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8
16
2
18
2
SOUL WARDEN
Special Abilities•Psychogenic Master•Soul Link
AG#1 AS RF� PW RN MAL[1] Staff 6 ∞ 6 0 -
“� e elements walk with me”
[1] 1000 8050mmH
PSYCHOGENIC MASTER: Twice per activation, this model may cast a Psychogenic from their applicable Psychogenic List.
SOUL LINK: When a model with Soul Link loses HP from a non-critical hit another friendly model with Soul Link within 8 inches may lose the HP instead. A model may not lose more HP than its HP Stat.
3
6
12
3
12
2
SLAVE TASKMASTER
Special Abilities•Cull the Weak•I’m the Boss•Never Panic•Slave
AG#1 AS RF� PW RN MAL[1] Barbed Whip
•Whiplash5
∞
3x2
RE
-
“Faster!”
[1] 1000 3530mmM
CULL THE WEAK: Once per round, this model may spend 1 AP to remove a friendly model with the Slave special ability within 2 inches from play. All friendly models with the Slave special ability gain +2 AS this round.
I’M THE BOSS!: All models with the Slave special ability remove all Panic Counters when activating within 4 inches of this model.
NEVER PANIC: This model may never gain Panic Counters.
SLAVE: Instead of activating normally, this model activates at the end of each Preparation Phase.
WHIPLASH: If the target of this attack passes its AR Save, it gains a Whiplash Counter. At the beginning of that model’s next activation, it immediately loses 1 AP per Whiplash Counter, and then any Whiplash Counters are removed.
2
6
10
5
8
1
SPEAR SLAVE
Special Abilities•Slave
AG#1 AS RF� PW RN MAL[1] Shard Spear
•Unstable2 ∞ 3 RE 19
“BOOYAHH!!!”
[6] 250 1030mmS
SLAVE: Instead of activating normally, this model activates at the end of each Preparation Phase.
UNSTABLE: If this attack malfunctions all models in base contact with this model suffer the effects of the malfunction.
2
6
10
5
8
1
SHARD SLAVE
Special Abilities•Infi ltrate•Scatter Shards•Shard Walk•Slave
AG#1 AS RF� PW RN MAL[1] Shard Dagger
•Unstable1 ∞ 1 0 19
“BOOM!”
[6] 500 2030mmS
INFILTRATE: This model is deployed only after all other non-Infi ltrating models have been deployed. This model may be deployed anywhere on the battlefi eld that is at least 12 inches from an enemy deployment zone.
SCATTER SHARDS: While not engaged with an enemy, this model may spend 1 AP to lay down a BL(1) Shard Field in base contact. Any model that enters the Shard Field or begins its activation within the fi eld must roll a d20. On a 10 or lower the model may continue moving as normal. On an 11+ the fi eld explodes, causing an automatic PW: 9 hit. The Shard Field is then removed. Shard Fields may be targeted by ranged attacks and are hit automatically. Shard Fields that are hit are removed from play.
SHARD WALK: This model ignores Shard Fields.
SLAVE: Instead of activating normally, this model activates at the end of each Preparation Phase.
UNSTABLE: If this attack malfunctions all models in base contact with this model suffer the effects of the malfunction.
2
6
10
5
8
1
SLING SLAVE
Special Abilities•Slave
AG#1 AS RF� PW RN MAL[1] Shard Dagger
•Unstable1 ∞ 1 0 19
AG#2 AS RF� PW RN MAL[1] Shard Sling 3 ∞ 3 12 19
[6] 250 1530mmS
SLAVE: Instead of activating normally, this model activates at the end of each Preparation Phase.
UNSTABLE: If this attack malfunctions all models in base contact with this model suffer the effects of the malfunction.
4
5
20
2
16
4
LUCK’KIT’KAII
Special Abilities•Command (∞)•I Never Lose!•Never Panic•Now is Our Time
AG#1 AS RF� PW RN MAL[1] Great Axe
•Brutal•Cauterize•ED(2)
11 ∞ 8x3 0 -
AG#2 AS RF� PW RN MAL[1] Crescent Arc
•Cauterize11 1 8x3 Arc -
C 18050mmHBRUTAL: The Parry special ability may not be used against this attack.
CAUTERIZE: HP lost by this attack may never be healed.
COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches activate after them. That model may squadlink. Models activated by Command cannot use Command this round.
EXTREME DAMAGE (ED)(x): (x) represents the amount of HP lost by a failed AR Save caused by this attack.
I NEVER LOSE!: As long as this model is on the battlefi eld its owner wins all ties made from initiative rolls
NEVER PANIC: This model may never gain Panic Counters.
NOW IS OUR TIME: Once per game, during the Preparation Phase, this model may make a PS Check. If the check is successful this model’s owner wins Initiative this round, but must activate this model before any others. If the check is failed then this model’s owner loses Initiative this round.
Soul Searcher (5)
4
5
20
2
16
3
SPIRIT LORD
Special Abilities•Command (2)•Never Panic•Parry•Psychogenic Invoker
AG#1 AS RF� PW RN MAL[2] Crystal Swords 10 ∞ 8 0 -
“Dack-Gee-Rii!”
[1] 1000 13550mmH
COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches activate after them. That model may squadlink. Models activated by Command cannot use Command this round.
NEVER PANIC: This model may never gain Panic Counters.
PARRY: When this model is targeted by melee attacks, after attack rolls are made, this model may make an AS Check. If the check is successful you may disregard 1 non-critical hit against this model from those attacks.
PSYCHOGENIC INVOKER: Once per activation, this model may cast a Psychogenic from their applicable Psychogenic List.
