| Name |
Description |
| 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 |
| 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 |
| 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 |
| Alchemical Mask |
This model ignores gas effects. When determining LOS or resolving attacks, this model ignores cloud effects |
| 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 (*Action) |
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 |
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 |
| 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. |
| 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 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 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 |
| Armor 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 |
| Armor 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 |
| 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 |
| 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 & 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 |
| Assault (Order) |
Affected models must charge or run. As part of a charge, after moving but before making its charge attack, an affected model can make one ranged attack targeting the model charged unless they were in melee with each other at the start of the affected model’s activation. Models that received this order cannot make combined ranged attacks this activation. When resolving an Assault ranged attack, the attacking model does not suffer the target in melee penalty. If the target is not in melee range after moving, the affected model must still make the ranged attack before its activation ends |
| Assault |
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 |
| 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 on model attached to it |
| 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 |
| 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 |
| Backstab |
This model gains an additional die on its back strike damage rolls |
| Backswing (*Attack) |
Make two attacks with this weapon |
| 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 Plan |
During this model’s activation, it can use one of the following plans. A friendly Faction model/unit can be affected by only one plan each turn |
| Battle Wizard |
Once per turn, when this model destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved it can make one Magic Ability special attack or special action |
| Battle-Driven |
When a model in this unit is damaged by an enemy attack, after the attack is resolved models in this unit gain +2 STR and ARM and Pathfinder for one round |
| Bear’s Strength |
Affected models gain +3 STR for one turn. |
| Beast Manipulation |
A warbeast can be affected by only one Beast Manipulation special action per turn |
| Beast Master |
This model can force friendly Faction warbeasts in its command range as if it were their controlling warlock |
| Beast Mind |
This model does not have the Commander advantage, cannot upkeep spells, and cannot cast non-animi spells |
| Beast Out |
When this model suffers damage from an enemy attack during an opponent’s turn while in human form, immediately after the attack is resolved this model can spend 1 fury point to take beast form. Replace its human model with the beast model. Effects on the replaced model are applied to the beast model |
| Beat Back |
Immediately after a normal attack with this weapon is resolved during this model’s combat action, the enemy model hit can be pushed 1’’ directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1’’ |
| Bellows |
While B2B with a Grunt in this unit, this weapon’s base stats become RNG SP 8 and POW 12 |
| Berserk |
When this model destroys one or more models with a melee attack during its combat action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range. |
| Berserk |
When this model destroys one or more models with a melee attack during its combat action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range |
| 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 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. |
| 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 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 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 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 |
| 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 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 Exemplar 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 (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 |
| 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 |
| 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 (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 |
| 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 |
| Cacophony |
While in this model’s command range, enemy models/units cannot give or receive orders and cannot cast spells for one round. |
| Camouflage |
This model gains an additional +2 DEF when benefitting from concealment or cover |
| 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 |
| 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 |
| 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 |
| 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 |
| 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. |
| Close Combat |
This model cannot make an initial attack with this weapon during an activation it charged at least 3’’ |
| Close Fire (*Action) |
RNG CMD. Target friendly Faction model. If the model is in range, friendly models do not suffer ranged blast damage from its attacks this turn |
| Cloud Cover (Order) |
