WARWIND FIELD MEDIC WEAPONSMITH
Transcription
WARWIND FIELD MEDIC WEAPONSMITH
WARWIND AG#1 4 3 18 3 16 [2] Katana AG#2 [1] Heavy Pistol •KP(10) AS RF� PW RN MAL 8 ∞ 8 0 - AS RF� PW RN MAL 6 2 6 12 18 M 30mm [1]1000 95 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. FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks. 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. TOUGH AS NAILS: This model does not lose an additional HP for rolling a critical failure on an AR Save. Special Abilities •Command (1) •Furious Charge •Never Panic •Tough as Nails 2 FIELD MEDIC AG#1 4 [1] Laser Scalpel •Cauterize AS RF� PW RN MAL 3 ∞ 2 - 2 14 30mm [1]1000 55 CAUTERIZE: HP lost by this attack may never be healed. HANG IN THERE BOYS!: Living models reduced to 0 HP are not killed while within 8 inches of this model, but instead gain a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter. JUST A FLESH WOUND: This model may spend 1 AP while in base contact with a Living model to heal 1 HP on that model. Models may only be affected by Just a Flesh Wound once per game. 5 14 M “Always protect your Medic” -Saint John THIS WILL MAKE IT ALL BETTER: This model may spend 1 AP when in base contact with a model to remove all Poison and Numb Counters. Special Abilities •Hang In There Boys! •Just a Flesh Wound •This Will Make It All Better 2 SISTER OF COMPASSION AG#1 4 4 16 2 16 [1] Needle Fist •Numb AG#2 [1] Needler •Numb AS RF� PW RN MAL 6 ∞ 6 0 20 AS RF� PW RN MAL 6 2 6 8 20 M 30mm [1]1000 95 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. FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks. 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. TOUGH AS NAILS: This model does not lose an additional HP for rolling a critical failure on an AR Save. Special Abilities •Hang In There Boys! •Hatred (Marionette/Sister of Wrath) •Morphine Gun 2 WEAPONSMITH AG#1 3 6 [1] Rifle Stock AG#2 [1] Rifle Shot •Restricted 14 AG#3 [3] Rifle Burst 3 14 2 •Burst •Restricted AS RF� PW RN MAL 3 ∞ 4 0 AS RF� PW RN MAL 7 2 7 16 20 AS RF� PW RN MAL 5 1 6 12 20 Special Abilities •Superior Maintenance (3) M 30mm [1]1000 70 BURST: All ranged attacks made from this assault group must target the same model. Attacks with Burst may not be aimed. RESTRICTED: A model may only use1 assault group containing an attack with Restricted per round. 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. M BANE AG#1 3 [2] Double Mace •KP(8) AS RF� PW RN MAL 6 ∞ 4 0 30mm [6] 250 40 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. 6 “The shield of the Forsaken” 18 3 Special Abilities •None 12 1 Bane (6) BANE LEADER AG#1 3 [2] Double Mace •KP(8) AS RF� PW RN MAL 7 ∞ 4 0 - M 30mm [1]500 60 FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y). 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. 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. 5 ‘Follow me to glory!” 18 3 Special Abilities •Field Order (Bane)(Guard) 14 1 Bane (6) M COIL AG#1 3 7 [1] Morning Club •KP(6) AG#2 [1] Death Disk AS RF� PW RN MAL 5 ∞ 3 0 - 30mm [6]250 45 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. AS RF� PW RN MAL 6 1 6x2 12 19 15 3 Special Abilities •None 12 1 Coil (6) COIL LEADER AG#1 3 6 [1] Morning Club •KP(8) AG#2 [1] Death Disk AS RF� PW RN MAL 5 ∞ 3 0 - AS RF� PW RN MAL 7 1 6x2 12 19 15 3 Special Abilities •Field Order (Coil)(Crack Shot) 14 1 Coil (6) M 30mm [1]500 60 CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making ranged attacks. FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y). 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. M FIRESTORM 13 3 45 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. AS RF� PW RN MAL [1] Flame Thrower * 1 4x2 * 18 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! AG#2 7 [3]500 AS RF� PW RN MAL 4 ∞ 3 0 - AG#1 [1] Stock 3 30mm CAUTERIZE: HP lost by this attack may never be healed. •Cauterize •Fire [*] Stream 5 ST [*] Spray 7 SP Special Abilities 12 1 •Kaboom! (15)(Flame Thrower) Firestorm (3) FIRESTORM LEADER M 30mm [1] 500 60 CAUTERIZE: HP lost by this attack may never be healed. AG#1 [1] Stock 3 AG#2 6 [1] Flame Thrower 13 •Cauterize •Fire AS RF� PW RN MAL 4 ∞ 3 0 AS RF� PW RN MAL * 1 4x2 * 18 [*] Stream [*] Spray 3 6 8 ST SP FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y). 