3
8
20
3
16
6
GREATER ICE ELEMENTAL
Special Abilities•Cause Panic•Soul Link•Non-Living•Tough as Nails
AG#1 AS RF� PW RN MAL[2] Ice Claws
•Cauterize6 ∞ 10 0 -
AG#2 AS RF� PW RN MAL[1] Tail Spike
•KP(15)6 1 14 RE -
AG#3 AS RF� PW RN MAL[1] Tail Sweep
•KP(15)6 1 14 Arc -
! 20050mmH! Availability: 2 per “Soul Warden”.
CAUSE PANIC: When a model becomes engaged with this model that model makes a PS Check. On a failure, it gains a Panic Counter.
CAUTERIZE: HP lost by this attack may never be healed.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target.
SOUL LINK: When a model with Soul Link loses HP from a non-critical hit another friendly model with Soul Link within 8 inches may lose the HP instead. A model may not lose more HP than its HP Stat.
NON-LIVING: This model does not have the Living special ability, and may never gain Panic Counters.
TOUGH AS NAILS: This model does not lose an additional HP for rolling a critical failure on an AR Save.
Hail Kin (6)
4
3
15
2
16
1
HAIL KIN
Special Abilities•Soul Link•Non-Living
AG#1 AS RF� PW RN MAL[1] Ice Spike 6 ∞ 6 0 -
“� e elements � ght with us.” -Soul Warden
! 5030mmM! Availability: 12 per “Soul Warden”.
NON-LIVING: This model does not have the Living special ability, and may never gain Panic Counters.
SOUL LINK: When a model with Soul Link loses HP from a non-critical hit another friendly model with Soul Link within 8 inches may lose the HP instead. A model may not lose more HP than its HP Stat.
Blizzard (4)
4
6
20
2
14
2
BLIZZARD
Special Abilities•Ritual Caster (Freezing Strike)
AG#1 AS RF� PW RN MAL[2] Battle Axe 8 ∞ 6 0 -
“� ey embody the fury of ice.”
[4] 1000 8050mmH
RITUAL CASTER (x): (x) represents the psychogenic this model may use. If this model has squadlinked, increase the TN of any Augmentation Psychogenics by 1 for each model in that Squadlink.
Frostbite (3)
4
8
20
2
14
2
FROSTBITE
Special Abilities•Ritual Caster (Obscuring Fog)
AG#1 AS RF� PW RN MAL[1] Great Axe
•Brutal•ED(2)
8 ∞ 6x2 0 -
“My axe is bigger.”
[3] 1000 7050mmHBRUTAL: The Parry special ability may not be used against this attack.
EXTREME DAMAGE (ED)(x): (x) represents the amount of HP lost by a failed AR Save caused by this attack.
RITUAL CASTER (x): (x) represents the psychogenic this model may use. If this model has squadlinked, increase the TN of any Augmentation Psychogenics by 1 for each model in that Squadlink.
[3] 1000 10050mmHBRUTAL: The Parry special ability may not be used against this attack.
EXTREME DAMAGE (ED)(x): (x) represents the amount of HP lost by a failed AR Save caused by this attack.
NEVER PANIC: This model may never gain Panic Counters.
[4] 500 6050mmH
INFILTRATE: This model is deployed only after all other non-Infi ltrating models have been deployed. This model may be deployed anywhere on the battlefi eld that is at least 12 inches from an enemy deployment zone.
Death’s Device (3)
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5
20
2
14
3
DEATH’S DEVICE
Special Abilities•Never Panic
AG#1 AS RF� PW RN MAL[1] Greatsword
•Brutal•ED(2)
8 ∞ 10x2 0 -
“We bring swi� death.”
Soul Searcher (4)
3
6
18
3
12
2
SOUL SEARCHER
Special Abilities•Infi ltrate
AG#1 AS RF� PW RN MAL[2] Naginata 8 ∞ 6 0 -
“� eir journey has just begun.” -Soul Warden
Soul Splitter (4)
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6
16
3
12
2
SOUL SPLITTER
Special Abilities•Ritual Caster (Obscuring Fog)
AG#1 AS RF� PW RN MAL[1] Bayonet 6 ∞ 5 0 -
AG#2 AS RF� PW RN MAL[1] Arbalist
•Pierce8 1 8 20 20
[1] 250 7050mmH
RITUAL CASTER (x): (x) represents the psychogenic this model may use. If this model has squadlinked, increase the TN of any Augmentation Psychogenics by 1 for each model in that Squadlink.
PIERCE: When on a ranged attack, draw a line from the center of the attacking model’s base through the center of the target’s base, continuing up to the attack’s maximum range. If the target is hit and fails its AR Save, make an attack against the next model in the line. Continue making attacks down the line until an attack misses or a model passes its AR Save. Reduce the PW of the attack by 2 per previous model hit. Only the attack roll against the initial target may malfunction, or gain the benefi ts of aiming.
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6
12
3
10
1
GUARD SLAVE
Special Abilities•Guard•Slave
AG#1 AS RF� PW RN MAL[1] Shard Spear
•Unstable4 ∞ 4 RE 19
“We will protect the masters.”
! 1530mmS! Availability: 6 per “Slave Taskmaster”
GUARD: When a friendly model within 4 inches and line of sight is hit by a non-template, non-critical hit ranged attack, this model may make the AR Save instead, suffering all effects of the attack as if it had been the target.
SLAVE: Instead of activating normally, this model activates at the end of each Preparation Phase.
UNSTABLE: If this attack malfunctions all models in base contact with this model suffer the effects of the malfunction.
M C 11030 mm
HATRED (x): Attacks against (x) by this model gain +1 AS and +1 PW.
FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks.
NEVER PANIC: This model may never gain Panic Counters.
NUMB: When this attack hits a Living model, place a Numb Counter on the model hit. A model with a Numb Counter suffers a -2 AS to all attacks. A model may only have 1 Numb Counter at any time.
TOUGH AS NAILS: This model does not lose an additional HP for rolling a critical failure on an AR Save.