Models who received this order must forfeit their actions. After this unit’s normal movement, place a 3’’ AOE cloud effect in play. Its center point must be within 1’’ of the Leader. If the Grunt is B2B with the Leader, place a 5’’ AOE instead. This AOE remains in play for one round |
| 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 |
| 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 Storm smith Storm caller makes a Surge or Triangulation Storm call, this model is considered to be another friendly Storm smith Storm caller |
| Conferred Rage |
Warjacks in this model’s battle group beginning their activations in its control area can charge or make power attacks without spending focus. When this model destroys one or more enemy models during its activation, warjacks in its battle group beginning their activations in its control area gain +2 SPD and MAT for one turn |
| Consume Fury (*Action) |
RNG CMD. Target friendly Faction warbeast. If the warbeast is in range, remove up to 5 fury points from it and put them on this model. This model can have up to 5 fury points at any time |
| Controlled Warping |
At the beginning of this model’s activation, choose one of the following warp effects. Warp effects last for one round. If this model frenzies it must choose Warp Strength at the start of its activation |
| Convert (*Action) |
RNG CMD. Target living enemy non-character trooper model. If the model is in range, it must pass a command check or it becomes a friendly Faction solo under your control for the rest of the game. The converted model cannot activate this turn |
| Coordinated Strike |
This model and myrmidons it controls can ignore friendly Dawn guard models when drawing LOS and can advance through friendly Dawn guard models if they have enough movement to move completely past the Dawn guard 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. |
| 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 |
| 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 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 |
On a critical hit during this model’s activation, attacks made with this weapon against the model critically hit by this weapon automatically hit it. If this model attacks another model with this weapon this activation, attacks against the last model critically hit with this weapon no longer automatically hit |
| 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 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 |
| 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 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 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 Magic |
This model can remove friendly Risen in its command range from play to make an additional attack or to boost an attack or damage roll for each Risen 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 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. |
| 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. |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
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| 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 |
| 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 |
| 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 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.) |
| 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 |
| Extended Control Range |
When checking to see if this model is in its controller’s control area for focus allocation, double the area |
| 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 |
| 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 |
When this model makes a melee attack against an enemy model within the melee range of a friendly model of the type indicated, this model gains +2 to attack rolls and gains an additional damage die. |
| Flare |
Models hit by this weapon suffer -2 DEF for one round |
| Fleet |
At the start of this model’s activation, it can spend 1 focus point to gain +2’’ movement for one turn |
| Flesh Meld |
This model can use Flesh Meld at any time during its activation while in B2B with Belphagor. Remove this model from the table. Belphagor becomes a warlock warrior model and loses Blood Creation and Soulless. Belphagore cannot activate after this model uses Flesh Meld during the turn it used Flesh Meld. While melded, Belphagor takes control of this model’s battle group, its base CMD becomes 9, and its base FURY becomes 7. Any effects on this model when it melds are applied to Belphagor. Remove the fury points currently on Belphagor. If there are any fury points on this model when it melds, place them on Belphagor. While melded, Belphagor can cast this model’s spells and use its feat, is not considered to be a warbeast, and loses its animus. |
| Flight |
This model can advance through terrain and obstacles without penalty and can advance through obstructions and other models if it has enough movement to move completely past them. This model ignores intervening models when declaring its charge target |
| Focal Point |
This model’s unit has no unit commander. Models in this unit within 8’’ of this model are in formation. If a model in this model’s unit is out of formation when beginning its normal movement, it must either advance toward this model and forfeit its action or run directly toward this model. If this model is destroyed or removed from play, remove the remaining models in this unit from play |
| Focus Battery |
During the Maintenance Phase, do not remove unspent focus points from this model. Focus points remaining on this model at the start of your Control Phase count toward its focus allocation limit |
| Focus Matrix |