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. GUERILLA TACTICS: Models with Guerilla Tactics may Squadlink from up to 8 inches away. This model only spends 1 AP to Break Away. 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! Special Abilities 14 1 •Field Order (Firestorm)(Guerilla Tactics) •Kaboom! (15)(Flame Thrower) Firestorm (4) M STRIKE AG#1 4 3 [2] Gauntlet Strike AG#2 [1] Claymore AS RF� PW RN MAL 6 ∞ 2x2 0 - 30mm [3]500 70 ELUSIVE: Ranged attacks against this model suffer double the normal range penalties. This model automatically passes the PS Check to Evade. FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks. AS RF� PW RN MAL 7 ∞ 6x2 0 - 12 3 14 2 Special Abilities •Elusive •Furious Charge Strike (3) STRIKE LEADER AG#1 4 [2] Gauntlet Strike AS RF� PW RN MAL 7 ∞ 2x2 0 - M 30mm [1]1000 90 ELUSIVE: Ranged attacks against this model suffer double the normal range penalties. This model automatically passes the PS Check to Evade. FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y). FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks. 3 AG#2 [1] Claymore AS RF� PW RN MAL 8 ∞ 6x2 0 - 12 3 16 2 Special Abilities •Elusive •Field Order (Strike)(Retaliation) •Furious Charge Strike (4) 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. M RAVAGE AG#1 AS RF� PW RN MAL 6 ∞ 4 0 - [2] Mace 3 •KP(8) AG#2 6 18 AS RF� PW RN MAL 6 1 * 8 19 [1] Grenade [*] Frag 4x2 [*] Incendiary 6x2 •BL(2) •KP(10) •BL(1)•Cauterize •Fire 3 14 2 [*] Smoke •Launch Smoke (3) - •KP(8) AG#2 [1] Grenade [*] Frag AS RF� PW RN MAL 7 ∞ 4 0 AS RF� PW RN MAL 6 1 * 8 19 •BL(2) •KP(10) [*] Incendiary •BL(1)•Cauterize •Fire [*] Smoke 3 •Launch Smoke (3) Special Abilities 16 2 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. 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. LAUNCH SMOKE(x): Launch Smoke is a Blast Attack. Place the center of a BL(x) Smoke Cloud where this attack hits. A smoke cloud is a terrain piece with the Does Not Block LoS and heavy Cover keywords. In addition, all models with their any part of their base over the terrain piece suffer -4 AS to melee attacks. During each Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a result on 11 or greater. POP SMOKE: Once per activation, this model may place the center of a BL(3) Smoke Cloud in base contact. A Smoke Cloud is a terrain piece with the Heavy Cover keyword. In addition, all models under the template suffer -4 AS to melee attacks. During each Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a result on 11 or greater. Ravage (3) AG#1 18 75 •Pop Smoke [2] Mace 5 [3]500 Special Abilities RAVAGE LEADER 3 30mm CAUTERIZE: HP lost by this attack may never be healed. 4x2 6x2 - •Field Order (Ravage)(Quick Draw) •Pop Smoke Ravage (4) M 30mm [1]1000 90 CAUTERIZE: HP lost by this attack may never be healed. FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y). 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. 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. LAUNCH SMOKE(x): Launch Smoke is a Blast Attack. Place the center of a BL(x) Smoke Cloud where this attack hits. A smoke cloud is a terrain piece with the Does Not Block LoS and heavy Cover keywords. In addition, all models with their any part of their base over the terrain piece suffer -4 AS to melee attacks. During each Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a result on 11 or greater. POP SMOKE: Once per activation, this model may place the center of a BL(3) Smoke Cloud in base contact. A Smoke Cloud is a terrain piece with the Heavy Cover keyword. In addition, all models under the template suffer -4 AS to melee attacks. During each Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a result on 11 or greater. QUICK DRAW: This model may spend 1 AP to make an aimed ranged attack, or move up to their MV value and make a ranged attack. SAINT MARY AG#1 4 [1] Power Flail •KP(10) AS RF� PW RN MAL 10 ∞ 5x2 0 - M 30mm C 130 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. DEFIANCE: This model may not be the target of psychogenics. ENVIRO FILTERS: This model ignores Smoke Clouds. HATRED (x): Attacks against (x) by this model gain +1 AS and +1 PW. 4 20 3 18 3 AG#2 [1] Nail Gun [*] Spray [*] Stream AS RF� PW RN MAL * * 2 * 18 5x2 SP 10 8 3x2 ST Special Abilities •Command (2) •Righteous Charge •Defiance •Rage •Enviro Filters •Never Panic •Hatred (Skarrd) NEVER PANIC: This model may never gain Panic Counters. RIGHTEOUS CHARGE: Once per round, when this model charges an enemy, but before charge attacks are resolved, you may move up to 2 friendly, unengaged models within 8 inches into base contact with the enemy model. If a model cannot move into base contact then it may not be moved by Righteous Charge. RAGE: This model gains +2 PW to all melee attacks for each HP it has lost. Clergy Ann (5) SAINT MARK AG#1 4 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. [1] Cutter Arm AS RF� PW RN MAL 10 ∞ 6x2 0 19 M 30mm C 130 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. CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making ranged attacks. CAUTERIZE: HP lost by this attack may never be healed. 4 18 3 16 3 4 6 22 2 16 3 AG#2 [1] God’s Light •Cauterize •Empower AS RF� PW RN MAL 10 2 9 16 18 EMPOWER: This attack receives a cumulative +1 power multiplier each time it is used after the first. This additional power multiplier lasts until the end of the Lingering Effects Phase. ENVIRO FILTERS: This model ignores Smoke Clouds. INSPIRE: When this model uses Command, the activated model, and any model it squadlinks with, gain +1 AS and +1 PW to all attacks that activation. Special Abilities NEVER PANIC: This model may never gain Panic Counters. •Command (2) •Crack Shot •Enviro Filters •Inspire •Never Panic Coil (5) M 30mm C 130 SAINT JOHN CAUTERIZE: HP lost by this attack may never be healed. AG#1 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. [1] Maul [*] Powered Maul •Cauterize •ED(2) •KP(15) AG#2 [1] Death Disk AS RF� PW RN MAL 10 ∞ 8 0 17 10 ∞ 8x2 0 AS RF� PW RN MAL 7 1 6x2 12 19 Special Abilities •Command (2) •Enviro Filters •Never Panic •Power Generator (AR/AG#1) Faithful (6) 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. 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. POWER GENERATOR(x,y): During each Preparation Phase, this model may choose to power (x) or (y). If an assault group is selected all attacks in that group gain an additional power multiplier, MAL: 17, and the Cauterize, ED(2), and KP(15) weapon abilities. If a MAL is rolled, in addition to the effects of the MAL this attack immediately loses the benefits of Power Generator, and this ability may not be used next round. If AR is selected then this model rolls an additional d20 when making AR Saves, the highest roll being disregarded. If, after that die has been disregarded, there is a result of 17 or higher, the AR immediately loses the benefits of Power Generator, suffers an automatic PW: 6x2 hit, and this ability may not be used next round. SAINT LUKE (DRAGON) AG#1 AS RF� PW RN MAL 10 ∞ 4 0 - AG#2 AS RF� PW RN MAL 8 1 6x2 SP 18 [1] Battle Blade 4 [1] Combat Shotgun •KP(12) •Restricted 3 AG#3 20 3 18 [1] Grenade Launcher •Indirect •Restricted [*] Frag •BL(2) •KP(10) [*] Incendiary •BL(1) •Cauterize •Fire [*] Smoke •Launch Smoke (3) AS RF� PW RN MAL 8 1 * 16 18 4x2 6x2 - L C 130 CAUTERIZE: HP lost by this attack may never be healed. 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 fire 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. 