0 and still haven't played...I have a about six armies right now just collecting dust as I have lost interest in playing...though I have been getting into WHFB lately and it is a much better game. It doesn't help that it is still expensive as heck and the rules have some extremely questionable problems, but it is fun still.
Now, I still play 40k, but I wanted to agree on thispost that I believe, while still a GW product, Fantasy seems to be a bit more balanced, and reduces the amount of spam you can do. The only real issues with the game are Cannons and some of the "test or die" spells. I've been getting into it within the last few months, and have had fun (Even though I get my ass handed to me as I play TK)
I'll also add that that Nagash is amazing looking.
It leads me to wonder if 40k will get a "end of times" story advancement. That could bring a lot of excitement and players back....or piss off the players they have left.
Arbiter_Shade wrote: I stopped playing a couple of months before 6.5/7 and despite having picked up a Necron army that ended up costing me $0 and still haven't played...I have a about six armies right now just collecting dust as I have lost interest in playing...though I have been getting into WHFB lately and it is a much better game. It doesn't help that it is still expensive as heck and the rules have some extremely questionable problems, but it is fun still.
Now, I still play 40k, but I wanted to agree on thispost that I believe, while still a GW product, Fantasy seems to be a bit more balanced, and reduces the amount of spam you can do. The only real issues with the game are Cannons and some of the "test or die" spells. I've been getting into it within the last few months, and have had fun (Even though I get my ass handed to me as I play TK)
I'll also add that that Nagash is amazing looking.
It leads me to wonder if 40k will get a "end of times" story advancement. That could bring a lot of excitement and players back....or piss off the players they have left.
I mean, I love the way the End Times is going for Fantasy, which makes me feel I started WHFB at the right time, and gets me even more excited to play my TK. However, I don't want/care to see the same thing happen to 40k. I can almost guarantee it would end up with the Imperium armies getting a whole lot more stuff for them to use, while most of the Xenos races are left with nothing much new, since, unlike fantasy, MOST 40k factions hate eachother and would not work together very well, or for extended periods of time.
I think Imperium (which already contains a bucketload of factions in 7th edition) and Tau and Eldar would be willing to work together.
The Eldar could even control some orks with their psychic powers as was seen on Dawn of War, and the Imperium could also hire some of them like the Blood Axes, and maybe the Dark Eldar would also be the only evil faction most likely to join the good guys because their fear of Chaos is greater than their lust for torture. And, given the total fluff rewrite since 2012, maaaybe, just maaybe, one or two of the most reasonable Necron Dynasties could see the Tyranid or Chaos threat for what it is and join forces with the Imperium.
That leaves us with Chaos Space Marines, Chaos Daemons, the rest of the Necrons and Tyranids - four classic antagonists each hellbent on destroying the Imperium for their own reasons, but too different to ever ally with each other, and you still got the rest of the unruly Orks in the galaxy that could be part of the bad guys.
Sir Arun wrote: I think Imperium (which already contains a bucketload of factions in 7th edition) and Tau and Eldar would be willing to work together.
The Eldar could even control some orks with their psychic powers as was seen on Dawn of War, and the Imperium could also hire some of them like the Blood Axes, and maybe the Dark Eldar would also be the only evil faction most likely to join the good guys because their fear of Chaos is greater than their lust for torture
Well, even then, what would come of Necrons? We wouldn't really ally with many people willingly, since most people hate us. Therefor, I on a personal level wouldn't care too much for an End Times.
40K is for fun now and I love it. I actually switched over from Fantasy because all the 'competitive' players went over to fantasy. I like fun, so current 40K is perfect imo. And if the last few remaining competitive guys follow the trend and rage quit, all the better.
As someone who's been playing GW games for over 20 years, and who remembers when it used to be about having fun and pushing models around on a table,I honestly say, 'good riddance.'
If I want competitive, I'll play a well-balanced game. Like Scrabble. 40K CAN be balanced, if both players make an agreement beforehand to not be douches to each other. That seems to be outside the skill set of many players. Sucks for them.
Did you ever consider that maybe people have different concepts of what constitutes fun in a tabletop game?
You are part of the problem.
Perpetuating this 'us vs. them', competitive vs. casual mindset is exactly what is driving people away from the game. Only in 40k is there such a distinction; in other games, there are just players.
Did you ever consider that maybe people have different concepts of what constitutes fun in a tabletop game?
You are part of the problem.
Perpetuating this 'us vs. them', competitive vs. casual mindset is exactly what is driving people away from the game. Only in 40k is there such a distinction; in other games, there are just players.
The irony is that 40k isn't even for fun, because "fun" armies end up being worthless if someone so much as brings a good unit to the table. I bring up again my now-shelved likely forever all-Terminator army. Cool? Yes. Fluffy? Yes. Fun? Well, if I would be content with always losing then I guess it could be fun. Too bad that I actually want to win once in a while to not feel like my money is thrown away on pretty models. So feth me for wanting to win once in a while with a cool army instead of doing Drop pod SM or Bike SM or Centstar or whatever the current flavor du jour is in competitive armies.
Fair enough, perhaps my tone was a little harsh, I'll accept that my post was perhaps insulting.
But ignorant? I don't agree at all.
I don't care for rhe WAAC mentality. And as is always brought up in these threads, there are plenty of other wargames that can be played competitively. By your own admission, 40K is no longer one of them.
The era of fun has begun. Adapt or die. My group is having GREAT fun with 40K. Basically no one is playing fantasy any more, everyone is running fun lists in 40K and having fun. How dare we.
You can write up some tweaks of your own to the rules to make the game more competitive. In fact, GW ENCOURAGES THAT, specifically for people like yourself who want to play the game a certain way.
But you guys want it your way or not at all. You want the core rulebook to be written to cater only to yourselves and to hell with anyone who thinks differently from you. Well, too bad.
Some of us are perfectly happy with 7th ed. And GW has clearly decided that our money is worth more than yours.
And I'll remind you all that 'new edition blues' is hardly a new thing. This happens every edition. 8th ed. fantasy caused half the players to rage quit. Now they're back playing fantasy because they rage quit 40K. 9th Fantasy will drop and they'll all be back playing 40K again.
The thing that seperates 40K from the other games is the IP. It's better than all the rest. That's why X-Wing imo presents such a threat. While I, personally, despise the Star Wars IP, loads of people love it. And the models come painted.
You're allowed to be mad that the game you loved isn't there any more, what you aren't allowed to be mad about is the fact that other people are having fun with it and that GW has clearly decided that the casual players are the wave of the future. They sell more kits when people are running what the want to run instead of running the latest list they found on a thread on some forum called 'My list that never loses.'
When I'm paying almost $100 for rules, then damn right I want the rules to be written to NOT require modifying them, because they are rules for the game. At that point why bother paying for them? I'll just make my own up and save the money.
Besides, remind me again how to make an all-Terminator army viable without basically rewriting half the rules? I think that's a fun, fluffy army. But it's also useless against virtually everybody. While I'm no WAAC sore loser I'd also like to win sometimes too.
It's not about "WAAC" it's about the game being fundamentally broken. It's not just black and white, "fun" vs. "WAAC/competitive". There are some fun armies that cannot win at all because the rules are a clusterfeth and imbalanced (see my Terminator army above). That's hardly WAAC. I want a way to play what I'd like and not lose every game unless my opponent feels sorry for me and fields rubbish units or plays dumb to give me a fighting chance.
WayneTheGame wrote: When I'm paying almost $100 for rules, then damn right I want the rules to be written to NOT require modifying them, because they are rules for the game. At that point why bother paying for them? I'll just make my own up and save the money.
Besides, remind me again how to make an all-Terminator army viable without basically rewriting half the rules? I think that's a fun, fluffy army. But it's also useless against virtually everybody.
It's not about "WAAC" it's about the game being fundamentally broken. It's not just black and white, "fun" vs. "WAAC/competitive". There are some fun armies that cannot win at all because the rules are a clusterfeth and imbalanced (see my Terminator army above). That's hardly WAAC. I want a way to play what I'd like and not lose every game unless my opponent feels sorry for me and fields rubbish units or plays dumb to give me a fighting chance.
Well....arguably, if I didn't bring a doomsday ark, it would probably screw with me a good bit. >.<
I don't care for rhe WAAC mentality. And as is always brought up in these threads, there are plenty of other wargames that can be played competitively. By your own admission, 40K is no longer one of them.
And no where have I mentioned WAAC mentality. The desire to win and play a reasonably balanced game without doing a 12 step process to ensure both lists are appropriate does not make anyone WAAC. WAAC is purely when people are deliberately harming the fun of someone else knowingly. The desire to win a good game does not fall under the banner of WAAC.
The era of fun has begun. Adapt or die. My group is having GREAT fun with 40K. Basically no one is playing fantasy any more, everyone is running fun lists in 40K and having fun. How dare we.
The era of fun? Define fun. Your idea, or my idea? Further, no where did I say you couldn't have fun, or shouldn't. Throwing in 'How dare we' is unnecessary.