This model can allocate focus points during its activation. Once per turn during its activation, you can remove focus points from warjacks in this model’s battle group that are in its control area and give those focus points to this model. This model cannot have more focus points than its FOCUS as a result of Focus Matrix |
| Focus Powered |
For each focus point on this model when it declares an attack with this weapon, the weapon gains +1 RNG and +1 POW for the rest of the attack |
| Focus Sphere |
Reduce the COST of the spell by 1 |
| Follow Up |
When this model slams an enemy model, immediately after the slam is resolved this model can advance directly toward the slammed model up to the distance the slammed model was moved |
| For The Motherland |
Affected models’ attack rolls are boosted this turn |
| Force Barrier |
This model gains +2 DEF against ranged attack rolls and does not suffer blast damage |
| Force Bolt (*Attack) |
Force Bolt is a RNG 10, POW 10 magic attack. An enemy model hit by this attack can be pushed d3’’ directly toward or away from this model. Choose the direction before rolling the distance. On a critical hit, the enemy is knocked down after being pushed |
| Force Generator |
At the start of this model’s activation, it can spend 1 focus point once to gain +3 STR for one turn |
| Force Lock |
Enemy models in this model’s melee range cannot advance except to change facing |
| Force Wall (*Action) |
For one round, while within 3’’ of this model, friendly Faction models gain Force Barrier |
| Forest Growth (*Action) |
Center a 3’’ AOE on this model, then remove the model from play. This AOE is a forest that remains in play for one round |
| Forest Walk |
While completely within a forest, this model can forfeit its normal movement to use Forest Walker. If it does, choose a location completely within this model’s control area that is completely within a forest. Remove this model from the forest and place it in the chosen location. This model cannot use Forest Walker while knocked down |
| Freeze |
A model hit by this weapon becomes stationary for one round unless it has Immunity: Cold |
| Frostbite (*Attack) |
Frostbite is a RNG SP 8 magic attack. Models hit suffer a POW 12 cold damage roll |
| Full Auto [d3] |
If this model forfeits its movement during its activation to gain the aiming bonus, it can make d3 initial attacks with this weapon during its combat action that activation, ignoring ROF |
| Fury 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 |
| 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 |
| 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 |
| Gatekeeper |
This model gains one soul token for each friendly living Faction warrior model destroyed in its command range by a continuous effect, an enemy attack, or collateral damage of an enemy attack. This model can have up to five soul tokens at a time. During its activation, this model can spend soul tokens to gain additional attacks or to boost attack or damage rolls at one token per attack or boost |
| Geomancy |
While in its controller’s control area, this model can be forced to cast one of its warcaster’s spells with a COST of 3 or less once per activation. This model’s controller is considered to have cast the spell but this model is its point of origin. When making a magic attack roll, this model uses its controller’s FURY. This model cannot cast spells with a RNG of SELF or CTRL |
| Ghost Shield |
This model gains +1 ARM for each soul token currently on it |
| Ghost Shot |
This model ignores LOS when making ranged attacks with this weapon. When resolving attacks with this weapon, ignore concealment and cover |
| Ghost Stone |
This model’s front arc extends to 360° it ignores LOS when targeting models in its control area, and it ignores Stealth |
| Ghostly |
This model can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. This model cannot be targeted by free strikes |
| Girded |
This model does not suffer blast damage. Friendly models B2B with it do not suffer blast damage |
| Go To Ground |
Once per game while in formation during its unit’s activation, this model can use Go to Ground. For one round or until they move, are placed, or are engaged, models in this unit in formation gain cover, do not suffer blast damage, and do not block LOS |
| Goad |
When a warbeast in this model’s battle group destroys one or more models with a melee attack during its combat action, immediately after the attack is resolved this model can force the warbeast to advance up to 2’’ |
| Grand Slam |
This model can make power attack slams without spending focus or being forced. Models slammed by this model are moved an additional 2’’ |
| Granted: Circular Vision |
While this model is in play, models in this unit gain Circular Vision. (The front arc of a model with Circular Vision extends to 360°.) |
| Granted: Cleave |
While this model is in play, models in its unit gain Cleave. (When a model with Cleave destroys one or more enemy models with a melee attack during its activation, immediately after the attack is resolved the model can make one additional melee attack. A model can gain only one additional attack from Cleave per activation.) |
| Granted: Combined Arms |
While this model is in play, models in its unit gain Combined Arms. (When a model with Combined Arms misses an attack roll for a combined ranged attack, it can reroll that attack roll. Each attack roll can be rerolled only once as a result of Combined Arms) |
| Granted: Combined Melee Attack |
While this model is in play, models in its unit gain Combined Melee Attack |
| Granted: Combined Ranged Attack |
While this model is in play, models in its unit gain Combined Ranged Attack |
| Granted: Dark Industries |