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. LAUNCH SMOKE(x): Launch Smoke is a Blast Attack. Place the center of a BL(x) Smoke Cloud where this attack hits. A smoke cloud is a terrain piece with the Does Not Block LoS and heavy Cover keywords. In addition, all models with their any part of their base over the terrain piece suffer -4 AS to melee attacks. During each Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a result on 11 or greater. RESTRICTED: A model may only use1 assault group containing an attack with Restricted per round. Special Abilities SAINT LUKE (DRAGON) CARD A •See Card B (Dragon) 3 40mm Arsenal, Stinger (5) SAINT LUKE (DRAGON) Special Abilities 4 3 20 •Art of War •Command (2) •Enviro Filters •Guerilla Tactics •Never Panic •Pop Smoke L 40mm C 130 ART OF WAR: This model has multiple Stat Cards. When selected in a force, choose one of these Stat Cards to be used. 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. ENVIRO FILTERS: This model ignores Smoke Clouds. GUERILLA TACTICS: Models with Guerilla Tactics may Squadlink from up to 8 inches away. This model only spends 1 AP to Break Away. NEVER PANIC: This model may never gain Panic Counters. POP SMOKE: Once per activation, this model may place the center of a BL(3) Smoke Cloud in base contact. A Smoke Cloud is a terrain piece with the Heavy Cover keyword. In addition, all models under the template suffer -4 AS to melee attacks. During each Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a result on 11 or greater. 3 18 SAINT LUKE (DRAGON) CARD B 3 Arsenal, Stinger (5) SAINT LUKE (MANTIS) L 40mm C 130 DETONATE: Once per activation, if this attacks hits and its target passes its AR Save, you may have the target immediately suffer an automatic PW: 4x2 hit. This automatic hit may not be Parried. AG#1 4 3 AS RF� PW RN MAL [1] Breaching Spear 10 ∞ 6 RE •Detonate •Pierce AG#2 [1] Spear Sweep 20 •KP(12) AG#3 3 18 3 [1] Skewer •ED(2) •Pin •Stomp AS RF� PW RN MAL 1 - Arc AS RF� PW RN MAL 10 1 5x2 RE - 3 20 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. 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. 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. STOMP: This attack may only target prone models. Special Abilities •See Card B (Mantis) SAINT LUKE (MANTIS) CARD A Arsenal, Stinger (5) SAINT LUKE (MANTIS) 4 EXTREME DAMAGE (ED)(x): (x) represents the amount of HP lost by a failed AR Save caused by this attack. Special Abilities •Art of War •Command (2) •Enviro Filters •Guerilla Tactics •Never Panic •Parry •Vault L 40mm C 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. ENVIRO FILTERS: This model ignores Smoke Clouds. GUERILLA TACTICS: Models with Guerilla Tactics may Squadlink from up to 8 inches away. This model only spends 1 AP to Break Away. 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. 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 18 SAINT LUKE (MANTIS) CARD B 3 130 ART OF WAR: This model has multiple Stat Cards. When selected in a force, choose one of these Stat Cards to be used. Arsenal, Stinger (5) M CLERGY ANN AG#1 [1] Chain Flail 3 AS RF� PW RN MAL 6 ∞ 2x2 0 6 [1] Pistol Whip ∞ 2 0 30mm [4]1000 60 RAGE: This model gains +2 PW to all melee attacks for each HP it has lost. NEVER PANIC: This model may never gain Panic Counters. - 3 AG#2 14 3 [1] Angel Tear Pistol AS RF� PW RN MAL 6 6 2 12 19 Special Abilities 14 2 •Never Panic •Rage Clergy Ann (4) M FLENSE AG#1 [3] Beatdown 4 AS RF� PW RN MAL 7 ∞ 2 0 - 30mm [6]1000 60 DANCE OF DEATH: Once per game, at the start of its activation, this model gains +2 AS, PW, and an additional power multiplier to all melee attacks until the end of this activation. HATRED (x): Attacks against (x) by this model gain +1 AS and +1 PW. NEVER PANIC: This model may never gain Panic Counters. EXTREME DAMAGE (ED)(x): (x) represents the amount of HP lost by a failed AR Save caused by this attack. 