You can write up some tweaks of your own to the rules to make the game more competitive. In fact, GW ENCOURAGES THAT, specifically for people like yourself who want to play the game a certain way.
If I'm paying over $150 for a rulebook and codex, I shouldn't have to make any changes to make the game balanced and playable.
But you guys want it your way or not at all. You want the core rulebook to be written to cater only to yourselves and to hell with anyone who thinks differently from you. Well, too bad.
An absolute misrepresentation of many posters on here. The disappointed voices want a clear and balanced ruleset. By extension of being clear and balanced, the game would cater to both competitive mindsets and casual ones, at no cost to either side. In fact, a clear and balanced ruleset would cater better to casual players in nearly every way imaginable. There is quite literally no downside to writing a clear, concise ruleset that has been thoroughly playtested and balanced to ensure no faction or build is too strong or weak.
Some of us are perfectly happy with 7th ed. And GW has clearly decided that our money is worth more than yours.
I'm glad you're happy. Honestly, I wish I could enjoy the game as much as you do.
But I think we can both agree that catering the game to a singular mindset and excluding people is in no way a good business plan.
WayneTheGame wrote: When I'm paying almost $100 for rules, then damn right I want the rules to be written to NOT require modifying them, because they are rules for the game. At that point why bother paying for them? I'll just make my own up and save the money.
Besides, remind me again how to make an all-Terminator army viable without basically rewriting half the rules? I think that's a fun, fluffy army. But it's also useless against virtually everybody. While I'm no WAAC sore loser I'd also like to win sometimes too.
It's not about "WAAC" it's about the game being fundamentally broken. It's not just black and white, "fun" vs. "WAAC/competitive". There are some fun armies that cannot win at all because the rules are a clusterfeth and imbalanced (see my Terminator army above). That's hardly WAAC. I want a way to play what I'd like and not lose every game unless my opponent feels sorry for me and fields rubbish units or plays dumb to give me a fighting chance.
Deathwing can be pretty effective as an all terminator army if done right, They got plenty of rules for an effective alpha strike that will leave your opponent reeling, and with the proper model placement and use of wound allocation mechanic, can take quite a bit of punishment as well.
I understand your frustration, but I don't think your argument has any merit at all. Building a list that's designed to lose and then complaining that you can't win with it is a choice you made. It isn't GWs fault. What you're asking for isn't fair, balanced rules, it's rules skewed towards Terminators. You could add in some tacticals, scouts, tanks, etc and have a fine Terminator-heavy list. But you are choosing to punch yourself in the balls and then complaining that it hurts.
Worth considering that if the Rulebook and codices were written to a better standard allowing all units to find a useful
role to fill than it wouldn't just be "competitive" players who would benefit.
Quite the contrary in fact. It would be the "casual" or new player who would be best served. There wouldn't have to be any pre-game negotiating of what is and isn't ok. You could just fly right into the game and start forging those naratives.
Most importantly new players wouldn't find themselves with collections of models which are terrible in game. You see it all the time in the army lists section.
"Help me make a list with these models"
"OK first buy these three much better units and $130 of transports"
"I just bought these and would like to make them work"
"*Best attempt at making a list out of the substandard options*"
OldSkoolGoff wrote: You're allowed to be mad that the game you loved isn't there any more, what you aren't allowed to be mad about is the fact that other people are having fun with it and that GW has clearly decided that the casual players are the wave of the future. They sell more kits when people are running what the want to run instead of running the latest list they found on a thread on some forum called 'My list that never loses.'
Nobody is mad that other people are having fun. This also isn't about "casual" or "latest list they found on a thread". You keep thinking in pure black and white terms: Fun vs. Competitive. Casual vs. Hardcore, etc. it's not about that.
I'm glad that you are having fun. If I could venture a guess, you play with a regular group and don't just play pickup games at a game store? That's usually how these opinions go. The fact is that I'm paying $135USD or thereabouts for rules and a codex to play. Don't you think that it should come out of the box ready to use for that kind of price without requiring me to make a list of house rules and on top of that discuss half a dozen things with my opponent before unpacking my army?
Not one person has said the game should be competitive, however lots of people have said the rules should be balanced to foster competitive play and this fallacy keeps being tossed around that balancing a game around tournaments somehow makes it bad for regular play, and despite there never being any evidence to prove it this nonsense keeps being trotted out by various people on the forums, as though it's mutually exclusive. How does clear, concise rules hurt casual play?
Once again, there are plenty of concepts in 40k that just won't work in practice unless you are playing a clueless newbie or someone who deliberately gimps their own list to not be too hard, because the rules for those units or whatever just aren't good. All Terminators, regular CSM squads, the Pyrovore, Vespids, there's a bunch of units that just outright suck because they weren't designed with any sort of balance. I don't know about you but my definition of fun isn't getting stomped game after game after game because my fluffy Terminator army just isn't good unless my opponent basically lets me win. Does that sound fun to you?
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OldSkoolGoff wrote: I understand your frustration, but I don't think your argument has any merit at all. Building a list that's designed to lose and then complaining that you can't win with it is a choice you made. It isn't GWs fault. What you're asking for isn't fair, balanced rules, it's rules skewed towards Terminators. You could add in some tacticals, scouts, tanks, etc and have a fine Terminator-heavy list. But you are choosing to punch yourself in the balls and then complaining that it hurts.
Ah but that's my army concept. A 1st Company elite army. It works in the fluff, doesn't it, so why not in the game? That isGW's fault. They could balance the rules so that if I have an all Terminator (BTW @SirArun I know Deathwing is slightly better but I wanted a generic SM chapter) army my force is very resilient but small, so each of my guys is very hard to kill but the trade off is that I'd only have like 30 figures. That's balance, what we have instead is that I'm just being told that I can't do what I want without throwing the game. What you're saying is that I shouldn't complain because the rules don't allow for a perfectly reasonable army idea and play something I don't want (Tacticals, Scouts, etc.) to make it viable. In other words I should change my concept and my fluff because the game won't support what I actually want to do.
Well argued points Blacksails. I see your perspective better now. I still don't agree with it because I think 40K 7th is a great, fun game. And if someone wants to put a seer council down on the table, I am free to walk away from the table, or I can say 'well, I'm going to lose, but I'm going to go down fighting.' And probably just not play that guy next time I stop by the club.
Deathwing can be pretty effective as an all terminator army if done right, They got plenty of rules for an effective alpha strike that will leave your opponent reeling, and with the proper model placement and use of wound allocation mechanic, can take quite a bit of punishment as well.
OldSkoolGoff wrote: Well argued points Blacksails. I see your perspective better now. I still don't agree with it because I think 40K 7th is a great, fun game. And if someone wants to put a seer council down on the table, I am free to walk away from the table, or I can say 'well, I'm going to lose, but I'm going to go down fighting.' And probably just not play that guy next time I stop by the club.
That's fine, I understand why people enjoy the game.
Just to point out, that walking away from a game because of a list/element of a list is a symptom of the rules, and not really a reasonable solution. Playing a lopsided match might be fun once or twice, or for certain people, but I'm fairly positive most people enjoy close, hard fought matches, rather than easy slaughters.
Its a gakky situation for a lot of people, hence the voices of disappointment on this board. Many people are heavily invested and hate to see a game they once loved go further and further in a direction that makes no sense to them. With additions like Murderfang with his Murderclaws suffering from Murderlust from the planet Omnicide, it makes you wonder how much effort the designers are really putting in to the game. I, and many others, don't believe in rewarding a company with our money for a sub par product, especially when the alternatives are so plentiful and excellent.
I sincerely hope GW pulls itself out of the tailspin of poor quality, and takes a good hard look at its games. There's greatness that can be achieved if the effort is put in. Imagine a balanced game of 40k with published rules for campaigns that tie with BFG and Epic, all in beautiful plastic.
When you see the possibilities and look at what we're given, its hard not to feel like you're being given a poor parody of what could be.
The day GW redoes BFG, is the day I max out my line of credit.
*Edit* I should probably thank you for the civil discussion and being reasonable. My intent is not to convince you to quit 40k or stop having fun, but just so you understand where other people on this board are coming from. Which I believe we've accomplished here.
Although I'm not a fan of the loose-ruleset concept, it does seem to have its supporters, and I can understand that. But what I can't condone is the cost at which the rules are published.
On average, new book releases get more expensive every time and content is divided out over more and more books. Plus the lifespans of these books are very short- the 6th edition rulebook is a solid example of something which the lifespan was cut by half. I get that people love 40k, their models, and the concept of the game, but I have to wonder at *what* point GW will cut content-per-cost down such that people say "I'm sorry, this is just too much" and leave.
I honestly think that's what's happening with the most recent reports. Everyone has their different threshold at which the cost to engage in the "current 40k" becomes unacceptable. And 40k is cutting into the core block of customers now...before it was the low-threshold customers who complaints were quickly dismissed. Now, with so much of the base being in the threshold range, frustration is growing more and more prevalent, as is the drop-out rate.