While this model is in play, when a model in its unit wrecks an enemy warjack with an attack while the warjack is in melee range of all three models in this unit, instead of replacing the warjack with a wreck marker you can replace it with a friendly autonomous Cryx warjack. Remove the enemy warjack from play. If it was a light warjack, you can replace it with a non-character bonejack. If it was a heavy warjack, you can replace it with a non-character helljack |
| Granted: Dead Rise |
While this model is in play, after resolving continuous effects during your Maintenance Phase, knocked down models in its unit stand up and stationary models in its unit are no longer stationary |
| Granted: Fearless |
While this model is in play, models in its unit gain Fearless |
| Granted: Force Barrier |
While this model is in play, models in its unit gain Force Barrier. (A model with Force Barrier gains +2 DEF against ranged attack rolls and does not suffer blast damage.) |
| Granted: Hunter |
While this model is in play, models in this unit gain Hunter. (A model with Hunter ignores forests, concealment, and cover when determining LOS or making a ranged attack.) |
| Granted: Overtake |
While this model is in play, models in its unit gain Overtake. (When a model with Overtake destroys one or more enemy warrior models with a normal melee attack, after the attack is resolved this model can immediately advance up to 1’’.) |
| Granted: Practiced Maneuvers |
While this model is in play, models in its unit gain Practiced Maneuvers. (A model with Practiced Maneuvers can ignore other models in its unit when determining LOS and can advance through other models in its unit if it has enough movement to move completely past them.) |
| Granted: Prowl |
While this model is in play, models in its unit gain Prowl. (Models with Prowl gain Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.) |
| Granted: Ranked Attacks |
While this model is in play, models in its unit gain Ranked Attacks. (Friendly Faction models can ignore models with Ranked Attacks when determining LOS.) |
| Granted: Reanimation |
While this model is in play, models in its unit gain Reanimation. (When a model with Reanimation boxes a living enemy warrior model with a melee attack, add one Grunt to this unit and then remove the boxed model from play. The Grunt must be placed in formation and within 3’’ of this model. The Grunt cannot activate this turn.) |
| Granted: Reform |
While this model is in play, after all models in its unit have completed their actions, each can advance up to 3’’ |
| Granted: Relentless Charge |
While this model is in play, models in this unit gain Relentless Charge. (Models with Relentless Charge gain Pathfinder during activations they charge.) |
| Granted: Silence |
While this model is in play, models in its unit do not have to make Berserk attacks |
| Granted: Steady |
While this model is in play, models in its unit gain Steady. (Models with Steady cannot be knocked down.) |
| Granted: Stealth |
While this model is in play, models in its unit gain Stealth |
| Granted: Tough |
While this model is in play, models in its unit gain Tough |
| Granted: Vengeance |
While this model is in play, models in its unit gain Vengeance. (During your Maintenance Phase, if one or more models in a unit with Vengeance were destroyed or removed from play by enemy attacks during your opponent’s last turn, each model in the unit can advance 3’’ and make one normal melee attack.) |
| Granted: War Tempered |
While this model is in play, models in its unit can make combined ranged attacks targeting models in melee |
| Grape Shot |
While this model is in formation, models in its unit can make a Grape Shot special attack. A Grape Shot special attack is a ranged attack with RNG SP 8, AOE -, and POW 10. When making a Grape Shot special attack, models cannot participate in combined ranged attacks |
| Great Power |
During your Control Phase, this model can upkeep one spell without spending focus or fury |
| 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 Trollkin warrior model within 1’’ of this model from play. If there is not a friendly Trollkin 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 Commodore. If the Commodore is in range, a model attack with the Commodore 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 |
| Hangover |
The first time this model is disabled by an enemy attack, it heals all damage and is knocked down |
| Hard Head |
This model can add this weapon’s POW to its head-butt and slam power attack damage rolls |
| Hard |
This model does not suffer damage or effects from impact attacks or collateral damage |
| 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 |
| 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 |
| 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 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 |
| 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 |
| 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 |
| Heroic Ballad |
RNG CMD. Target friendly non-warlock Faction model/unit. If the model/unit is in range, it becomes Fearless and affected models can make one additional melee attack during their activations this turn. Heroic Ballad lasts for one round |
| 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 |
| 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 Vessel |
This model cannot be part of a battle group, does not have a functional cortex, and cannot be allocated focus. During the focus allocation step of your Control Phase, this model receives d3+1 focus points |
| Homicidal Maniac |
When this model makes a normal melee attack during its activation, it makes one melee attack against each model in its LOS and melee range. If there are no enemy models in this model’s melee range after resolving a normal melee attack in which it destroyed one or more, it can advance up to 1’’ |