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3
18
3
16
2
DAH’VID, THE ARCTIC WIND
Special Abilities•Hatred(Forsaken)•Furious Charge•Never Panic•Tough as Nails
AG#1 AS RF� PW RN MAL[1] Frost Sword 8 ∞ 8 0 -
AG#2 AS RF� PW RN MAL[1] Whirling Death
•Numb
•Numb
8 1 8 Arc -
[1] Ice Axe 8 ∞ 8 0 -
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3
18
3
16
3
YOVANKA
Special Abilities•Aerobatics •Command (2)•Never Panic•Parry•Psychogenic Master
Whisper (4)
AG#1 AS RF� PW RN MAL[2] Crystal Fans 10 ∞ 5x2 0 -
AG#2 AS RF� PW RN MAL[1] Fan Throw 10 ∞ 5x2 10 -
C 15040mmLAEROBATICS: This model does not have to pay the additional AP to Jump and may treat all areas of a terrain piece with the Levels keyword as having the Climbable keyword. Reduce the PW of any falling damage this model suffers by 2.
COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches activate after them. That model may squadlink. Models activated by Command cannot use Command this round.
NEVER PANIC: This model may never gain Panic Counters.
PARRY: When this model is targeted by melee attacks, after attack rolls are made, this model may make an AS Check. If the check is successful you may disregard 1 non-critical hit against this model from those attacks.
PSYCHOGENIC MASTER: Twice per activation, this model may cast a Psychogenic from their applicable Psychogenic List.
Tempest (4)
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3
16
4
16
3
SPIRIT LORD
Special Abilities•Aerobatics •Tough as Nails•Psychogenic Invoker•Command (1)•Elusive•Never Panic
AG#1 AS RF� PW RN MAL[2] Sasumata
•KP(10)8 ∞ 8 RE -
AG#2 AS RF� PW RN MAL[1] Sasumata Pin
•Pin10 ∞ 8x2 RE -
[1] 1000 12040mmLAEROBATICS: This model does not have to pay the additional AP to Jump and may treat all areas of a terrain piece with the Levels keyword as having the Climbable keyword. Reduce the PW of any falling damage this model suffers by 2.
COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches activate after them. That model may squadlink. Models activated by Command cannot use Command this round.
ELUSIVE: Ranged attacks against this model suffer double the normal range penalties. This model automatically passes the PS Check to Evade.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target.
NEVER PANIC: This model may never gain Panic Counters.
PIN: When this attack hits a prone model place a Pinned Counter on that model. While a model has a Pinned Counter it may not stand up, and may not spend AP on assault groups or movement. Ranged attacks against a model with a Pinned Counter do not suffer -2 for the model being prone. Melee attacks against a model with a Pinned Counter hit automatically. The model may spend 1 AP during its activation to remove the Pinned Counter. A model may only have 1 Pinned Counter at any time.
PSYCHOGENIC INVOKER: Once per activation, this model may cast a Psychogenic from their applicable Psychogenic List.
TOUGH AS NAILS: This model does not lose an additional HP for rolling a critical failure on an AR Save.
Cyclone (4)
4
3
14
3
14
2
CYCLONE
Special Abilities•Aerobatics•Parry•Ritual Caster (Spinning Dervish)
AG#1 AS RF� PW RN MAL[2] Short Swords 8 ∞ 6 0 -
“...Next thing I saw was � ying body parts” -Bonner Spyte
[4] 1000 8040mmLAEROBATICS: This model does not have to pay the additional AP to Jump and may treat all areas of a terrain piece with the Levels keyword as having the Climbable keyword. Reduce the PW of any falling damage this model suffers by 2.
PARRY: When this model is targeted by melee attacks, after attack rolls are made, this model may make an AS Check. If the check is successful you may disregard 1 non-critical hit against this model from those attacks.
RITUAL CASTER (x): (x) represents the psychogenic this model may use. If this model has squadlinked, increase the TN of any Augmentation Psychogenics by 1 for each model in that Squadlink.
Death’s Device (3)
3
4
18
3
14
3
DEATH’S DEVICE
Special Abilities•Never Panic•Parry
AG#1 AS RF� PW RN MAL[1] Razor Chakram 8 ∞ 6x2 Arc -
“I’ve seen ‘em cleave a dust bull with one strike.” -Hoj, Warlord Samaria
[3] 1000 10040mmLNEVER PANIC: This model may never gain Panic Counters.
PARRY: When this model is targeted by melee attacks, after attack rolls are made, this model may make an AS Check. If the check is successful you may disregard 1 non-critical hit against this model from those attacks.
Tempest (4)
3
4
12
3
12
2
TEMPEST
Special Abilities•Aerobatics
AG#1 AS RF� PW RN MAL[1] Mancatcher
•Grab8 ∞ 8 RE -
“� e winds guide us.”
[4] 500 5540mmLAEROBATICS: This model does not have to pay the additional AP to Jump and may treat all areas of a terrain piece with the Levels keyword as having the Climbable keyword. Reduce the PW of any falling damage this model suffers by 2.
GRAB: When this attack hits a model, that model is Grabbed. While Grabbed, all attacks against that model from this model automatically succeed unless a malfunction is rolled. Nether model may spend AP to move. This model may end the effects of Grab at any point during its activation. The enemy model may spend 1 AP to end the effects of Grab. If an effect would force either model to move, the effects of Grab immediately end.
Wail (4)
3
4
14
4
12
2
WAIL
Special Abilities•Aerobatics•Ritual Caster (Screaming Gale)
AG#1 AS RF� PW RN MAL[2] Chain Whip
•Whiplash8 ∞ 5 RE -
AG#2 AS RF� PW RN MAL[1] Sonic Scream
•Stun8 1 - SP -
[2] 250 7040mmLAEROBATICS: This model does not have to pay the additional AP to Jump and may treat all areas of a terrain piece with the Levels keyword as having the Climbable keyword. Reduce the PW of any falling damage this model suffers by 2.