3 AG#2 [1] Saw Stick 12 •ED(2) AS RF� PW RN MAL 7 1 6 0 0 Special Abilities 3 14 1 •Dance of Death •Hatred (Golab) •Never Panic Flense (6) CONTRADICTION AG#1 3 4 [1] Heavy Saber AS RF� PW RN MAL 6 ∞ 4 0 - M 30mm [1]1000 70 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. INSPIRE: When this model uses Command, the activated model, and any model it squadlinks with, gain +1 AS and +1 PW to all attacks that activation. INSTIGATE: Friendly non-Character models within 8 inches of this model gain +2 AS to all melee attacks. AG#2 [1] Shotgun •KP(8) AS RF� PW RN MAL 7 2 6 SP 20 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. 14 3 16 Special Abilities •Command (1) •Inspire •Instigate 2 M JUDAH 4 AG#1 AS RF� PW RN MAL 8 ∞ 4 0 - AG#2 AS RF� PW RN MAL 8 2 6 SP 20 [1] Heavy Saber 30mm ! 90 ! Availability: Character. Counts as a “Contradiction” for availability. DEFIANCE: This model may not be the target of psychogenics. 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. LUCK: Once per game you may re-roll 1 attack roll or AR Save this model makes. 2 14 3 16 2 [1] Shotgun •KP(8) RIGHTEOUS CHARGE: Once per round, when this model charges an enemy, but before charge attacks are resolved, you may move up to 2 friendly, unengaged models within 8 inches into base contact with the enemy model. If a model cannot move into base contact then it may not be moved by Righteous Charge. SIDESTEP: When this model is hit by a non-critical hit from a melee or template attack, roll a d20. On a 12 or less the model suffers no damage from the attack, and is not affected by any weapon abilities from those attacks. Special Abilities •Defiance •Luck •Sidestep •Righteous Charge M JUNKER 30mm [3]500 65 BRUTAL: 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. AG#1 3 [1] Smite Mace •Brutal •ED(2) AS RF� PW RN MAL 8 ∞ 8 0 - NEVER PANIC: This model 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. 5 15 3 “We deliver His judgement.” Special Abilities 15 2 •Never Panic •Tough as Nails Junker (3) M SHADE AG#1 AS RF� PW RN MAL 5 ∞ 5 0 - [1] Saber 4 3 AG#2 [1] Injection Bow 14 •Poison (16) 30mm [4]1000 50 CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making ranged attacks. AS RF� PW RN MAL 6 1 4x2 8 - INFILTRATE: This model is deployed only after all other non-Infiltrating models have been deployed. This model may be deployed anywhere on the battlefield that is at least 12 inches from an enemy deployment zone. POISON(x): When this attack hits a Living model place a Poison Counter on that model. During the Lingering Effects Phase a model with a Poison Counter must roll a d20. On a result of (x) or greater the affected model loses 1 HP, otherwise, remove the Poison Counter. HP lost by Poison cannot be healed. A model may never have more Poison Counters than its HP Stat. Special Abilities 3 14 1 •Crack Shot •Infiltrate Shade (4) M REAVER 3 14 AS RF� PW RN MAL 7 ∞ 7 0 - [1] Katana Strike 7 [1] Dagger Strike •Poison (16) AG#2 [1] Dagger Throw •Poison (16) [1]1000 75 CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making ranged attacks. AG#1 4 30mm ∞ 2x2 0 - INFILTRATE: This model is deployed only after all other non-Infiltrating models have been deployed. This model may be deployed anywhere on the battlefield that is at least 12 inches from an enemy deployment zone. POISON(x): When this attack hits a Living model place a Poison Counter on that model. During the Lingering Effects Phase a model with a Poison Counter must roll a d20. On a result of (x) or greater the affected model loses 1 HP, otherwise, remove the Poison Counter. HP lost by Poison cannot be healed. A model may never have more Poison Counters than its HP Stat. AS RF� PW RN MAL 7 ∞ 2x2 6 - 3 Special Abilities 15 •Crack Shot •Infiltrate 2 Shade (5) M HEPHZIBAH AG#1 4 [1] Katana Strike [1] Dagger Strike 3 •Paralyzing Poison AG#2 14 3 15 2 [1] Dagger Throw •Paralyzing Poison AS RF� PW RN MAL 8 ∞ 7 0 8 ∞ 2x2 0 - ! 