OldSkoolGoff wrote: I understand your frustration, but I don't think your argument has any merit at all. Building a list that's designed to lose and then complaining that you can't win with it is a choice you made. It isn't GWs fault. What you're asking for isn't fair, balanced rules, it's rules skewed towards Terminators. You could add in some tacticals, scouts, tanks, etc and have a fine Terminator-heavy list. But you are choosing to punch yourself in the balls and then complaining that it hurts.
No, what we're asking for is a game where all choices are approximately equally valid. Yes, one could, perhaps should, construct a list with other units to support the Terminators.
The issue arises when no matter how carefully you construct a Terminator list, regardless of how much attention you pay to ensuring it is balanced against as many potential threats it may encounter as possible, it will still be objectively worse than other armies that can be constructed from the same book.
Understand this, people aren't campaigning for their pet army variant to be the next Serpent spam, they just want a chance at winning with it. Just a general move of the outlying units, be it good or bad, towards a more median power level. It is fair to concede that every item in the game will never be a perfect conjunction of power level and points, there will always be choices that are more or less efficient. What is eminently possible, as is demonstrated by the existence of many other successful games that do it, is to make the circumstances where the efficiency of those choices varies, either by missions and scenarios or synergy with other units, or where the increased efficiency is not at such a huge discrepancy that it essentially determines a winner before turn one, barring some significant statistical anomalies with dice rolling.
I'm going to go out on a limb and suggest you're part of a relatively small gaming community? Because anyone who has faced a Wave Serpent spam, Riptide Spam, Screamerstar, Jetseer Council or any of the other demonstrably statistically advantaged broken lists from recent times more than a handful of times is really going to struggle to maintain your attitude.
Good post Azreal. I feel like Allies and unbound helps out here. If I absolutely had to play in some horrid group where people ran stuff like that, I'd probably ally in 3 looted Riptides myself.
That's just it, were the game better balanced and written, you wouldn't have to unless you chose to.
EDIT
And the reasons for choosing to would be based on complementing your intended strategy with the rest of your force, or because you thought the models were cool, not because you felt pressured to bring cheese to counter your opponent's cheese.
I'm going to go out on a limb and suggest you're part of a relatively small gaming community? Because anyone who has faced a Wave Serpent spam, Riptide Spam, Screamerstar, Jetseer Council or any of the other demonstrably statistically advantaged broken lists from recent times more than a handful of times is really going to struggle to maintain your attitude.
I face those lists all the time. It's rare that I don't see a list including one of those, or daemon factories, necron flying bakeries, necron AV 13 spam, Adamantine lance, etc. It hasn't changed my enjoyment of the game one bit. It has made me a far better player and list builder. My space wolves, which were bottom tier until very recently, have been able to compete and even win over 50% of those matchups. Yes, I had to (gasp!) buy, build and paint new units. I had to adapt my list and play style to the meta. If you're willing to do that, nearly every codex has a build that can compete with the top tier power builds. If you don't want to do that, why do you expect to compete with the people that are doing that?
I'm going to go out on a limb and suggest you're part of a relatively small gaming community? Because anyone who has faced a Wave Serpent spam, Riptide Spam, Screamerstar, Jetseer Council or any of the other demonstrably statistically advantaged broken lists from recent times more than a handful of times is really going to struggle to maintain your attitude.
I face those lists all the time. It's rare that I don't see a list including one of those, or daemon factories, necron flying bakeries, necron AV 13 spam, Adamantine lance, etc. It hasn't changed my enjoyment of the game one bit. It has made me a far better player and list builder. My space wolves, which were bottom tier until very recently, have been able to compete and even win over 50% of those matchups. Yes, I had to (gasp!) buy, build and paint new units. I had to adapt my list and play style to the meta. If you're willing to do that, nearly every codex has a build that can compete with the top tier power builds. If you don't want to do that, why do you expect to compete with the people that are doing that?
People aren't choosing not to go that because they are lazy or something. They are choosing not to do that because they like the fluff of an Iron Warriors list with lots of basic marines and havocs as a siege force and think the helldrake is an ugly model.
People are being punished for not playing to the meta, which is one of the worst things a 'fun' game can possibly do.
I'm going to go out on a limb and suggest you're part of a relatively small gaming community? Because anyone who has faced a Wave Serpent spam, Riptide Spam, Screamerstar, Jetseer Council or any of the other demonstrably statistically advantaged broken lists from recent times more than a handful of times is really going to struggle to maintain your attitude.
I face those lists all the time. It's rare that I don't see a list including one of those, or daemon factories, necron flying bakeries, necron AV 13 spam, Adamantine lance, etc. It hasn't changed my enjoyment of the game one bit. It has made me a far better player and list builder. My space wolves, which were bottom tier until very recently, have been able to compete and even win over 50% of those matchups. Yes, I had to (gasp!) buy, build and paint new units. I had to adapt my list and play style to the meta. If you're willing to do that, nearly every codex has a build that can compete with the top tier power builds. If you don't want to do that, why do you expect to compete with the people that are doing that?
Because the game should be balanced such that there is no such thing as a "top tier power build". There should just be builds that ask different tactical questions. That's typically how other games work. I can build a list in Warmachine and it really doesn't matter which units I take as long as I make sure that I have synergy and that I know how to use the correct tactics with it. There are some more common choices, true, but there's no such thing as a power build. Hell I just watched a 35 point game on Youtube where someone was using a very unorthodox list with a caster that's largely considered to be poor and a few specific Warjack choices (Karchev the Terrible, if anyone cares). Using tactics he beat his opponent within 18 minutes, assassination in Turn 2; he didn't even kill a single enemy model before pulling off the assassination. Now that part doesn't apply to 40k, but that kind of situation where you can take a "subpar" choice and with superior tactics not only win but win decisively, is what I want out of 40k. There shouldn't be a situation where Wave Serpents, for instance, are so good that you A) Want to spam them and B) Spamming them gives you an insane advantage in a game. There shouldn't be a situation where a unit, the Pyrovore for example, has zero purpose in a list and there's virtually zero reason why you would ever take it, and choosing to take it is actively hindering you because you didn't take something else instead.
I'm going to go out on a limb and suggest you're part of a relatively small gaming community? Because anyone who has faced a Wave Serpent spam, Riptide Spam, Screamerstar, Jetseer Council or any of the other demonstrably statistically advantaged broken lists from recent times more than a handful of times is really going to struggle to maintain your attitude.
I face those lists all the time. It's rare that I don't see a list including one of those, or daemon factories, necron flying bakeries, necron AV 13 spam, Adamantine lance, etc. It hasn't changed my enjoyment of the game one bit. It has made me a far better player and list builder. My space wolves, which were bottom tier until very recently, have been able to compete and even win over 50% of those matchups. Yes, I had to (gasp!) buy, build and paint new units. I had to adapt my list and play style to the meta. If you're willing to do that, nearly every codex has a build that can compete with the top tier power builds. If you don't want to do that, why do you expect to compete with the people that are doing that?
People aren't choosing not to go that because they are lazy or something. They are choosing not to do that because they like the fluff of an Iron Warriors list with lots of basic marines and havocs as a siege force and think the helldrake is an ugly model.
People are being punished for not playing to the meta, which is one of the worst things a 'fun' game can possibly do.
Also this. Perfect example too. If I want to play a fluffy Iron Warriors army with a couple of squads, some havocs, a unit of berserkers in a Rhino (assault force) and a Maulerfiend, I shouldn't be penalized for not taking Plague Marines and bikes and Heldrakes. I'm being screwed over because I'm ignoring the meta, instead of having the meta not have such a strong influence. Again, using Warmachine as an example (sorry, it's the game I currently play so it's fresh in my mind) there is definitely a meta, but there's also enough variety that there's no single "go to" build that solves most of your problems.
I'm going to go out on a limb and suggest you're part of a relatively small gaming community? Because anyone who has faced a Wave Serpent spam, Riptide Spam, Screamerstar, Jetseer Council or any of the other demonstrably statistically advantaged broken lists from recent times more than a handful of times is really going to struggle to maintain your attitude.
I face those lists all the time. It's rare that I don't see a list including one of those, or daemon factories, necron flying bakeries, necron AV 13 spam, Adamantine lance, etc. It hasn't changed my enjoyment of the game one bit. It has made me a far better player and list builder. My space wolves, which were bottom tier until very recently, have been able to compete and even win over 50% of those matchups. Yes, I had to (gasp!) buy, build and paint new units. I had to adapt my list and play style to the meta. If you're willing to do that, nearly every codex has a build that can compete with the top tier power builds. If you don't want to do that, why do you expect to compete with the people that are doing that?
I'm not sure what you're arguing?
Is it that 40K is fun as long as you sacrifice everything that one personally enjoys about the game and goes out and buys a power build in order to compete with all the other power builds?
Doesn't sound much fun to a player who likes to build thematic or aesthetic focused armies and would love for his gameplay decisions to make most difference to the winner, and not almost exclusively his list building and model purchasing decisions.
People aren't choosing not to go that because they are lazy or something. They are choosing not to do that because they like the fluff of an Iron Warriors list with lots of basic marines and havocs as a siege force and think the helldrake is an ugly model.