RITUAL CASTER (x): (x) represents the psychogenic this model may use. If this model has squadlinked, increase the TN of any Augmentation Psychogenics by 1 for each model in that Squadlink.
STUN: A model hit by this attack gains a Stun Counter. At the beginning of that model’s next activation, it immediately loses 1 AP, and then the Stun Counter is removed. A model may only have 1 Stun Counter at any time.
WHIPLASH: If the target of this attack passes its AR Save, it gains a Whiplash Counter. At the beginning of that model’s next activation, it immediately loses 1 AP per Whiplash Counter, and then any Whiplash Counters are removed.
Whisper (4)
4
3
12
3
14
2
WHISPER
Special Abilities•Aerobatics•Ritual Caster (Ride the Wind)
AG#1 AS RF� PW RN MAL[2] Chakrams 7 ∞ 4x2 0 -
AG#2 AS RF� PW RN MAL[1] Chakram Throw 7 2 4x2 8 -
[4] 1000 7540mmLAEROBATICS: This model does not have to pay the additional AP to Jump and may treat all areas of a terrain piece with the Levels keyword as having the Climbable keyword. Reduce the PW of any falling damage this model suffers by 2.
RITUAL CASTER (x): (x) represents the psychogenic this model may use. If this model has squadlinked, increase the TN of any Augmentation Psychogenics by 1 for each model in that Squadlink.
Zephyr (6)
3
12
3
16
1
3
ZEPHYR
Special Abilities•Non-Living•Sheer•Soul Link•Vault
AG#1 AS RF� PW RN MAL[2] Claws 6 ∞ 3x2 0 -
‘� ey are the fury of the wind.” -Soul Warden
! 6030mmM! Availability: 12 per “Soul Warden”.
NON-LIVING: This model does not have the Living special ability, and may never gain Panic Counters.
SHEER: This model may never have Acid, Fire, Bleed, Blood Pathogens, Frantic, Paralyzing Poison, or Poison Counters. Roll a d20 for any non-critical hit on this model, on a 10 or less the attack roll is disregarded.
SOUL LINK: When a model with Soul Link loses HP from a non-critical hit another friendly model with Soul Link within 8 inches may lose the HP instead. A model may not lose more HP than its HP Stat.
VAULT: Once per activation, this model may spend 1 AP to immediately move their MV value, ignoring terrain as well as intervening models. If this move results in charge, this model gains and additional +1 AS and +1 PW to the charge attack.
Squall (3)
4
3
14
3
16
2
LIGHTNING
Special Abilities•Non-Living•Matching Set (Lightning, Thunder, Wind)•Soul Link
AG#1 AS RF� PW RN MAL[1] Lightning Spear
•Pierce5 ∞ 5 RE -
AG#2 AS RF� PW RN MAL[1] Lightning Strike
•BL(1)•Conduction
8 1 5 8 -
! 6040mmL! Availability: 2 per “Soul Warden”.
CONDUCTION: The model with the highest AR value hit by this attack suffers an additional power multiplier to the attack’s PW. In the case of a tie for highest AR, the attacking model decides who suffers the additional multiplier.
NON-LIVING: This model does not have the Living special ability, and may never gain Panic Counters.
MATCHING SET(x): (x) is the model this model must be fi elded with. Should 1 of the models be removed from play, the other models in the Matched Set gains a Berserk Counter. While a model has a Berserk Counter it gains +1 AS, +1 PW, an additional power multiplier to melee attacks, and the Never Panic special ability. After any activation in which a model with a Berserk Counter did not make a melee attack they gain an Exhaustion Counter. A model suffers -1 AP per Exhaustion Counter. If a model activates with 0 AP due to Exhaustion Counters, remove any Berserk and Exhaustion Counters and end their activation. A model may only have 1 Berserk Counter at any time.
PIERCE: When on a melee attack, if the target is hit and fails its AR Save, this model may make an attack against another model within 1 inch of the targeted model. This attack suffers -2 PW.
SOUL LINK: When a model with Soul Link loses HP from a non-critical hit another friendly model with Soul Link within 8 inches may lose the HP instead. A model may not lose more HP than its HP Stat.
Squall (3)
4
3
14
3
16
2
THUNDER
Special Abilities•Non-Living•Matching Set (Lightning, Thunder, Wind)•Soul Link
AG#1 AS RF� PW RN MAL[2] Claws 5 ∞ 5 0 -
AG#2 AS RF� PW RN MAL[1] Thunder Clap
•KP(12)10 1 - Arc -
! 6040mmL! Availability: 2 per “Soul Warden”.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target.
NON-LIVING: This model does not have the Living special ability, and may never gain Panic Counters.
MATCHING SET(x): (x) is the model this model must be fi elded with. Should 1 of the models be removed from play, the other models in the Matched Set gains a Berserk Counter. While a model has a Berserk Counter it gains +1 AS, +1 PW, an additional power multiplier to melee attacks, and the Never Panic special ability. After any activation in which a model with a Berserk Counter did not make a melee attack they gain an Exhaustion Counter. A model suffers -1 AP per Exhaustion Counter. If a model activates with 0 AP due to Exhaustion Counters, remove any Berserk and Exhaustion Counters and end their activation. A model may only have 1 Berserk Counter at any time.
SOUL LINK: When a model with Soul Link loses HP from a non-critical hit another friendly model with Soul Link within 8 inches may lose the HP instead. A model may not lose more HP than its HP Stat.
Squall (3)
4
3
14
3
13
2
WIND
Special Abilities•Non-Living•Matching Set (Lightning, Thunder, Wind)•Soul Link
AG#1 AS RF� PW RN MAL[2] Claws 5 ∞ 5 0 -
AG#2 AS RF� PW RN MAL[1] Vortex
•KB(12)6 1 6 Arc -
! 6040mmL! Availability: 2 per “Soul Warden”.
KNOCK BACK (KB)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled is equal to or under (x) then the model hit is moved directly back d20/2 inches from the attacker and is prone. Melee attacks suffer -2 to TN for every size smaller the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target.
NON-LIVING: This model does not have the Living special ability, and may never gain Panic Counters.
MATCHING SET(x): (x) is the model this model must be fi elded with. Should 1 of the models be removed from play, the other models in the Matched Set gains a Berserk Counter. While a model has a Berserk Counter it gains +1 AS, +1 PW, an additional power multiplier to melee attacks, and the Never Panic special ability. After any activation in which a model with a Berserk Counter did not make a melee attack they gain an Exhaustion Counter. A model suffers -1 AP per Exhaustion Counter. If a model activates with 0 AP due to Exhaustion Counters, remove any Berserk and Exhaustion Counters and end their activation. A model may only have 1 Berserk Counter at any time.
SOUL LINK: When a model with Soul Link loses HP from a non-critical hit another friendly model with Soul Link within 8 inches may lose the HP instead. A model may not lose more HP than its HP Stat.
4
1
14
3
16
6
GREATER STORMELEMENTAL
Special Abilities•Cause Panic•Non-Living•Soul Link
AG#1 AS RF� PW RN MAL[2] Storm Claws 8 ∞ 8x2 0 -
AG#2 AS RF� PW RN MAL[1] Tornado
•KP(12)8 1 10 Arc -
AG#3 AS RF� PW RN MAL[1] Lightning Bolt
•BL(1) •Conduction•KP(12)
8 1 9 8 -
! *50mmH! Availability: May only be brought onto the battlefi eld via the “Storm Forge” psychogenic.
CAUSE PANIC: When a model becomes engaged with this model that model makes a PS Check. On a failure, it gains a Panic Counter.
CONDUCTION: The model with the highest AR value hit by this attack suffers an additional power multiplier to the attack’s PW. In the case of a tie for highest AR, the attacking model decides who suffers the additional multiplier.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target.
NON-LIVING: This model does not have the Living special ability, and may never gain Panic Counters.
SOUL LINK: When a model with Soul Link loses HP from a non-critical hit another friendly model with Soul Link within 8 inches may lose the HP instead. A model may not lose more HP than its HP Stat.
3
3
10
3
10
1
GUARD SLAVE
Special Abilities•Guard•Slave
AG#1 AS RF� PW RN MAL[1] Shard Dagger
•Unstable3 ∞ 2 0 19
AG#2 AS RF� PW RN MAL[1] Shard Sling 5 2 4 12 19
! 2030mmS! Availability: 6 per “Slave Taskmaster”
GUARD: When a friendly model within 4 inches and line of sight is hit by a non-template, non-critical hit ranged attack, this model may make the AR Save instead, suffering all effects of the attack as if it had been the target.
UNSTABLE: If this attack malfunctions all models in base contact with this model suffer the effects of the malfunction.
4
5
10
3
10
1
DISC SLAVE
Special Abilities•Slave
AG#1 AS RF� PW RN MAL[2] Chakram 5 ∞ 4 0 -
AG#2 AS RF� PW RN MAL[1] Chakram Throw 5 1 4 8 -
S [6] 1000 3030 mm
SLAVE: Instead of activating normally, this model activates at the end of each Preparation Phase.
Ember (6)
4
3
18
3
18
3
RATH’ZHI
Special Abilities•Blok Stopper •Retaliation •Command(2) •Scion of Flame•Never Panic •Soul Link •Rage
AG#1 AS RF� PW RN MAL[1] Blazing Khopesh
•Combustion•Emberspark •Fire
10 ∞ 8 0 -
AG#2 AS RF� PW RN MAL[1] Soul Flame
•Emberspark•Fire•Proximity Strike (2)
6 1 5x2 8 -
C 15040mmLBLOK STOPPER: This model always has Light Cover. This model grants Light Cover if it is between the target of an attack and the attacker.COMBUSTION: If this attack hits a model with a Fire Counter this attack gains an additional power multiplier.COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches activate after them. That model may squadlink. Models activated by Command cannot use Command this round.EMBERSPARK: If an enemy model is killed by this attack, place 1 Ember model in base contact with the model before it is removed. The Ember may activate this round.FIRE: When this attack hits a model, place a Fire Counter on that model. When a model with a Fire Counter activates it may spend 1 AP to roll a d20. The Fire Counter is removed if the roll is equal to or under 10. The model may repeat this. After these rolls are made, a model possessing a Fire Counter suffers an automatic PW:7 hit with the Cauterize weapon ability. A model may only have 1 Fire Counter at any time.NEVER PANIC: This model may never gain Panic Counters.PROXIMITY STRIKE(x): When this attack targets a model place a BL(x) Blast Marker with the center anywhere completely over the target’s base. Make attacks against all models, except the attacking model, under the blast marker. Only the attack roll against the initial target may malfunction, or gain the benefi ts of aiming or charging.RAGE: This model gains +2 PW to all melee attacks for each HP it has lost. RETALIATION: When an enemy model misses this model with a melee attack this model may select 1 melee attack and make an attack against the enemy model.SCION OF FLAME: This model may never have Fire Counters and does not suffer damage from any attack with the Fire weapon ability. Enemy models within 4 inches of this model cannot remove Fire Counters. If an enemy model within 4 inches is killed by the automatic hit from a Fire Counter, place 1 Ember model in base contact with that model before it is removed.SOUL LINK: When a model with Soul Link loses HP from a non-critical hit another friendly model with Soul Link within 8 inches may lose the HP instead. A model may not lose more HP than its HP Stat.
Volcanic Order (5)
4
4
18
3
18
3
SPIRIT LORD
Special Abilities•Psychogenic Invoker•Command(2)•Parry•Shield Formation
AG#1 AS RF� PW RN MAL[1] Blazing Spear
•Combustion•Pierce•Fire
10 ∞ 6 RE -
AG#2 AS RF� PW RN MAL[1] Heat Ray
•Cauterize•Fire
7 1 6x2 ST 19
[1] 1000 13540mmLCAUTERIZE: HP lost by this attack may never be healed.
COMBUSTION: If this attack hits a model with a Fire Counter this attack gains an additional power multiplier.
COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches activate after them. That model may squadlink. Models activated by Command cannot use Command this round.
FIRE: When this attack hits a model, place a Fire Counter on that model. When a model with a Fire Counter activates it may spend 1 AP to roll a d20. The Fire Counter is removed if the roll is equal to or under 10. The model may repeat this. After these rolls are made, a model possessing a Fire Counter suffers an automatic PW:7 hit with the Cauterize weapon ability. A model may only have 1 Fire Counter at any time.
PARRY: When this model is targeted by melee attacks, after attack rolls are made, this model may make an AS Check. If the check is successful you may disregard 1 non-critical hit against this model from those attacks.
PIERCE: When on a melee attack, if the target is hit and fails its AR Save, this model may make an attack against another model within 1 inch of the targeted model. This attack suffers -2 PW.
PSYCHOGENIC INVOKER: Once per activation, this model may cast 1 Psychogenic from their applicable Psychogenic List.
SHIELD FORMATION: While not prone and within 1 inch of at least 1 other model with Shield Formation this model gains +2 AR.
Volcanic Order (4)
4
5
16
3
16
2
VOLCANIC PHALANX
Special Abilities•Shield Formation•Ritual Caster (Blazing Shield)
AG#1 AS RF� PW RN MAL[1] Flame Spear
•Combustion•Pierce
8 ∞ 6 RE -
“With that discipline I wager 300 could hold o� an army...” -Saint John, to Saint Mark
[4] 1000 8540mmLCOMBUSTION: If this attack hits a model with a Fire Counter this attack gains an additional power multiplier.
PIERCE: When on a melee attack, if the target is hit and fails its AR Save, this model may make an attack against another model within 1 inch of the targeted model. This attack suffers -2 PW.
SHIELD FORMATION: While not prone and within 1 inch of at least 1 other model with Shield Formation this model gains +2 AR.
RITUAL CASTER (x): (x) represents the psychogenic this model may use. If this model has squadlinked, increase the TN of any Augmentation Psychogenics by 1 for each model in that Squadlink.
Volcanic Order (4)
4
5
14
3
14
2
VOLCANIC HELOT
Special Abilities•Guard•Ritual Caster (Fiery Resolve)
AG#1 AS RF� PW RN MAL[1] Bardiche
•KP(10)7 ∞ 6 RE -
“300? Nah, 200 at best...” -Saint Mark, to Saint John
[4] 1000 6540mmLGUARD: When a friendly model within 4 inches and line of sight is hit by a non-template, non-critical hit ranged attack, this model may make the AR Save instead, suffering all effects of the attack as if it had been the target.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target.
RITUAL CASTER (x): (x) represents the psychogenic this model may use. If this model has squadlinked, increase the TN of any Augmentation Psychogenics by 1 for each model in that Squadlink.
Brimstone (3)
3
5
16
4
14
2
BRIMSTONE
Special Abilities•Enviro Filters•Kaboom! (16)(Brimestone Flame)
AG#1 AS RF� PW RN MAL[1] Gauntlet Strike 6 ∞ 5 0 -
AG#2 AS RF� PW RN MAL[2] Brimstone Flame
•Cauterize•Fire
7 1 4x2 SP 19
[3] 1000 8040mmLCAUTERIZE: HP lost by this attack may never be healed.
ENVIRO FILTERS: This model ignores Smoke Clouds.
FIRE: When this attack hits a model, place a Fire Counter on that model. When a model with a Fire Counter activates it may spend 1 AP to roll a d20. The Fire Counter is removed if the roll is equal to or under 10. The model may repeat this. After these rolls are made, a model possessing a Fire Counter suffers an automatic PW:7 hit with the Cauterize weapon ability. A model may only have 1 Fire Counter at any time.
KABOOM!(x)(y): When a model with this ability is hit by an attack, roll a d20. If the result is equal to or higher than (x), roll scatter, moving the model directly toward that direction ½ the distance on the d20. The opponent then places a BL(2) Blast Marker over the model, so that the center hole is anywhere completely over the model’s base. All models under the template are automatically hit by an attack from (y). This attack cannot trigger Kaboom! on the model originally triggering Kaboom!
Inferno (4)
•Combustion
4
4
14
3
14
2
INFERNO
Special Abilities•Furious Charge•Never Panic•Ritual Caster(Burning Vengeance)
AG#1 AS RF� PW RN MAL[1] Khopesh
•Combustion8 ∞ 6 0 -
AG#2 AS RF� PW RN MAL[1] Heat Pistol
•Combustion6 2 5 8 19
[1] Heat Pistol 6 ∞ 5 0 19
[4] 1000 7540mmLCOMBUSTION: If this attack hits a model with a Fire Counter this attack gains an additional power multiplier.
FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks.
NEVER PANIC: This model may never gain Panic Counters.
RITUAL CASTER (x): (x) represents the psychogenic this model may use. If this model has squadlinked, increase the TN of any Augmentation Psychogenics by 1 for each model in that Squadlink.
Pyre (4)
4
4
14
3
14
2
PYRE
Special Abilities•Goes Out With a Bang•Guerilla Tactics
AG#1 AS RF� PW RN MAL[1] Scimitar 7 ∞ 6 0 -
AG#2 AS RF� PW RN MAL[1] Flameburst Bomb
•BL(2) •Fire•Indirect •Restricted
7 1 4x2 8 19
AG#3 AS RF� PW RN MAL[1] Bomb Shatter
•Proximity Strike(2)•Fire •Restricted
7 1 4x2 0 19
[4] 1000 7540mmLGOES OUT WITH A BANG: When this model is killed place a BL(2) template with the center hole anywhere completely over this models base before it is removed. All models under the template suffer an automatic PW: 5x2 hit.
GUERILLA TACTICS: Models with Guerilla Tactics may Squadlink from up to 8 inches away. This model only spends 1 AP to Break Away
FIRE: When this attack hits a model, place a Fire Counter on that model. When a model with a Fire Counter activates it may spend 1 AP to roll a d20. The Fire Counter is removed if the roll is equal to or under 10. The model may repeat this. After these rolls are made, a model possessing a Fire Counter suffers an automatic PW:7 hit with the Cauterize weapon ability. A model may only have 1 Fire Counter at any time.
INDIRECT: This attack may fi re at targets out of its line of sight if another friendly model has line of sight to the target. If using this ability, this attack suffers -4 AS.
PROXIMITY STRIKE(x): When this attack targets a model place a BL(x) Blast Marker with the center anywhere completely over the target’s base. Make attacks against all models, except the attacking model, under the blast marker. Only the attack roll against the initial target may malfunction, or gain the benefi ts of aiming or charging.
RESTRICTED: A model may only use1 assault group containing an attack with Restricted per round.
ENFORCER OF JUDGMENT
4
5
20
3
16
4
Special Abilities•Enviro Filters •Tough as Nails•Ferocious Assault•Never Panic•Shockwave(1)
AG#1 AS RF� PW RN MAL[1] Scimitar
•Combustion•ED(2)
10 ∞ 8 0 -
AG#2 AS RF� PW RN MAL[3] Spear Flurry
•Pierce10 1 6 RE -
AG#3 AS RF� PW RN MAL[1] Heat Ray
•Cauterize •Fire
7 1 6x2 ST 19
! 17550mmH! Availability: 1 per “Artifi cer of the Alteghran”CAUTERIZE: HP lost by this attack may never be healed.COMBUSTION: If this attack hits a model with a Fire Counter this attack gains an additional power multiplier.ENVIRO FILTERS: This model ignores Smoke Clouds.EXTREME DAMAGE (ED)(x): (x) represents the amount of HP lost by a failed AR Save caused by this attack.
FEROCIOUS ASSAULT: If a model is killed by a charge attack made by this model, all enemy models within 4 inches of that model gain a Panic Counter. FIRE: When this attack hits a model, place a Fire Counter on that model. When a model with a Fire Counter activates it may spend 1 AP to roll a d20. The Fire Counter is removed if the roll is equal to or under 10. The model may repeat this. After these rolls are made, a model possessing a Fire Counter suffers an automatic PW:7 hit with the Cauterize weapon ability. A model may only have 1 Fire Counter at any time.
NEVER PANIC: This model may never gain Panic Counters.PIERCE: When on a melee attack, if the target is hit and fails its AR Save, this model may make an attack against another model within 1 inch of the targeted model. This attack suffers -2 PW .SHOCK WAVE (x): This model may spend 1 AP to activate Shockwave. Shockwave affects all models within (x). All models gain a Stun Counter. All models two or more sizes smaller than the originating model are automatically Knocked Back. All models 1 size smaller are automatically Knocked Prone. When a model with a Stun Counter activates, it immediately loses 1 AP, and then the Stun Counter is removed. A model may only have 1 Stun Counter at a time.TOUGH AS NAILS: This model does not lose an additional HP for rolling a critical failure on an AR Save.
Ember (6)
4
6
18
2
16
6
GREATER FIRE ELEMENTAL
Special Abilities•Backlash •Scion of Flame •Cause Panic •Soul Link•Deflection •Tough as Nails•Massive •Non-Living
AG#1 AS RF� PW RN MAL[2] Inferno Fist
•Emberspark•Fire
7 ∞ 6x2 0 -
AG#2 AS RF� PW RN MAL[1] Magma Spray
•Cauterize•Emberspark •Fire
7 1 10 SP -
AG#3 AS RF� PW RN MAL[1] Pyroclasm
•Cauterize•Emberspark •Fire
8 1 12 Arc 18
! 20050mmH! Availability: 1 per “Soul Warden”
BACKLASH: Any model that hits this model with a melee attack gains a Fire Counter. When a model with a Fire Counter activates it may spend 1 AP to roll a d20. The Fire Counter is removed if the roll is equal to or under 10. The model may repeat this. After these rolls are made, a model possessing a Fire Counter suffers an automatic PW:7 hit with the Cauterize weapon ability. A model may only have 1 Fire Counter at any time.CAUSE PANIC: When a model becomes engaged with this model that model makes a PS Check. On a failure, it gains a Panic Counter. CAUTERIZE: HP lost by this attack may never be healed.EMBERSPARK: If an enemy model is killed by this attack, place 1 Ember model in base contact with the model before it is removed. The Ember may activate this round.DEFLECTION: When this model is targeted by ranged attacks, after attack rolls are made, this model may make an AS Check. If the check is successful you may disregard 1 non-critical hit against this model from those attacks. FIRE: When this attack hits a model, place a Fire Counter on that model. When a model with a Fire Counter activates it may spend 1 AP to roll a d20. The Fire Counter is removed if the roll is equal to or under 10. The model may repeat this. After these rolls are made, a model possessing a Fire Counter suffers an automatic PW:7 hit with the Cauterize weapon ability. A model may only have 1 Fire Counter at any time.MASSIVE: This model cannot be Knocked Prone, Knocked Back, or Pulled by models with a smaller size.NON-LIVING: This model does not have the Living special ability, and may never gain Panic Counters.SCION OF FLAME: This model may never have Fire Counters and does not suffer damage from any attack with the Fire weapon ability. Enemy models within 4 inches of this model cannot remove Fire Counters. If an enemy model within 4 inches is killed by the automatic hit from a Fire Counter, place 1 Ember model in base contact with that model before it is removed.SOUL LINK: When a model with Soul Link loses HP from a non-critical hit another friendly model with Soul Link within 8 inches may lose the HP instead. A model may not lose more HP than its HP Stat.TOUGH AS NAILS: This model does not lose an additional HP for rolling a critical failure on an AR Save.
Ember (6)
- 1
5
10
4
8
1
EMBER
Special Abilities•Immolate•Non-Living•Soul Link
AG#1 AS RF� PW RN MAL[1] Fiery Claw 4 ∞ 4 0
“� ey are our sins made manifest.” -Saint Mary
! *30mmM
! Availability: May only be brought onto the battlefi eld via the “Emberspark” weapon ability.
IMMOLATE: This model may never have Fire Counters, and does not suffer damage from any attack with the Fire weapon ability. This model may spend 1 AP to have all enemy models in base contact gain a Fire Counter, then this model is removed from play. This action may be used in place of making a charge attack.
NON-LIVING: This model does not have the Living special ability, and may never gain Panic Counters.
SOUL LINK: When a model with Soul Link loses HP from a non-critical hit another friendly model with Soul Link within 8 inches may lose the HP instead. A model may not lose more HP than its HP Stat.
Slyth (6)
3
4
10
3
8
1
CAVEWING SLYTH
Special Abilities•Float•Gliding Deployment
AG#1 AS RF� PW RN MAL[2] Claw Strike 4 ∞ 3 0 -
AG#2 AS RF� PW RN MAL[1] Screech
•Stun6 1 - SP -
[6] 500 3530mmMFLOAT: This model may move through, but may not end its movement on, terrain with the Impassable keyword and may ignore the automatic hit from terrain with the Dangerous keyword. This model does not have to pay the additional AP to Jump, never suffers falling damage, and may never be prone.
GLIDING DEPLOYMENT: Do not deploy this model at the start of the game. During any Preparation Phase after Round 1 you may deploy this model. When deployed, choose a point on the battlefi eld and roll scatter, placing this model on that point. If a model’s fi nal deployment point is off the battlefi eld they will deploy at the point on the battlefi eld nearest to the edge. If the model’s fi nal deployment point is on another model place them with their base touching the model closest to the fi nal deployment point. Models that have Gliding Deployment and share a Squadlink(x) value may deploy using 1 Scatter Roll, placing the fi rst model on this point and the rest within 4 inches.
STUN: A model hit by this attack gains a Stun Counter. At the beginning of that model’s next activation, it immediately loses 1 AP, and then the Stun Counter is removed. A model may only have 1 Stun Counter at any time.
Slyth (6)
3
4
10
3
10
1
RAZOR SLYTH
Special Abilities•Scout•Strider•Vault
AG#1 AS RF� PW RN MAL[2] Claw Strike
•Brutal5 ∞ 4 0 -
“Horrid creatures of teeth and claw, like something out of a nightmare...” -Marionette
[6] 500 3030mmMBRUTAL: The Parry special ability may not be used against this attack.
SCOUT: After all models have been deployed (including Infiltrating models), the player whose force contains at least 1 model with this special ability may redeploy up to 4 models in their force. Normal deployment and infiltrator rules apply for this redeployment.
STRIDER: This model ignores the movement cost of terrain with the Rough keyword. This model may stand up from prone for no AP cost.
VAULT: Once per activation, this model may spend 1 AP to immediately move their MV value, ignoring terrain as well as intervening models. If this move results in charge, this model gains and additional +1 AS and +1 PW to the charge attack.
3
5
14
3
12
2
ARTIFICER OF THE ALTEGHRAN
Special Abilities•Cull the Weak•Sear•Slave•Superior Maintenance (3)
AG#1 AS RF� PW RN MAL[1] Hand Torch
•Cauterize•Fire
5 ∞ 4x2 RE 20
“Where are they getting such lovely toys?” -Dexus
[1] 1000 5530mmS
CAUTERIZE: HP lost by this attack may never be healed.
CULL THE WEAK: Once per round, this model may spend 1 AP to remove a friendly model with the Slave special ability within 2 inches from play. All friendly models with the Slave special ability gain +2 AS this round.
FIRE: When this attack hits a model, place a Fire Counter on that model. When a model with a Fire Counter activates it may spend 1 AP to roll a d20. The Fire Counter is removed if the roll is equal to or under 10. The model may repeat this. After these rolls are made, a model possessing a Fire Counter suffers an automatic PW:7 hit with the Cauterize weapon ability. A model may only have 1 Fire Counter at any time.
SEAR: This model may spend 1 AP while in base contact with a friendly model to remove a Bleed Counter.
SLAVE: Instead of activating normally, this model activates at the end of each Preparation Phase.
SUPERIOR MAINTENANCE(x): (x) times per game, when a malfunction is rolled, this model’s owner may ignore the malfunction. This ability functions even if this model is killed.
2
6
10
5
8
1
CINDER SLAVE
Special Abilities•Inferno Shards•Infi ltrate•Slave
AG#1 AS RF� PW RN MAL[1] Shard Gauntlet
•Unstable1 ∞ 2 0 19
“HOT HOT HOT!!!”
INFERNO SHARDS: While not engaged with an enemy model, this model may spend 1 AP to lay down a BL(2) Inferno Shard Field in base contact. The fi eld is a terrain feature with the Does Not Block LoS, Fiery, and Rough Keywords. During each Lingering Effects Phase roll a d20, removing the Inferno Shard Field on a result of 11 or greater.
INFILTRATE: This model is deployed only after all other non-Infi ltrating models have been deployed. This model may be deployed anywhere on the battlefi eld that is at least 12 inches from an enemy deployment zone.
SLAVE: Instead of activating normally, this model activates at the end of each Preparation Phase
UNSTABLE: If this attack malfunctions all models in base contact with this model suffer the effects of the malfunction.
[6] 500 2530mmS