95 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. CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making ranged attacks. FOR SAINT AND GLORY(x): While within line of sight of (x), this model has the Never Panic Special Ability. If (x) is killed while in line of sight of this model, this model gains a Panic Counter. AS RF� PW RN MAL 8 ∞ 2x2 6 - Special Abilities •Command (1) •Crack Shot •For Saint and Glory (Saint Mark) •Infiltrate Shade (5) 30mm ! Availability: Character. Counts as a “Reaver” for availability. INFILTRATE: This model is deployed only after all other non-Infiltrating models have been deployed. This model may be deployed anywhere on the battlefield that is at least 12 inches from an enemy deployment zone. PARALYZING POISON: When a Living model is hit by this attack, place a Paralyzing Poison Counter on that model. When a model with Paralyzing Poison Counters activates, it immediately loses 1 AP per Paralyzing Poison Counter, and then all Paralyzing Poison Counters are removed. A model may never have more Paralyzing Poison Counters than its AP stat. M FAITHFUL 30mm [6]1000 75 FOR SAINT AND GLORY(x): While within line of sight of (x), this model has the Never Panic Special Ability. If (x) is killed while in line of sight of this model, this model gains a Panic Counter. AG#1 [2] Thunder Hammer 4 •Stun AS RF� PW RN MAL 7 ∞ 6 0 - 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. 6 18 “For saint and glory!” Special Abilities 2 •For Saint and Glory (Saint John) 14 2 Faithful (4) M HANIEL AG#1 [1] Pig Sticker 3 AG#2 4 [1] Storm Rifle 16 3 AS RF� PW RN MAL 6 ∞ 4 0 - 30mm [4]1000 65 FOR SAINT AND GLORY(x): While within line of sight of (x), this model has the Never Panic Special Ability. If (x) is killed while in line of sight of this model, this model gains a Panic Counter. QUICK DRAW: This model may spend 1 AP to make an aimed ranged attack, or move up to their MV value and make a ranged attack. AS RF� PW RN MAL * 7 1 * 19 [*] Flechette 2x2 SP [*] Armor Piercing 6x2 8 Special Abilities 14 1 •For Saint and Glory (Saint John) •Quick Draw Haniel (4) BANGER 4 4 16 3 AG#1 [1] Headbutt AS RF� PW RN MAL 5 ∞ 4 0 - M 30mm [1]1000 80 FOR SAINT AND GLORY(x): While within line of sight of (x), this model has the Never Panic Special Ability. If (x) is killed while in line of sight of this model, this model gains a Panic Counter. POINT BLANK: This ranged attack may be used against enemy models this model is engaged with. These attacks never gain PW bonuses for charging, ganging-up, or any abilities that modify the PW of melee attacks. 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 benefits of aiming or charging. AG#2 [1] Machine Pistols •Point Blank •Proximity Strike (2) AS RF� PW RN MAL 6 2 5 8 19 Special Abilities •For Saint and Glory (Saint John) 15 2 DEATHSTRYKE 4 AG#1 [1] Headbutt AS RF� PW RN MAL 5 ∞ 4 0 - M 30mm ! 100 ! Availability: Character. Counts as a “Banger” for availability. CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making ranged attacks. HATRED (x): Attacks against (x) by this model gain +1 AS and +1 PW. INFILTRATE: This model is deployed only after all other non-Infiltrating models have been deployed. This model may be deployed anywhere on the battlefield that is at least 12 inches from an enemy deployment zone. 4 16 AG#2 [1] Machine Pistols •Point Blank •Proximity Strike (2) AS RF� PW RN MAL 8 2 5 8 19 3 Special Abilities 15 •Crack Shot •Hatred (Saint Mark) •Infiltrate 2 POINT BLANK: This ranged attack may be used against enemy models this model is engaged with. These attacks never gain PW bonuses for charging, ganging-up, or any abilities that modify the PW of melee attacks. 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 benefits of aiming or charging. M ARSENAL AG#1 AS RF� PW RN MAL 6 [1] Battle Blade 4 18 2 14 1 4 0 - AS RF� PW RN MAL AG#3 AS RF� PW RN MAL 7 [1] Combat Shotgun •KP(12) •Restricted 4 ∞ AG#2 1 6 [1] Grenade Launcher •Indirect •Restricted [*] Frag •BL(2) •KP(10) [*] Incendiary •BL(1) •Cauterize •Fire [*] Smoke •Launch Smoke (3) 1 6x2 * SP 16 18 18 4x2 6x2 - Special Abilities •Enviro Filters •Guerilla Tactics •Pop Smoke 30mm [4]1000 80 ENVIRO FILTERS: This model ignores Smoke Clouds. GUERILLA TACTICS: Models with Guerilla Tactics may Squadlink from up to 8 inches away. This model only spends 1 AP to Break Away. 