People are being punished for not playing to the meta, which is one of the worst things a 'fun' game can possibly do.
When has there been an edition of WHFB or 40K that didn't have that problem though? This isn't some new problem in 7th. There has always been that issue and there always will be because no matter what GW does, people will find a way to abuse the rules. It's human nature in a competitive environment for people to strive to find a compeititve edge.
Fantasy has all these same problems. Try running a Dark Elf list based around spearmen and corsairs. Try running and OnG list based around regular boys and boar boys. It doesn't work in a competitive environment even though it makes sense in the fluff. But lists like that can be fun to play if you can find other players looking to run fun fluffy lists.
Your asking Games Workshop to do something impossible. Make every unit completely balanced. If, for example, they made Rip Tides no longer over-powered, Tau power gamers wouldn't scale back to one rip tide, they'd figure out what the next most over-powered unit was and spam that instead.
All these problems aren't problems with the game itself. They never are. It's a problem with the player base. No one is forcing Tau players to run 3 rip tides. They are doing it because they see it's an easily exploitable, over-powered, under-costed unit. No one is forcing Eldar players to run Seer Stars. The players are choosing to be jerks.
I joined a fantasy group this year with my Vampire Counts army. I didn't want to run any terrorgheists. Well, too bad, to be competitive I had to buy 2. I quit that group because it made the game no longer fun to me. At least, if Fantasy was like 7th 40K I could have also taken an allied undead High Elf detachment with 2 frost phonixes, banner of the world dragon undead White Lions and some undead Phoenix guard with undead Teclis. At least it would be balanced.
40K is actually giving you an chance to be more competitive with the new rules if you want to be. Break out the modeling knife and the green stuff and bring something that fits your fluff but which uses the rules for something powerful.
OR
Find a new group.
OR
Have your group sit down and come up with a comp system or something.
I just feel people are over-reacting to comical levels and I'm trying to talk some sense into them. This happens every edition. People quit for a while. They usually come back after a while when they've calmed down.
OldSkoolGoff wrote: Your asking Games Workshop to do something impossible. Make every unit completely balanced. If, for example, they made Rip Tides no longer over-powered, Tau power gamers wouldn't scale back to one rip tide, they'd figure out what the next most over-powered unit was and spam that instead.
Why is it impossible for GW, but not others? Honest question. Most games can balance choices so there isn't a unit that is overpowered to the point where it becomes a problem? Most games handle this by restricting how many you have, or having them cost enough that you can't take a ton of them. Even with GW's focus on selling models and not the game (as silly as that is in reality) there doesn't have to be units that are SO overpowered. Power gamers will always find the "best" choices, but you can make the gap between "best" and "not best" a lot smaller to mitigate the problem. Warmachine seems to do this fairly well; you tend to see the same "good" units in most tournament lists, but not 100% of the time, and even then the power level between a "good" unit and an "average" unit is minimal.
Why can't GW do that? I understand fully that they don't WANT to do that, but I don't think it's that they can't. They're just lazy and/or greedy so don't want to put the effort in because why bother when you can sell a Riptide at $85? Make them so good that you want three, and they get 3x the amount than if a Riptide was 500 points or whatever (not that it would be that high even if properly balanced, of course, but as an example) and you only wanted to get one.
Also, you hit a nerve with your comment about just convert to use the OP rule. That should not be an option that has any merit at all in being brought up. I shouldn't be told if I want to play Iron Warriors to just model bionics on them and field them as Plague Marines, because that's competitive. A good game would let me field Iron Warriors and have them be just as competitive, possibly a different way or with different tactics, as fielding Plague Marines. The fact that the common retort is to just model something and proxy/counts-as is a design flaw.
"Deal or find a new group" is not an acceptable answer. Doubly so when a lot of people don't have a "group" but play in a game store as the notion to just find a new game store is ridiculous.
People aren't choosing not to go that because they are lazy or something. They are choosing not to do that because they like the fluff of an Iron Warriors list with lots of basic marines and havocs as a siege force and think the helldrake is an ugly model.
People are being punished for not playing to the meta, which is one of the worst things a 'fun' game can possibly do.
When has there been an edition of WHFB or 40K that didn't have that problem though? This isn't some new problem in 7th. There has always been that issue and there always will be because no matter what GW does, people will find a way to abuse the rules. It's human nature in a competitive environment for people to strive to find a compeititve edge.
Fantasy has all these same problems. Try running a Dark Elf list based around spearmen and corsairs. Try running and OnG list based around regular boys and boar boys. It doesn't work in a competitive environment even though it makes sense in the fluff. But lists like that can be fun to play if you can find other players looking to run fun fluffy lists.
Your asking Games Workshop to do something impossible. Make every unit completely balanced. If, for example, they made Rip Tides no longer over-powered, Tau power gamers wouldn't scale back to one rip tide, they'd figure out what the next most over-powered unit was and spam that instead.
All these problems aren't problems with the game itself. They never are. It's a problem with the player base. No one is forcing Tau players to run 3 rip tides. They are doing it because they see it's an easily exploitable, over-powered, under-costed unit. No one is forcing Eldar players to run Seer Stars. The players are choosing to be jerks.
I joined a fantasy group this year with my Vampire Counts army. I didn't want to run any terrorgheists. Well, too bad, to be competitive I had to buy 2. I quit that group because it made the game no longer fun to me. At least, if Fantasy was like 7th 40K I could have also taken an allied undead High Elf detachment with 2 frost phonixes, banner of the world dragon undead White Lions and some undead Phoenix guard with undead Teclis. At least it would be balanced.
40K is actually giving you an chance to be more competitive with the new rules if you want to be. Break out the modeling knife and the green stuff and bring something that fits your fluff but which uses the rules for something powerful.
OR
Find a new group.
OR
Have your group sit down and come up with a comp system or something.
I just feel people are over-reacting to comical levels and I'm trying to talk some sense into them. This happens every edition. People quit for a while. They usually come back after a while when they've calmed down.
You're right, there hasn't really been a "perfect" edition of either of GWs big two.
This has been less of a problem until now because
- the current environment is throwing more and more options Into the game, via supplements, expansions and dataslates, increasing the complexity and the chances of something ludicrous slipping through the "testing" net. Not inherently a problem until you ally it (see what I did there?) with GW's apparently petulant refusal to maintain any sort of regular release of FAQs and Errata, to the extent where different formats have different wordings.
- other companies are demonstrating how it can be done. For the first few decades, GW had no serious competition, at least none that stuck around for long, but the last ten years has seen the emergence of several games that have a) stuck around, b) continue to grow when GW isn't and c) provide playable, approximately balanced rules, and more importantly, be actively involved with community when it comes to maintaining and adjusting them, something GW is spectacularly bad at to the point of actively retreating from their customer base.
It is demonstrably NOT impossible to produce a reasonably (not perfectly, reasonably) balanced game, GW have just failed to do so in over 30 years of, allegedly, trying.
- (edit) The player base is more and more connected these days too. When I was playing 2nd Ed in my mate's flat in a small group of friends with limited Internet access (and frankly, no real thought to see if people were in the Internet talking about 40K) not one of us came up with any of the broken armies I've heard tales of since returning to the game a few years back. These days, anyone desperate to win just needs Google and a credit card and can pretty much guarantee themselves a minimum 2:1 W/L.
You need to stop banging the drum about the players being jerks too. It has been said that Wave Serpents are a fluffy choice, as they are the only dedicated transport available to the
Eldar, and sending a unit into battle on foot isn't a fluffy choice for many Eldar units, it isn't the players fault that they're ludicrous units that should never have made it into the book in their current form.
I've said before competitive should be an attitude not a playstyle, and pretty much every single other wargame out there manages to achieve this outside of Warhammer.
Also, GW's financials have shown a consistent loss of revenue for the last two reports in succession, so I'd suggest fewer people are having sense talked into them (seriously? How big headed are you?) and aren't calming down.
People aren't choosing not to go that because they are lazy or something. They are choosing not to do that because they like the fluff of an Iron Warriors list with lots of basic marines and havocs as a siege force and think the helldrake is an ugly model.
People are being punished for not playing to the meta, which is one of the worst things a 'fun' game can possibly do.
When has there been an edition of WHFB or 40K that didn't have that problem though? This isn't some new problem in 7th. There has always been that issue and there always will be because no matter what GW does, people will find a way to abuse the rules. It's human nature in a competitive environment for people to strive to find a compeititve edge.
I just feel people are over-reacting to comical levels and I'm trying to talk some sense into them. This happens every edition. People quit for a while. They usually come back after a while when they've calmed down.
The difference now is that the market GW is competing in has now matured and there are strong competitors whose playerbases are continually growing. GW's own draconian actions toward FLGSs are speeding the process by making it attractive to promote their competitors games.
It is very telling that they are losing revenue at a time when their industry is experiencing explosive growth.
Some of what OldSkoolGoff is saying makes absolutely no sense to me. The comments seem contradictory. The game is great for the casual gamer now, as long as the casual gamer is willing to bend and contort into following the power builds. ??? Or you just have to not play with this group, and negotiate with that group and find people that play this way.