| Hoof It |
RNG CMD. Target friendly non-warlock Faction model/unit. If the model/unit is in range, affected models can make a full advance at the end of this turn after all friendly models have ended their activations. During this movement, affected models cannot be targeted by free strikes |
| Hunter |
This model ignores forests, concealment, and cover when determining LOS or making a ranged attack |
| Hunters Mark (*Attack) |
Hunter’s Mark is a RNG 10 magic attack that causes no damage. Friendly models can charge or make a slam power attack against an enemy model hit by Hunter’s Mark without being forced or spending focus. A friendly model charging an enemy model hit by Hunter’s Mark gains +2’’ of movement. Hunter’s Mark lasts for one turn |
| Huntsman |
After deployment but before the first player’s turn, choose an enemy model/unit to be this unit’s prey. While this model is in play, each model in its unit beginning its activation within 10’’ of the prey gains +2’’ movement this activation. While this model is in play, models in its unit gain +2 to attack and damage rolls against the prey. When the prey is destroyed or removed from play, choose another model/unit as the prey |
| 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 |
| 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 |
| 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 |
| 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 |
| Inspiration |
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 |
| 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 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 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 |
| 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 |
| Lens 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 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 |
| Loader |
This model must be B2B with a friendly living Faction warrior model to make an attack with this weapon |
| 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 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 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-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’’ |
| 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 |
| Mechanikal Seizure |
When a warjack is hit by this weapon it becomes stationary for one round |
| Medicate (*Action) |
RNG 3. Target friendly Faction warbeast. If the warbeast is in range, it heals d3 damage points. A warbeast can be affected by Medicate only once per turn |
| 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 |
| 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 |
| 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 |
| Negation |
Remove 1 focus or fury point from enemy models currently in this model’s command range |
| 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 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.) |
| Patriotic Speeches |
During this model’s activation, it can make one of the following speeches. When it does, choose a friendly Winter Guard 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 |
| 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 |
| 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 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 |
| 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 |
| Phoenix Field |
Remove d6 damage points from this model’s force field after resolving continuous effects during your Maintenance Phase |
| 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 |
| 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 (*Action) |
For one round, this model cannot be charged by a model beginning the charge in this model’s front arc |
| Polarity Field |
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 |
| Protective Aura |
Once at any time during its unit’s activation, this model can spend 1 fury point to use Protective Aura. When it does, for one round friendly Faction models gain +2 ARM while within 4’’ of this model + 1’’ per fury point on this model |
| Protective Fit |
When this model’s controlling warlock is damaged by an enemy attack, immediately after the attack is resolved this model can make a full advance toward the enemy model. After moving, this model can make one melee attack targeting the enemy model |
| Protective Plates |
This model gains +2 ARM. |
| Prowl |
This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect |
| Psychic Assault (*Attack) |
Psychic Assault is a RNG SP 8 magic attack. This attack ignores LOS. Models hit suffer a POW 12 damage roll |
| 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 |
| 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 |
| 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.) |
| 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 |
| 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 |
| 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 |
| 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 |
| Resourceful |
This model can upkeep spells on models in its battle group without spending fury |
| 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 |
| 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 |
| 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 |
| Sacrificial Strike (*Action) |
RNG CMD. Target a model in this model’s LOS. If that model is in range, remove one friendly Faction trooper model within 1’’ of this model from play. The target model suffers a magical damage roll with POW equal to the base ARM of the removed model |
| Sanguine Bond |