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. 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. DETONATE: Once per activation, if this attacks hits and its target passes its AR Save, you may have the target immediately suffer an automatic PW: 4x2 hit. This automatic hit may not be Parried. EXTREME DAMAGE (ED)(x): (x) represents the amount of HP lost by a failed AR Save caused by this attack. 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. 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. 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. STOMP: This attack may only target prone models. Arsenal (4) STINGER AG#1 [1] Breaching Spear 4 •Detonate •Pierce AG#2 4 [1] Spear Sweep •KP(12) 18 AG#3 [1] Skewer •ED(2) •Pin •Stomp 3 14 1 AS RF� PW RN MAL 8 ∞ 6 RE AS RF� PW RN MAL 1 - Arc AS RF� PW RN MAL 8 1 5x2 RE - Special Abilities •Enviro Filters •Guerilla Tactics •Parry •Vault M 30mm [6]1000 80 DETONATE: Once per activation, if this attacks hits and its target passes its AR Save, you may have the target immediately suffer an automatic PW: 4x2 hit. This automatic hit may not be Parried. 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. GUERILLA TACTICS: Models with Guerilla Tactics may Squadlink from up to 8 inches away. This model only spends 1 AP to Break Away. 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.. 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. 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. STOMP: This attack may only target prone models. 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. Stinger (6) SISTER OF WRATH 4 AG#1 [1] Stun Baton •Cauterize •Stun AS RF� PW RN MAL 8 ∞ 5 0 - 3 16 2 30mm [1]1000 80 BACKSTAB: This model gains +2 AS and +2 PW to all attacks made against a model that has not activated this round. CAUTERIZE: HP lost by this attack may never be healed. FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y). FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks. SEAR: This model may spend 1 AP while in base contact with a friendly model to remove a Bleed Counter. 2 14 M “They will pay for their sins.” 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. Special Abilities •Field Order (Strike)(Backstab) •Furious Charge •Sear Strike (5) MARIONETTE M 30mm ! 100 ! Availability: Character. Counts as a “Sister of Wrath” for availability. CAUTERIZE: HP lost by this attack may never be healed. 4 2 14 3 16 2 AG#1 [1] Stun Baton •Cauterize •Stun AG#2 [1] Baton Overload •Cauterize •Stun AS RF� PW RN MAL 8 ∞ 5 0 19 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. FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y). AS RF� PW RN MAL 10 1 5x2 Arc 17 Special Abilities •Command (1) •Field Order (Strike) (Guerilla Tactics) •Furious Charge •Sear •Sidestep Strike (5) FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks. GUERILLA TACTICS: Models with Guerilla Tactics may Squadlink from up to 8 inches away. This model only spends 1 AP to Break Away. SEAR: This model may spend 1 AP while in base contact with a friendly model to remove a Bleed Counter. SIDESTEP: When this model is hit by a non-critical hit from a melee or template attack, roll a d20. On a 12 or less the model suffers no damage from the attack, and is not affected by any weapon abilities from those attacks. 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.
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CAUTERIZE: HP lost by this attack may never be healed. FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y). FIRE: When this attack hits a model, place a ...
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