So basically a player that wants to play an army he likes, just because it looks cool has good fluff or whatever, can't show up to a random place to play, put his army on the table and expect to start playing a balanced game. Yet somehow this environment is good forthe casual player?
Sounds like a powergamer's paradise, but a wasteland for a casual gamer.
Sorry about my earlier post, I'm just stubborn and I'll keep playing, I don't blame the system when I run across a bad player. I had a very close group of friends who played, of course we'd argue but in jest, never really serious about it, until Steve came along... Steve was serious and when provoked would throw a die at a model and break it doing so...
Never really ran into too much ridiculous stuff, I was involved in tournaments and demonstrating games to all sorts of folk so I've seen a fair number of strange things.
Keep your stuff, you may just need a break, or maybe you've met your limit and need a change from here out. I find that other systems come and go, you get into them and bam they disappear and you're left with a small collection of mini's that has no more support, OGRE was a favorite of mine, then the mini's came out then they stopped, then they came back, then they stopped... see where I'm going? GW has never stopped for me, I run into odd things like, gosh I'd love to get the Chaos Marines but those marine kits look horrible! So I stick with other things, collecting an odd Chaos character here and there because I have a hope that one day they'll make Chaos Marines more detailed like the regular SM's.
I've been delving into too many negative threads and I'm getting sick of negative, knee jerk reaction to negative when I should walk away.
Kelly502 wrote: I've been delving into too many negative threads and I'm getting sick of negative, knee jerk reaction to negative when I should walk away.
The thing is though that nearly all of the negative threads are well thought out with solid reasons. It's usually the opposite approach (everything is fine, GW is doing great, blame tournament players, etc.) that tend to just state it without evidence or anything and get rude. Every. Single. Time.
I get increasingly frustrated the more I look at the clusterfeth of rules, all the random nonsense, and the fact that all of the themed armies I want aren't viable in the game when they should be, unless I do something I don't want (e.g. I don't want to play Deathwing, but I can't do an all-Terminator force without it, and even that's going to still underperform). I still miss the lore and feel of the game, but with the cost of it it's not worth investing unless I know I'll be happy and have fun, and everything I've read thus far seems that wouldn't be the case.
I'm in bliss I guess, I haven't played in a while and the last time was at a tournament that was awesome, with great folks who are of good character. I have met some of the players here at my local and so far everyone is great. That may change when I start playing....
motyak wrote: Despite how unhappy you may be with another user's post, just hit the yellow triangle. Slapping back makes you just as bad.
I sincerely apologize if anything I've said comes off as slapping, that's literally just how I talk. I shouldn't have even commented in this thread, it's the exact same conversation we all had when 8th fantasy came out. GW is still here, some of the older players actually left, most just took a break until they were all cried out.
And I'm not being glib saying 'find a new group.' I've played in both great and awful groups. It makes a far bigger difference than the ruleset.
Kelly502 wrote: I'm in bliss I guess, I haven't played in a while and the last time was at a tournament that was awesome, with great folks who are of good character. I have met some of the players here at my local and so far everyone is great. That may change when I start playing....
I definitely understand. My meta for 40k is more 50/50, they have frequent tournaments so they seem to be more competitive, just I don't want to get invested in the game again if I'm going to just get steamrolled because I want to play a fluffy army, and there isn't that much else that appeals to me anymore in it.
I guess steam rolled is a great term for my games! Plus my dice hate my guts! I love plasma guns, Razorbacks... see where I'm going? lol... I take my troop choices in 6 Razorbacks and that's a roaring 36 SM's... the squads take fire and miss saves I lose half my squad... I'm trying to get away from the ooo that's a cool model syndrome and move into a grown-up gamer... I did hold the right flank on a large game of 40K with my Steel Legion, I was facing the green tide lucky that day, I must have used someone else's dice that day.
I'm going to go out on a limb and suggest you're part of a relatively small gaming community? Because anyone who has faced a Wave Serpent spam, Riptide Spam, Screamerstar, Jetseer Council or any of the other demonstrably statistically advantaged broken lists from recent times more than a handful of times is really going to struggle to maintain your attitude.
I face those lists all the time. It's rare that I don't see a list including one of those, or daemon factories, necron flying bakeries, necron AV 13 spam, Adamantine lance, etc. It hasn't changed my enjoyment of the game one bit. It has made me a far better player and list builder. My space wolves, which were bottom tier until very recently, have been able to compete and even win over 50% of those matchups. Yes, I had to (gasp!) buy, build and paint new units. I had to adapt my list and play style to the meta. If you're willing to do that, nearly every codex has a build that can compete with the top tier power builds. If you don't want to do that, why do you expect to compete with the people that are doing that?
I'm not sure what you're arguing?
Is it that 40K is fun as long as you sacrifice everything that one personally enjoys about the game and goes out and buys a power build in order to compete with all the other power builds?
Doesn't sound much fun to a player who likes to build thematic or aesthetic focused armies and would love for his gameplay decisions to make most difference to the winner, and not almost exclusively his list building and model purchasing decisions.
How exactly does this differ from MTG where building a deck based on the cards you like the art work of is not going to win you a single tournament game? I'm arguing that expecting the units you like the look of to be able to compete with the best units in the game is insane, asinine and ridiculous and doesn't happen in any other competitive game I've ever played. The only thing unique to 40k about this situation is how many people cry about this simple fact of competitive games. 40k has a winner and a loser. The winner is usually based on who brings the most powerful units to the game. I'm not sure when people decided it should be all about everyone having fun like it's a kindergarten track meet. There is no participation medal and fun to me is winning, just like everything else I do. Don't expect to beat my tournament list by playing a rule of cool fluffhammer army and then cry when it isn't possible. Also, some people's brand of fun is using the best units possible and actually trying to win a game.
How exactly does this differ from MTG where building a deck based on the cards you like the art work of is not going to win you a single tournament game? I'm arguing that expecting the units you like the look of to be able to compete with the best units in the game is insane, asinine and ridiculous and doesn't happen in any other competitive game I've ever played. The only thing unique to 40k about this situation is how many people cry about this simple fact of competitive games. 40k has a winner and a loser. The winner is usually based on who brings the most powerful units to the game. I'm not sure when people decided it should be all about everyone having fun like it's a kindergarten track meet. There is no participation medal and fun to me is winning, just like everything else I do. Don't expect to beat my tournament list by playing a rule of cool fluffhammer army and then cry when it isn't possible. Also, some people's brand of fun is using the best units possible and actually trying to win a game.
To begin with, your way of having fun is not the only way of having fun.
Now the important part of my reply: you have no idea what this conversation is about.
What we are saying is that there shouldn't be a 'most powerful unit', there should not be units that are just 'better' than others.
Now before you go getting the wrong idea I am not saying that a space marine should be the equivalent of a gretchin or that every army needs to play even remotely similar. What we are asking for here is a game where 100 points of an anti-infantry unit is going to get you roughly the same benefit to your army as another 100 points of anti infantry.
People aren't crying about 40k being played competitively, they are annoyed that competitive play comes down to finding the most effective unit for it's points cost and then spamming as many of them as you can.
Other games manage this reasonably well. Why on earth are the people charging the most on the market for their rules not even trying?
What we are saying is that there shouldn't be a 'most powerful unit', there should not be units that are just 'better' than others.
Do you realistically think this will happen? Have you seen a game where this has been achieved?
I mean, a smaller gap between 'good' and 'not so good' units (so even if you pick several not so good units you can still pull off a win through superior skill), more 'good' units (so you have more freedom of choice and are not forced in a narrow set of builds if you want to build a competitive list) these are good and reasonable ideas, but perfect balance? I have yet to see that anywhere.
I don't even think perfect balance is desirable from a business standpoint. Some people do actually enjoy the list building and number crunching game, figuring out whether A is better than B and why. If your game doesn't put any emphasis on this, you lose the $$$ of these guys.
What we are saying is that there shouldn't be a 'most powerful unit', there should not be units that are just 'better' than others.
Do you realistically think this will happen? Have you seen a game where this has been achieved?
I mean, a smaller gap between 'good' and 'not so good' units (so even if you pick several not so good units you can still pull off a win through superior skill), more 'good' units (so you have more freedom of choice and are not forced in a narrow set of builds if you want to build a competitive list) these are good and reasonable ideas, but perfect balance? I have yet to see that anywhere.
I don't even think perfect balance is desirable from a business standpoint. Some people do actually enjoy the list building and number crunching game, figuring out whether A is better than B and why. If your game doesn't put any emphasis on this, you lose the $$$ of these guys.
Perfect balance has never been the goal. Good balance is the goal and Infinity does that amazingly well. Warmahordes also does that very well. Dystopian Wars was almost as bad as 40k until they moved to 2nd edition and completely fixed it.
I'd say that every other game on the market I have tried other than GW games have reached the point of well balanced.
As for list building, it still exists in games like Infinity and Warmachine, in fact it is much more in depth because you're not just googling which unit is best, you need to figure out which unit works best for you.
Automatically Appended Next Post: So many people seem to not understand this so I'm just going to post an example of what happened when I got into Infinity. This is basically what I want 40k to become.
I had a quick look at the videos on their youtube channel explaining the setting and each of the factions. Between the fluff and the models I decided I wanted to play Aleph (the AI faction).
I went to the forum here on Dakka and told people I loved the idea of a force made up of a ton of infiltrators, I asked if this would make for a good list. I was told that while the basic game mechanics mean too many models not on the board will handicap me but that keeping that in mind it's still entirely possible to make a list around the units I liked and since the game is well balanced it will be perfectly viable.
It was also made clear that doesn't mean I can throw any models I want on the table and have an exact 50/50 chance of beating anyone else. Things where suggested such as 'you like model X, she can see through smoke so why not look at taking unit Y or Z since they can throw smoke'.
When looking at Warmaching I immediately wanted a Warjack heavy Khardor list. I was then jumped on and told right away Khardor is an infantry heavy faction, only Warjacks is not viable. Looking into it I found some threads about how to do that and while they where right, it's an infantry faction, there where also some very good suggestions about how to still do it anyway. It wouldn't be optimized but it once I learn how to play it properly it should still work well.
Looking at 40k right now I can't see a way to make a Raven Guard infiltration list work. I can't see how to make an Iron Warriors foot slogging siege force work. I can't see how to make an all termi force work.
Admittedly there probably is a way to get some of those to work but in neither Infinity, Warmachine nor Dystopian Wars do I feel like I am being actively punished for taking a unit I liked the look of where as I most cirtainly do feel that way playing Chaos Space Marines.
jonolikespie wrote: When looking at Warmaching I immediately wanted a Warjack heavy Khardor list. I was then jumped on and told right away Khardor is an infantry heavy faction, only Warjacks is not viable. Looking into it I found some threads about how to do that and while they where right, it's an infantry faction, there where also some very good suggestions about how to still do it anyway. It wouldn't be optimized but it once I learn how to play it properly it should still work well.
Looking at 40k right now I can't see a way to make a Raven Guard infiltration list work. I can't see how to make an Iron Warriors foot slogging siege force work. I can't see how to make an all termi force work. Admittedly there probably is a way to get some of those to work but in neither Infinity, Warmachine nor Dystopian Wars do I feel like I am being actively punished for taking a unit I liked the look of where as I most cirtainly do feel that way playing Chaos Space Marines.
This exactly. Nobody wants "perfect" balance. What people want is for all choices to be viable to use without Unit A being so much better than Unit B that if you choose to take Unit B you are punished with a lower chance to win. Every choice should be balanced to where it comes down to tactical decision and aesthetics. So for example, a footslogging Iron Warriors army might have some advantages (let's assume they have some special rules) like maybe they can lay down more covering fire, but the tradeoff is you don't have mobility. An all Terminator army might be very hard to kill each model, but the drawback is they are expensive points wise and you only have a small force. Instead what you have is that taking a footslogging IW army is likely going to make you lose because you took it, without factoring in tactics or usage or playstyle at all. Taking all Terminators means you're going to lose just because Terminators aren't super hard to kill in the rules, so you have a unit that's easy to kill and not a lot of them. That's poor balance, period.
That's the problem. No other game seems to have that problem, it' s only in 40k which is also the most expensive (relatively speaking) wargame out there too, at the very least in the rules needed to play. So why can everyone else manage this but not the "industry leader"?
Saying "find another group" is much easier said than done basically anywhere except maybe the UK (where there's a lot of gaming clubs in different areas). To most people in the US that basically equates to "find another store" which sometimes isn't even realistically possible (e.g. maybe the next closest store is 2 hours away). These are all fundamental problems with the rules of 40k that could be fixed, if GW actually gave a feth about the rules.
I can't speak for 8th because I haven't played it much, but I always found Fantasy to be many times more balanced than 40k. Perfect? No. A hell of a lot better? Yes.
Of all the armies I tried over the past 20 years in WHFB (remembering I didn't really play much 8th) I could make all of them work quite well and never felt horribly outclassed. The main way you could mess up in WHFB is not so much taking the wrong units but incorrectly sizing units, usually making the units too large so that you were burning points, but for the most part it came down to how you used them on the battlefield whether you won or lost vs 40k where the game is often won or lost before I model is even deployed (barring big swings in luck or one player being vastly more skilled).
I can't speak for 8th because I haven't played it much, but I always found Fantasy to be many times more balanced than 40k. Perfect? No. A hell of a lot better? Yes.
Of all the armies I tried over the past 20 years in WHFB (remembering I didn't really play much 8th) I could make all of them work quite well and never felt horribly outclassed. The main way you could mess up in WHFB is not so much taking the wrong units but incorrectly sizing units, usually making the units too large so that you were burning points, but for the most part it came down to how you used them on the battlefield whether you won or lost vs 40k where the game is often won or lost before I model is even deployed (barring big swings in luck or one player being vastly more skilled).
Fantasy is a lot better in overall terms of balance. The broken aspects of the game come down to Cannons and "test or die" spells. The latter of the two MOST people have access to, and therefor is at the same chance of power level. Fantasy is a lot more revolved around thinking tactically and planning moves ahead, and making your army work together. 40k has come down to "I have the newest codex with the biggest unit, I win" in most regards.
This exactly. Nobody wants "perfect" balance. What people want is for all choices to be viable to use without Unit A being so much better than Unit B that if you choose to take Unit B you are punished with a lower chance to win.
I don't think this will ever happen. As long as the balance isn't 100% perfect, using anything else but the theoretical best army (or armies) would result in you having a lower chance to win. Take jonolikespie's example of a Kador warjack heavy list. Would that work as effectively (as in win as much) as a list that play's to Kador's main strength (infantry)? I doubt it.
Thing is, in a balanced game, even if you did have a lower chance to win, it wouldn't be that much lower (like 40% not 10%), and you'd still be winning a reasonable amount of the time (whenever you outplay the enemy or whenever your list's strengths come into play, as circumstantial as they may be).
This exactly. Nobody wants "perfect" balance. What people want is for all choices to be viable to use without Unit A being so much better than Unit B that if you choose to take Unit B you are punished with a lower chance to win.
I don't think this will ever happen. As long as the balance isn't 100% perfect, using anything else but the theoretical best army (or armies) would result in you having a lower chance to win. Take jonolikespie's example of a Kador warjack heavy list. Would that work as effectively (as in win as much) as a list that play's to Kador's main strength (infantry)? I doubt it.
Thing is, in a balanced game, even if you did have a lower chance to win, it wouldn't be that much lower (like 40% not 10%), and you'd still be winning a reasonable amount of the time (whenever you outplay the enemy or whenever your list's strengths come into play, as circumstantial as they may be).
The difference is that a Khador 'Jack-heavy list isn't at a huge disadvantage; there are ways to play it effectively. It's an entirely different set of tactics, but you can play it and still win if you use better tactics. In the hands of a good player, yes it will win as much and work as effectively. In the hands of a poor player no it will not. But the same can be said of the infantry list. The infantry list isn't head and shoulders better than the 'Jack list, just things synergize better.
This exactly. Nobody wants "perfect" balance. What people want is for all choices to be viable to use without Unit A being so much better than Unit B that if you choose to take Unit B you are punished with a lower chance to win.
I don't think this will ever happen. As long as the balance isn't 100% perfect, using anything else but the theoretical best army (or armies) would result in you having a lower chance to win. Take jonolikespie's example of a Kador warjack heavy list. Would that work as effectively (as in win as much) as a list that play's to Kador's main strength (infantry)? I doubt it.
Thing is, in a balanced game, even if you did have a lower chance to win, it wouldn't be that much lower (like 40% not 10%), and you'd still be winning a reasonable amount of the time (whenever you outplay the enemy or whenever your list's strengths come into play, as circumstantial as they may be).
The 'theoretical best list' is an idea I've heard before and its simply not how it works in reality. 40k is close, if I asked this forum for the best list I'd get 6 different answers but that's still only 6.
Now I ask that again in the infinity forum and I'd get laughed at.
In these games different lists have different playstyles, and even if list A is mathmatically better than B you won't look at that at all. If you're more familiar with the units in A, or the tactics used in it are more up your alley than Bs then A will win more games for you than B because it all comes down to how you play your army.
As for the khador list, Wayne is right. I'm not at a disadvantage for playing it, I just have to make sure everything synergises proply when I build my list.
With fairness to the Horus Heresy statement, FW did say in an FAQ that it is legal to run in regular 40k as long as you don't take Primarchs or Lords of war. Also as someone who runs Pre heresy World eaters, I don't run them to curb stomp my enemies, I do it because I just like the way the list plays. I have a 3 wins 4 losses with my list. It can be used for power gaming pretty easily, but some people just honestly like the playstyle better.
Arbiter_Shade wrote: I stopped playing a couple of months before 6.5/7 and despite having picked up a Necron army that ended up costing me $0 and still haven't played...I have a about six armies right now just collecting dust as I have lost interest in playing...though I have been getting into WHFB lately and it is a much better game. It doesn't help that it is still expensive as heck and the rules have some extremely questionable problems, but it is fun still.
If you aren't playing somewhere that requires you to use GW models, WHFB can be reasonably cheap depending on what army you go with. You can get a pile of Skeletons from Wargames Factory for a fraction of the price of GW skeletons. You can get lots of cheap human infantry for Empire or Brets from Perry. There's also Mantic but I've never been a fan of their aesthetic.
Unfortunately most the WHFB/40k games I play these days are at the local GW so collecting a WHFB army using non-GW models is just shooting myself in the foot.
Lots of people seem to want "each unit to be approximately as useable as any other", when that simply isn't possible in a game whose army lists give the player so many options. With the huge number of weapons options, upgrades, etc that most units in 40k can take there is simply no way to contain make sure that all those variables result in balanced units.
40k players seem to enjoy the near-RPG-like options for customizability and personalization that codex books provide, but such flexibility is an unavoidable source of imbalance.
I can't argue that there are ruleset issues and other codex issues that contribute to imbalance, but I'm not sure you can have your cake and eat it too.
A more balanced ruleset on the other hand requires limiting options. People rightfully point to Warmachine or Kings of War as more balanced rulesets. There's no denying that they are, but both of them greatly decrease the number of build options for the units therein.
I just don't think that all 40k players are going to sign up for such limited option (not a pejorative) games.
On a different subject:
As to "13 good years". I had a good 15 or so run with 40k, but it was the prices that did me in. Not just the insane rate of price rises, but rather It became a choice between playing only 40k and just being able to maintain my two armies, or going indie and playing lots of games and painting and collecting lots of armies. Once I met a group of gamers who were not married to 40k, the choice was easy. After "leaving" I kept buying the rules and codicies for my armies for 6th edition, but when 7th came out I said "Thanks... but no thanks".
I daresay Warmachine has a lot more build options than 40k unless you want to argue swapping a melta gun for a plasma gun makes for a whole new build.
Warmahordes has over 800 special rules that all interact with each other comfortably and swapping the caster and only the caster in a list can completely change how it plays.
Automatically Appended Next Post: Also, infinity has a perfectly good allies system. Its not tourney legal but its still balanced.
I'll accept unbound has thrown the number of options into overdrive but post 7th ed the idea that 40k has so many more options than every other game would have been laughed at by people playing those games.
Eilif wrote: Lots of people seem to want "each unit to be approximately as useable as any other", when that simply isn't possible in a game whose army lists give the player so many options.
This is interesting. For me, good balance doesn't mean I can pick whatever I want and be competitive. Armies that are designed for synergy between multiple units aren't necessarily flawed because you won't succeed if you only take them. If an Eldar guy wants to field nothing but banshees he should expect to get beat. They aren't designed to thrive against hordes, armor and high toughness creatures, but are supposed to be part of a combined arms force each with a specific duty to perform.
You should though be able to take any unit you like and it should have a role that can be expected to be an important part of the army's strategy in any given game. There is a problem if you can't be even remotely competive if you choose to take your favorite unit
Eilif wrote: Lots of people seem to want "each unit to be approximately as useable as any other", when that simply isn't possible in a game whose army lists give the player so many options.
This is interesting. For me, good balance doesn't mean I can pick whatever I want and be competitive. Armies that are designed for synergy between multiple units aren't necessarily flawed because you won't succeed if you only take them. If an Eldar guy wants to field nothing but banshees he should expect to get beat. They aren't designed to thrive against hordes, armor and high toughness creatures, but are supposed to be part of a combined arms force each with a specific duty to perform.
You should though be able to take any unit you like and it should have a role that can be expected to be an important part of the army's strategy in any given game. There is a problem if you can't be even remotely competive if you choose to take your favorite unit
I agree with you. I should have been more clear. I was trying to express the desire that folks have for all units in a codex to be useful.
jonolikespie wrote: I daresay Warmachine has a lot more build options than 40k unless you want to argue swapping a melta gun for a plasma gun makes for a whole new build.
That's exactly what I'm saying. Every new weapon, banner, wargear, etc, is one more variable that makes it that much harder to truely balance a system. Warmachine units have special rules and there are hundreds of them over the entire game, but they are mostly fixed and there are far fewer variables in each unit entry that a player can modfiy. This lack of variables that can be modified by the player results in a system that is much more balanced and tournament friendly with much less grey area.
The tradeoff with choosing a game like Warmachine is that you don't get to choose exactly how each unit -sometimes each individual in a unit- is armed and equipped. It's this flexibility that both appeals to 40k's fans, but also dooms the possibility that it could ever be as balanced as a system like Infinity or Warmachine.
For the record, I like the ability to highly customize units, but it seems to me that such flexibility has a very clear tradeoff in terms of the inter-factional balance in the game. More importantly, I definitely don't want to put one type of game above the other as there are excellent examples of both on the market and they have their pros and cons. I just think one can't have their cake and eat it too.
Eilif wrote: Lots of people seem to want "each unit to be approximately as useable as any other", when that simply isn't possible in a game whose army lists give the player so many options. With the huge number of weapons options, upgrades, etc that most units in 40k can take there is simply no way to contain make sure that all those variables result in balanced units.
With sufficient thought and testing you can come up with something that is a hell of a lot better than we have. There may not be a consensus on what is "the best", but there's plainly obvious things that are better and worse. You look at the worse things and ask yourself what makes them worse, if it's an issue of cost, you make them cheaper, if it's an issue of function, you change the function.
The problem is GW have just been shuffling the rules for the past 16 years, they don't actually try to IMPROVE them, they just shuffle them. I'm not an expert on the matter, but I'm pretty sure a group of dakkanaughts if they were paid to be game designers could come up with something far closer than what GW currently has.
Will things be perfectly balanced? No. Can things be a whole lot better than what we have at the moment? Hells yes. Half the problem is simply that GW releases a book which appears to have mediocre playtesting and then waits years to update it, they either need to put more effort in to wider playtesting and balancing before they release or have updates to tweak balance after the book comes out.
The second half of the problem (IMO at least) is 40k at its core has too many all-or-nothing rules. Start rewriting those rules and you can start to improve the balance between armies.
The basic point though: Balance can be massively improved if you simply start looking at what is overpowered and asking "why is this overpowered?" and looking at underpowered units and asking "why is this underpowered?" and looking at unbalanced units and asking "why is this unbalanced?"
Yes there are a lot of options and a lot of interactions, but there are NOT actually that many stats so balancing them doesn't need to be as hard as you think (yeah, there might be 100 weapons, but they all have range, strength, AP and even if they have special rules they still act on an opponent's toughness, wounds and armour save... suddenly those 100's of weapons don't actually look all that different).
In these games different lists have different playstyles, and even if list A is mathmatically better than B you won't look at that at all. If you're more familiar with the units in A, or the tactics used in it are more up your alley than Bs then A will win more games for you than B because it all comes down to how you play your army.
Thing is, if a guy likes list A (which is mathematically better than list B) as much and for the same reasons that you like list B, you will be at a disadvantage against him because, with all other things equal, he just has a better list. Well built games just make that less obvious, especially since 'all other things equal' happens in extremely rare circumstances.
Most players are far from perfect, and even if a game is slightly imbalanced, if that imbalance is slight enough, usually when you ask yourself 'why I lost?' after a game there's plenty of fingers to point at your mistakes. You need to delve deep into number crunching and/or be an excellent player (to the point you can run flawless games) before you can find situations where you realize 'this guy had a built-in advantage'.
jonolikespie wrote: Game balance really isn't nearly as hard as you seem to think, it just requires the developers to care.
Never said it's hard. All I said is that most of the things that pass for 'balanced' games are still imbalanced, but much less so. There still are better and worse options, but until you get to the very top of the competitive scene, the difference is so small it hardly matters (so most people don't notice).
It's also not only about caring IMO. Yes, caring plays a huge part (some companies do feel the return on the time invested in balance isn't worth it) but it's also about competence. Don't know about wargame designers, but in the RPG field it has been repeatedly proven in public by prominent names in the industry (WotC and Paizo mainly) that their own game designers have no clue how the game they designed works.
Will things be perfectly balanced? No. Can things be a whole lot better than what we have at the moment? Hells yes. Half the problem is simply that GW releases a book which appears to have mediocre playtesting and then waits years to update it, they either need to put more effort in to wider playtesting and balancing before they release or have updates to tweak balance after the book comes out.
Yes there are a lot of options and a lot of interactions, but there are NOT actually that many stats so balancing them doesn't need to be as hard as you think (yeah, there might be 100 weapons, but they all have range, strength, AP and even if they have special rules they still act on an opponent's toughness, wounds and armour save... suddenly those 100's of weapons don't actually look all that different).
I completely agree with your first point. The game itself has lots of problems. I even said so in my post.
I do stick with my initial assesment though that the mutiple options given to players to modify their units makes it impossible to balance the game as well as games that don't offer so many options. I've watched 40k through 5 editions and it's always had killer armies and uber-builds and some armies that can't compete no matter how hard one tries. It does seem to be worse now, but the problems have been there for well over a decade, almost 2.
My point is that it's a part of the system that will always be there, even if at some point the rules are fixed enough to make it somewhat less pronounced. However, there is of course also a good side, the flexbility in unit creation. That flexibility is a large part of what lead to the multipart kits with so many options. The ethos of customization is a huge contributor to the culture of kibashing and modding of models that has become such a part of the 40k community. You just don't see these kinds of things nearly as much in games like Warmachine or Malifaux or Infinity.
As I said before, I really am trying not to completely put down one side or the other. I just think there are tradeoffs that are hard to avoid.
Lastly, the issues raised by putting lots of options in the players hands are not unique to 40k either. I play alot of games with unit creation mechanics and using those mechanics makes it really easy for players to "break" the system if they want too. Still, the flexibility of these systems -and playing with like minded players who aren't interested in breaking the system- does bring most of the benefits described above and a freedom that you don't find in games with limited unit customization.
Why would it be impossible to balance trivial stuff like weapon options? I would imagine that's the least of anyone's concerns; also keep in mind that a hypothetical balancing of 40k would also be a rules overhaul so things like AP might go away, which would reduce the idea of complexity in weapon options as a result. Bolt Action seems to balance things fairly well and there's a decent variety of weapons there, almost as much as in 40k (there's maybe one or two less choices IIRC).
Infinity has loadout choices as well. You choose the infantry type and what weapons you want.
"do I want the sniper rifle or the combi-rifle with land mines?"
The difference is price and more importantly, the role in which they play on the field. There's no obvious best one, it depends on what list you're running.
And each unit has a score of special rules.
Infinity can do it. So why can't GW?
MWHistorian wrote: Infinity has loadout choices as well. You choose the infantry type and what weapons you want.
"do I want the sniper rifle or the combi-rifle with land mines?"
The difference is price and more importantly, the role in which they play on the field. There's no obvious best one, it depends on what list you're running.
And each unit has a score of special rules.
Infinity can do it. So why can't GW?
Obviously because Infinity is a small-scale game with a few models, and 40k is a large battle game so there's more to track. Duh.
MWHistorian wrote: Infinity has loadout choices as well. You choose the infantry type and what weapons you want.
"do I want the sniper rifle or the combi-rifle with land mines?"
The difference is price and more importantly, the role in which they play on the field. There's no obvious best one, it depends on what list you're running.
And each unit has a score of special rules.
Infinity can do it. So why can't GW?
Obviously because Infinity is a small-scale game with a few models, and 40k is a large battle game so there's more to track. Duh.
Use more models and it would still be balanced. My point stands.
MWHistorian wrote: The difference is price and more importantly, the role in which they play on the field. There's no obvious best one, it depends on what list you're running.
That's a huge problem with 40k. Sometimes it's just blatantly obvious that one choice is better than another. That's why people tend to feel GW does insufficient playtesting, sometimes you can just look at a unit entry and realise one option is better than another.
That's not choice, it's lack of choice due to poor balancing.
Some of it definitely comes from the AP system, the game is biased to high AP weapons with heaps of shots or low AP weapons with fewer shots, but the one's in between, the mid AP weapons, struggle to find a role because you can't balance an AP4 weapon against all armies, some armies have a 3+ base so AP4 is worthless, some armies have mostly 6+ saves so AP4 is worthless, the few armies that have a 4+ save suddenly AP4 is awesome.
Other times things are simply not worth it for their capability and simply need to be lowered in cost to match their capability.
I think part of the problem is also vehicles with their AV instead of a T. I think it would do good for balance if vehicles could be hurt by almost any weapons, but had more wounds to compensate. This might mean bringing in a 7+ to wound system where you need to roll a 6 followed by a 4+ to wound high T things. You might also alter traditional anti-tank weapons so they do multiple wounds like back in 2nd edition.
Also, the number of actual maneuver elements can be as low in 40k as in Infinity. In Infinity you make the same or more decisions with one miniature than you do with entire units in 40k. An Infinity game is often more complex than 40k and yet they got the balance, including customization, largely figured out.
All of the answers I've seen in this thread in terms of making 40k work seem to amount to "play with only a subset of the available models" up to and including the idea of walking away from a game if the person sees a unit they don't like. That's not the rules working, that's the rules failing.
Really I think 40k should just use a pinning system like Bolt Action does. It's been a while since I played (and it was just a few demo games) but IIRC troops had an armor save based on their experience e.g. Regular infantry had a 4+ save I think, but you could pin a unit even without casualties and that made a unit less effective or make them not able to act for a turn. I think the only things that ignored saved (if even that) was like high explosive rounds like a tank shell.
40k could do something like that very easily I would think. It could even stay as "armor" and you can rack up pinning. Very resilient units could then have some kind of ignore pinning or automatically remove some pins each turn. Very resilient things like Terminators could even have multiple wounds so they can ignore pinning (for example) and you have to hit them multiple times to remove a model.
At least part of the reason GW hasn't been able to balance the game over the many editions, is that it keeps making sweeping changes instead of tinkering with what isn't working. Basically they have to start all over each edition instead of progressing continuously toward balance. Assault too strong, lets change 6 things in the rules to nerf it. Oops now it is almost useless, lets change 6 things again to buff it. Too strong now. Hmm, lets change 6 things again. GW keeps leaping from one extreme to the next instead of slowly moving toward the middle.
I don't think relative balance is impossible with 40k, but GW refuses to proceed in a way that will allow it to be realized. They keep looking for the quick cash grab that comes with flipping what works, rather than looking long term and building a balanced system that has broad lasting appeal.
Gwaihirsbrother wrote: At least part of the reason GW hasn't been able to balance the game over the many editions, is that it keeps making sweeping changes instead of tinkering with what isn't working. Basically they have to start all over each edition instead of progressing continuously toward balance. Assault too strong, lets change 6 things in the rules to nerf it. Oops now it is almost useless, lets change 6 things again to buff it. Too strong now. Hmm, lets change 6 things again. GW keeps leaping from one extreme to the next instead of slowly moving toward the middle.
I don't think relative balance is impossible with 40k, but GW refuses to proceed in a way that will allow it to be realized. They keep looking for the quick cash grab that comes with flipping what works, rather than looking long term and building a balanced system that has broad lasting appeal.
But even so the core of the game hasn't really changed since 3rd edition, and even that according to legend was Rick Priestly's homebrew WW2 game that was modified (and, given how close to 40k Bolt Action is, likely the ancestor of that game as well). So they aren't even really doing a rewrite they're likely thinking of what they could change just enough to get people to buy something else.
This exactly. Nobody wants "perfect" balance. What people want is for all choices to be viable to use without Unit A being so much better than Unit B that if you choose to take Unit B you are punished with a lower chance to win.
I don't think this will ever happen. As long as the balance isn't 100% perfect, using anything else but the theoretical best army (or armies) would result in you having a lower chance to win. Take jonolikespie's example of a Kador warjack heavy list. Would that work as effectively (as in win as much) as a list that play's to Kador's main strength (infantry)? I doubt it.
Thing is, in a balanced game, even if you did have a lower chance to win, it wouldn't be that much lower (like 40% not 10%), and you'd still be winning a reasonable amount of the time (whenever you outplay the enemy or whenever your list's strengths come into play, as circumstantial as they may be).
The difference is that a Khador 'Jack-heavy list isn't at a huge disadvantage; there are ways to play it effectively. It's an entirely different set of tactics, but you can play it and still win if you use better tactics. In the hands of a good player, yes it will win as much and work as effectively. In the hands of a poor player no it will not. But the same can be said of the infantry list. The infantry list isn't head and shoulders better than the 'Jack list, just things synergize better.
As someone who plays Khador Jack Heavy lists regularly, I can say that there are some matchups where I absolutely will crush my opponent and there is nothing he can do about it, and other matchups where I haven't a chance in hell. That is pretty universally true for every list in every faction, thats part of the nature of the game, and thats why WMHDs competitive play encourages the use of multi-list formats so a player has to make strategic decisions as to what his lists are and what hes going to drop against an opponent.
I haven't played a game of 40k in about a year and probably won't anytime soon. I was a little annoyed that I bought back in around 6th edition and then new rules were released....
For now I'll just tinker around on the hobby/list building side of things. Maybe I'll look for a private gaming group at some point in the new future. Another reason for me stopping the gaming at my local GW was the players. Most were very nice guys, but just didn't have much to say... they didn't really seem to do anything outside of 40k/fantasy...
gossipmeng wrote: I haven't played a game of 40k in about a year and probably won't anytime soon. I was a little annoyed that I bought back in around 6th edition and then new rules were released....
For now I'll just tinker around on the hobby/list building side of things. Maybe I'll look for a private gaming group at some point in the new future. Another reason for me stopping the gaming at my local GW was the players. Most were very nice guys, but just didn't have much to say... they didn't really seem to do anything outside of 40k/fantasy...
Is there another FLGS around you? Maybe try a different game?