When this model would suffer damage from an enemy attack, you can choose one or more models in this unit to suffer any number of those points instead, divided as you choose. If you do, this model does not suffer that damage. A model cannot suffer more damage as a result of Sanguine Bond than it has unmarked damage boxes |
| Scather |
This attack’s AOE remains in play for one round. Enemy models and non-Faction friendly models entering or ending their activations in the AOE suffer 1 damage point |
| 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 |
| 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, and then Seduction expires. The enemy model cannot be targeted by free strikes during this movement |
| 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 |
| Serpentine |
This model cannot make slam or trample power attacks and cannot be knocked down |
| 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 |
| 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 |
| Shifter |
When this attack hits an enemy model, immediately after the attack is resolved place this model B2B with the enemy model |
| 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 |
| 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° |
| 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 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 |
| Smoke |
This weapon’s AOE is a cloud effect that 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 |
| 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 |
| 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 |
| Soulless |
This model does not generate a soul token when it is destroyed |
| 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 |
| Spawn Whelps |
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 Troll Whelp that did not begin the game in play into play. You can place this model anywhere within 2’’ of the warbeast |
| Special Issue |
A little too various, so here for statistical purposes only. |
| 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 |
| 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 Skorne 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 Form |
During its activation, this model can be forced to use Stone Form. For one round or until it advances, this model gains +4 ARM, its base DEF is reduced to 5, and it is automatically hit by melee attacks |
| Stone Heart |
This model never flees and automatically passes command checks |
| Stone Spray (*Attack) |
Stone Spray is a RNG SP 8, POW 12 magic attack. On a critical hit, the model hit is knocked down |
| Stone Strength |
While within the area of this unit’s Protective Aura this round, friendly Faction models gain +1 STR |
| Stone Warp |
This model can use one of the following effects each turn anytime during its unit’s activation |
| Stone-And-Mortar Stance |
During its activation, this model can forfeit its normal movement or action to gain +4 ARM. The affected model cannot be knocked down. Stone-And-Mortar Stance lasts for one round |
| Storm Accumulator |
When this model beings its activating within 3’’ of one or more friendly Storm blade Infantry models, it is allocated 1 focus point |
| Storm call X |
This model can make one of the following storm calls. Warjacks affected by a storm call suffer Disruption (A warjack suffering Disruption loses its focus points and cannot be allocated focus or channel spells for one round.) |
| Storm’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 d3 ranged attacks targeting a primary target and any number of secondary targets within 2’’ of the first target. Ignore intervening models when declaring secondary targets. A secondary target cannot be targeted by more attacks than the primary target. Strafe counts as one attack for ROF |
| 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 |
| 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. |
| 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 |
| 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 Storm smith Storm caller. 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 Storm smith Storm caller. 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’’ |
| Tactics: Advance Deployment |
Models in this unit gain Advance Deployment |
| 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 |
| Territorial |
This model can charge enemy warjacks or warbeasts without spending focus or being forced |
| 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 |
| 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 |
| 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 |
| 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 |
| Trash |
Gain an additional damage die against knocked down targets |
| Tree walker |
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 |
| 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 |
| 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 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 |
| Vengeance |
During your Maintenance Phase, if one or more models in this unit were destroyed or removed from play by enemy attacks during your opponent’s last turn, each model in the unit can advance 3’’ and make one normal melee attack |
| Venom (*Attack) |
Venom is a RNG SP 8 magic attack. Models hit suffer a POW 10 corrosion damage roll and the Corrosion continuous effect |
| Vent Steam (*Attack) |
Center a 3’’ AOE cloud effect on this model. Living models currently in the AOE are hit and suffer a POW 12 damage roll. The AOE remains in play for one round. A Vent Steam attack does not need a target. After a Vent Steam attack, this model can make additional melee attacks |
| Veteran Leader |
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 |
| 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: |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |