field medic warwind weaponsmith
Transcription
field medic warwind weaponsmith
FIELD MEDIC M 30mm [1]1000 55 CAUTERIZE: HP lost by this attack may never be healed. AG#1 4 [1] Laser Scalpel •Cauterize AS RF� PW RN MAL 0 3 2 - 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 2 14 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. “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 M 30mm [1]1000 70 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. HATRED (x): Attacks against (x) by this model gain +1 AS and +1 PW. AS RF� PW RN MAL 6 2 6 8 20 MORPHINE GUN: This model may spend 1 AP to target a friendly Living model within 8 inches and line of sight. That model heals 1 HP but gains a Morphine Counter. While a model has a Morphine Counter it suffers -2 AS to all attacks. If the model ever loses its Morphine Counter it immediately loses 1 HP. A model may only have 1 Morphine Counter at any time, and may only be healed by Morphine Gun once per game. 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. Special Abilities •Hang In There Boys! •Hatred (Marionette/Sister of Wrath) •Morphine Gun 2 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 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 use 1 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 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). AG#1 3 [2] Double Mace •KP(8) AS RF� PW RN MAL 7 4 0 - 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 AG#1 3 [1] Stock 7 AS RF� PW RN MAL [1] Flame Thrower * 1 4x2 * 18 13 [*] Stream 5 ST [*] Spray 7 SP 3 12 1 AG#2 [1] Stock AG#2 [1] Flame Thrower 13 [*] Stream •Cauterize •Fire AS RF� PW RN MAL 4 3 0 AS RF� PW RN MAL * 1 4x2 * 18 6 8 [*] Spray 1 ST SP •KP(8) 2 [1] Grenade [*] Frag 4x2 [*] Incendiary 6x2 •BL(2) •KP(10) [*] Smoke •Launch Smoke (3) - •KP(8) AG#2 5 [1] Grenade [*] Frag 18 [*] Incendiary AS RF� PW RN MAL 7 4 0 AS RF� PW RN MAL 6 1 * 8 19 •BL(2) •KP(10) •BL(1)•Cauterize •Fire [*] Smoke •Launch Smoke (3) Special Abilities 2 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! 30mm [3]500 75 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 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 spend 1 AP to 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 16 GUERILLA TACTICS: Models with Guerilla Tactics may Squadlink from up to 8 inches away. This model only spends 1 AP to Break Away. •Pop Smoke [2] Mace 3 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. Special Abilities RAVAGE LEADER 3 FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y). CAUTERIZE: HP lost by this attack may never be healed. AS RF� PW RN MAL 6 1 * 8 19 •BL(1)•Cauterize •Fire 14 60 CAUTERIZE: HP lost by this attack may never be healed. M AS RF� PW RN MAL 6 4 0 - AG#2 3 [1] 500 Firestorm (4) [2] Mace 18 30mm •Field Order (Firestorm)(Guerilla Tactics) •Kaboom! (15)(Flame Thrower) AG#1 6 M Special Abilities RAVAGE 3 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! Firestorm (3) 6 14 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! (15)(Flame Thrower) AG#1 3 45 Special Abilities FIRESTORM LEADER 3 [3]500 CAUTERIZE: HP lost by this attack may never be healed. AS RF� PW RN MAL 4 3 0 - •Cauterize •Fire 30mm 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 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 spend 1 AP to 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. M STRIKE AG#1 4 3 [2] Gauntlet Strike AG#2 [1] Claymore AS RF� PW RN MAL 2x2 0 6 - 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 6x2 0 7 - 12 3 14 2 Special Abilities •Elusive •Furious Charge Strike (3) STRIKE LEADER AG#1 4 [2] Gauntlet Strike AS RF� PW RN MAL 2x2 0 7 - 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 6x2 0 8 - 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. 12 3 16 2 Special Abilities •Elusive •Field Order (Strike)(Retaliation) •Furious Charge Strike (4) COIL DISKMASTER 3 AG#1 AS RF� PW RN MAL [2] Twin Launcher 6 2 6x2 12 20 M 30mm [1]1000 75 COORDINATED STRIKE: While squadlinking, this model gains +1 AS and +1 PW to all attacks against its target for each other model that has made an attack against that target this activation. 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). NEVER PANIC: This model may never gain Panic Counters. 6 16 3 14 2 “The trick is shooting where they’re going to be.” Special Abilities •Crack Shot •Field Order (Coil)(Coordinated Strike) •Never Panic Coil (6) M DEACON AG#1 3 [1] Anointed Blade •Acid AG#2 5 14 [1] Reckoner •BL(2) AS RF� PW RN MAL 6 ∞ 6 0 AS RF� PW RN MAL 6 1 * 8 19 2 70 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. DEFIANCE: This model may not be the target of psychogenics. - 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. [*] Flameburst 3x2 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. •Purge 6 [*] Acidic •Acid Special Abilities 16 [1]1000 [*] Blessed Oil •Cauterize •Fire 3 30mm ACID: When this attack hits a model place an Acid Counter on that model. During each Lingering Effects Phase a model with an Acid Counter suffers an automatic PW: 4 hit, removing the Acid Counter on a successful AR Save. A model may only have 1 Acid Counter at any time. •Command(1) •Defiance •Inspire •Never Panic NEVER PANIC: This model may never gain Panic Counters. PURGE: This attack may target friendly models. All friendly models hit by this attack may remove any counters on them. MILITIA 3 6 AG#1 AS RF� PW RN MAL 5 4 0 - AG#2 AS RF� PW RN MAL 4 1 3x2 6 18 [1] Mace [1] Scrap Bomb 14 3 •Blast(1) M 30mm [6]500 30 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. Special Abilities •Quick Draw 12 1 Militia (6) SHEPHERD AG#1 3 4 12 3 12 2 [1] Saw Strike AS RF� PW RN MAL 6 4 0 - “Ours is a duty most sacred. Live for battle, battle for life.” 12 3 50 BERSERK: This model may spend 1 AP to gain 1 Berserk Counter. A model may only have 1 Berserk Counter at any time. BERSERK COUNTER: This model gains +1 AS, +1 PW, an additional power multiplier to melee attacks, and the Never Panic special ability. After any activation in which this model did not make a Melee Attack they gain an Exhaustion Counter. EXHAUSTION COUNTER: This model suffers -1 AP per Exhaustion Counter. If this model activates with 0 AP due to Exhaustion Counters, remove all Berserk and Exhaustion Counters and end their activation. FIELD ORDER(x)(y): This model has (y). While (x) is within 8” of this model, it gains (y). FINAL STRIKE: When this model would be killed, it may make a PS Check. On a success it may immediately make 1 attack before being removed. Flock (6) [1] Saw Strike M AS RF� PW RN MAL 4 4 0 - “We are the guardians! We are the faithful!” Special Abilities •Final Strike •Push Beyond Limits 10 1 [1]500 •Field Order (Flock)(Berserk) •Field Order (Flock)(+2 PS) •Final Strike AG#1 6 30mm Special Abilities FLOCK 3 M Flock (6) 30mm [6]500 25 FINAL STRIKE: When this model would be killed, it may make a PS Check. On a success it may immediately make 1 attack before being removed. PUSH BEYOND LIMITS: If this model ever gains an Exhaustion Counter, it must immediately make a PS Check. On a failure it loses 1 HP. M SAINT MARK AG#1 4 [1] Cutter Arm AS RF� PW RN MAL 6x2 0 10 19 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 AG#2 [1] God’s Light •Cauterize •Empower AS RF� PW RN MAL 10 2 9 16 18 NEVER PANIC: This model may never gain Panic Counters. Special Abilities •Command (2) •Crack Shot •Enviro Filters •Inspire •Never Panic Coil (5) AG#1 [2] Ravage •Brutal •Crush AG#2 6 H •Knockback(14) •Pulse(1) [1] Mark’s Judgment •Cauterize 16 80mm C 200 BRUTAL: The Parry special ability may not be used against this attack. AS RF� PW RN MAL 10 8 RE - CAUTERIZE: HP lost by this attack may never be healed. AS RF� PW RN MAL 1 4 * 19 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. [1] Blowback Missiles 8 20 AG#3 3 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. SAINT MARK HARBINGER OF JUDGMENT 4 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. AS RF� PW RN MAL 10 2 * * 18 [*] Dragon’s Breath 5x2 SP [*] God’s Light 10 16 •Fire •Point Blank •Empower CRUSH: If this attack hits, all further attack rolls made with this attack against the same target automatically succeed this round, unless a Malfunction is rolled. These automatic hits may not be Parried. FIRE: Models hit by this attack gain 1 Fire Counter. Fire Counter: When this model activates it may spend 1 AP to roll a d20. On a roll of 10 or lower remove 1 Fire Counter. The model may repeat this if failed. After these rolls are made, if this model still has a Fire Counter it suffers an automatic PW: 7 hit. HP lost from Fire Counters may not be healed. A model may only have 1 Fire Counter at any time. KNOCKBACK(x): When this attack hits a model, after AR Saves are made, roll a d20. If that roll is equal to or under (x) then the model hit is moved directly back d20/2 and is Knocked Prone. POINT BLANK: This Ranged Attack may target enemies this model is engaged with. PULSE(x): This Ranged Attack may be used while engaged, and targets all enemies within (x) of this model. Only the initial attack roll may Malfunction or gain the benefits of Aiming. 5 SAINT MARK HARBINGER OF JUDGMENT Special Abilities 4 6 20 •Cause Panic •Crack Shot •Command(2) •Enviro Filters •Flameproof •Inspire •Never Panic •Strider H 80mm C 200 CAUSE PANIC: When an enemy becomes engaged with this model that enemy must make a PS Check. On a failure, it gains 1 Panic Counter. CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making Ranged Attacks. 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”, activate after them. That model may Squadlink. Models activated by Command cannot use Command this round. ENVIRO FILTERS: This model ignores Smoke Clouds. FLAMEPROOF: This model may never gain Fire Counters, and never suffers damage from attacks with the Fire weapon ability. 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. 3 NEVER PANIC: This model may never gain Panic Counters. 16 STRIDER: This model ignores the movement cost of terrain with the Rough keyword. This model may stand up from being Knocked Prone for no AP cost. 5 JUNKER M 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. 3 AG#1 [1] Smite Mace •Brutal •ED(2) AS RF� PW RN MAL 8 8 0 - 5 15 3 15 2 “We deliver His judgement.” Special Abilities •Never Panic •Tough as Nails Junker (3) 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. M REAVER AG#1 4 3 14 [1] Katana Strike [1] Dagger Strike •Poison (16) AG#2 [1] Dagger Throw •Poison (16) 30mm [1]1000 75 CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making ranged attacks. AS RF� PW RN MAL 7 7 0 7 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 2x2 6 7 - 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 2x2 0 - •Command (1) •Crack Shot •For Saint and Glory (Saint Mark) •Infiltrate 3 14 1 [1] Saber AG#2 •Poison (16) 3 14 2 [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 5 5 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 6 1 4x2 8 - •Crack Shot •Infiltrate Shade (4) AS RF� PW RN MAL 6x2 0 - [1] Serrated Claymore 8 •Horrible Death AG#2 [1] Flechette Pistol 15 30mm Special Abilities AG#1 3 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 would perform an action, it instead removes 1 Paralyzing Poison Counter. A model may never have more Paralyzing Poison Counters than its AP stat. M THETHESENTINAL EYE OF MARK 4 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. Shade (5) [1] Injection Bow 14 CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making ranged attacks. NEVER PANIC: This model may never gain Panic Counters. Special Abilities AG#1 3 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. 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 2x2 6 8 - SHADE 4 95 ! Availability: Character. Counts as a “Reaver” for availability. AS RF� PW RN MAL 8 7 0 8 ! 30mm •Poison(16) AS RF� PW RN MAL 8 1 4x2 SP 19 Special Abilities •Cause Panic •Elusive •Hit and Run •Infiltrate M 30mm C 85 CAUSE PANIC: When an enemy becomes engaged with this model that enemy must make a PS Check. On a failure, it gains a Panic Counter. ELUSIVE: Ranged attacks against this model suffer double the normal range penalties. This model automatically passes the PS Check to Evade. HIT AND RUN: When this model kills an enemy, it may immediately gain 1 AP, which must be spent on Movement. This move ignores the rules for Breaking Free and may result in a Charge. HORRIBLE DEATH: If an enemy is killed by this attack, all enemies within 4” of the enemy killed receive a Panic Counter. INFILTRATE: This model is deployed only after all non-Infiltrating models have been deployed. This model may be deployed anywhere on the battlefield that is at least 12” from an enemy Deployment Zone. POISON(x): Living Models hit by this attack gain 1 Poison(x) Counter. Poison(x) Counter: During the Lingering Effects Phase roll a d20 for each Poison(x) Counter. On a result of (x) or greater this model loses 1 HP, otherwise, remove 1 Poison(x) Counter. HP lost by Poison(x) Counters cannot be healed. A model may never have more Poison Counters than its HP Stat at any time. SAINT LUKE (DRAGON) AG#1 4 [1] Combat Shotgun •KP(12) •Point Blank AG#2 3 20 3 [1] Grenade Launcher •Indirect [*] Frag •BL(2) •KP(10) [*] Incendiary •BL(1) •Cauterize •Fire [*] Smoke •Launch Smoke (3) L AS RF� PW RN MAL 8 1 * 16 18 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. 4x2 6x2 - Special Abilities 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 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. 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. SAINT LUKE (DRAGON) CARD A Arsenal, Stinger (5) SAINT LUKE (DRAGON) 3 20 130 CAUTERIZE: HP lost by this attack may never be healed. •See Card B (Dragon) 4 C AS RF� PW RN MAL 8 2 6x2 SP 18 18 3 40mm Special Abilities •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 spend 1 AP to 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 3 SAINT LUKE (DRAGON) CARD B 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 •Pop Smoke •Vault 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. 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. 3 POP SMOKE: Once per activation, this model may spend 1 AP to 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. 18 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. SAINT LUKE (MANTIS) CARD B 3 Arsenal, Stinger (5) H SAINT LUKE B \ ASTION OF WISDOM AS RF� PW RN MAL [1] Breaching Spear 10 8 RE •Detonate •Pierce [1] Piston Horns 6 20 3 16 •Pierce AG#2 8 5x2 RE - AS RF� PW RN MAL 1 8 RE 20 [1] Lance of Loginus 8 •Cauterize •Conduction •Proximity Strike(2) AG#3 AS RF� PW RN MAL [1] Rotary Shotgun 8 2 6x2 SP 18 •Knockdown(12) •Point Blank 5 SAINT LUKE B \ ASTION OF WISDOM Special Abilities 4 6 20 •Command(2) •Enviro Filters •Never Panic •Parry •Pop Smoke •Strider •Tough as Nails ZURIEL THE ARTIFICER OF LUKE AG#1 AS RF� PW RN MAL 2 7x2 SP 19 [1] Modified Shotgun 8 •Knockdown(12) •Point Blank 4 14 2 DETONATE: Once per activation, if this attacks hits and its target passes its AR Save, the attacker may have the target immediately suffer an automatic PW: 4x2 hit. This automatic hit may not be Parried. KNOCKDOWN(x): When this attack hits a model, after AR Saves are made, roll a d20. If the number rolled is equal to or under (x) then the target is Knocked 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 fails its AR Save, this model may make 1 additional attack against another model within 1 inch of the target. This attack suffers -2 PW. POINT BLANK: This Ranged Attack may target enemies this model is engaged with. PROXIMITY STRIKE(x): Place a Blast(x) template with the center anywhere completely over the target’s base. Make attacks against all models, except the attacking model, under the template. Only the attack roll against the target may malfunction, or gain the benefits of aiming or charging. H 80mm C 200 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”, activate after them. That model may Squadlink. Models activated by Command cannot use Command this round. ENVIRO FILTERS: This model ignores Smoke Clouds. 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 it may discard 1 non-critical hit from those attacks TOUGH AS NAILS: This model ignores Critical AR Failure. 5 2 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 attacker selects which enemy suffers the additional multiplier. STRIDER: This model ignores the movement cost of terrain with the Rough keyword. This model may stand up from being Knocked Prone for no AP cost. 16 18 200 POP SMOKE: Once per activation, this model may place the center of a Blast(3) Smoke Cloud in base contact. Smoke Cloud: A Smoke Cloud is a terrain piece with the Heavy Cover keyword. All models in a smoke cloud suffer -4 AS to melee attacks. During each Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a result of 11 or greater. 3 4 C CAUTERIZE: HP lost by this attack may never be healed. AG#1 4 80mm “I can fix that.” Special Abilities •Enviro Filters •Pop Smoke •Guerilla Tactics •Immaculate Maintenance •Med Pack(2) Arsenal (4) M 30mm C 100 ENVIRO FILTERS: This model ignores Smoke Clouds. GUERILLA TACTICS: This model may Squadlink from up to 8 inches away, and only spends 1 AP to Break Away. IMMACULATE MAINTENANCE: All MAL values in this force are increased by “1”. If a MAL value is “20” then treat it as “-“. KNOCKDOWN(x): When this attack hits a model, after AR Saves are made, roll a d20. If the number rolled is equal to or under (x) then the target is Knocked 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. MED PACK(x): (x) times per game, this model may spend 1 AP while in base contact with a friendly model to heal 1 HP on that model. Until this ability has been used (x) times, other Living models reduced to 0 HP while within 8” of this model are not killed, but instead gain a Dying Counter. Dying Counter: This model is Knocked Prone, may not spend AP, and all attacks targeting it gain +2 AS and +2 PW. If this model loses HP, it is killed. If this model gains HP, remove 1 Dying Counter. A model may only have 1 Dying Counter at any time. POINT BLANK: This Ranged Attack may target enemies this model is engaged with. POP SMOKE: Once per activation, this model may place the center of a Blast(3) Smoke Cloud in base contact. Smoke Cloud: A Smoke Cloud is a terrain piece with the Heavy Cover keyword. All models in a smoke cloud suffer -4 AS to melee attacks. During each Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a result of 11 or greater. SISTER OF WRATH 4 AG#1 [1] Stun Baton •Cauterize •Stun AS RF� PW RN MAL 8 5 0 - 3 16 2 2 14 3 16 2 “They will pay for their sins.” AG#1 [1] Stun Baton •Cauterize •Stun AS RF� PW RN MAL 8 5 0 19 14 1 AS RF� PW RN MAL [1] Baton Overload 10 1 5x2 Arc 17 •Cauterize •Stun [1] Breaching Spear •Detonate •Pierce AG#2 [1] Spear Sweep AG#3 •ED(2) •Pin •Stomp 2 14 1 ! 100 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. 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. STUN: A model hit by this attack gains a Stun Counter. When a model with a Stun Counter would perform an action, it instead removes 1 Stun Counter. A model may only have 1 Stun Counter at any time. AS RF� PW RN MAL 7 6 RE AS RF� PW RN MAL 1 - Arc AS RF� PW RN MAL 7 1 5x2 RE - •Parry •Vault •Pop Smoke 30mm [6]1000 65 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. POP SMOKE: Once per activation, this model may spend 1 AP to 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. 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) [1] Combat Shotgun •KP(12) •Point Blank AG#2 18 30mm ! Availability: Character. Counts as a “Sister of Wrath” for availability. M Special Abilities •Enviro Filters •Guerilla Tactics M 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 •Command (1) •Field Order (Strike) (Guerilla Tactics) •Furious Charge •Sear •Sidestep Strike (5) AG#1 4 STUN: A model hit by this attack gains a Stun Counter. When a model with a Stun Counter would perform an action, it instead removes 1 Stun Counter. A model may only have 1 Stun Counter at any time. SEAR: This model may spend 1 AP while in base contact with a friendly model to remove a Bleed Counter. M ARSENAL 4 FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y). FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y). AG#2 [1] Skewer 3 CAUTERIZE: HP lost by this attack may never be healed. Strike (5) •KP(12) 18 BACKSTAB: This model gains +2 AS and +2 PW to all attacks made against a model that has not activated this round. •Field Order (Strike)(Backstab) •Furious Charge •Sear AG#1 4 80 Special Abilities STINGER 4 [1]1000 SEAR: This model may spend 1 AP while in base contact with a friendly model to remove a Bleed Counter. MARIONETTE 4 30mm FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks. 2 14 M [1] Grenade Launcher •Indirect [*] Frag •BL(2) •KP(10) [*] Incendiary •BL(1) •Cauterize •Fire [*] Smoke •Launch Smoke (3) AS RF� PW RN MAL 7 2 6x2 SP 18 AS RF� PW RN MAL 6 1 * 16 18 Special Abilities •Enviro Filters •Guerilla Tactics •Pop Smoke Arsenal (4) 4x2 6x2 - 30mm [4]1000 75 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. 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. POP SMOKE: Once per activation, this model may spend 1 AP to 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. 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 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. M SAINT MARY AG#1 4 [1] Power Flail •KP(10) AS RF� PW RN MAL 5x2 0 10 - C 30mm 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 •Command (2) •Righteous Charge •Defiance •Rage •Enviro Filters •Never Panic •Hatred (Skarrd) RAGE: This model gains +2 PW to all melee attacks for each HP it has lost. Clergy Ann (5) AG#1 [1] Vindicator •Knockdown(12) AG#2 6 20 4 18 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. Special Abilities H SAINT MARY HERALD OF VENGEANCE 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] Impaling Horn •Cauterize •Devastating Charge (Sunder Armor) (Extreme Damage) •Pierce AG#3 [1] Nail Gun [*] Spray [*] Stream 80mm C 200 CAUTERIZE: HP lost by this attack may never be healed. AS RF� PW RN MAL 6x2 Arc 10 AS RF� PW RN MAL 8 6 RE - AS RF� PW RN MAL * 2 * * 18 5x2 SP 10 3x2 ST 8 DEVASTATING CHARGE(x): If this attack is selected as a Charge Attack, it gains(x) for that attack. EXTREME DAMAGE: Models that fail an AR Save caused by this attack lose 2 HP. KNOCKDOWN(x): When this attack hits a model, after AR Saves are made, roll a d20. If the number rolled is equal to or under (x) then the target is Knocked 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 fails its AR Save, this model may make 1 additional attack against another model within 1 inch of the target. This attack suffers -2 PW. SUNDER ARMOR: Models hit by this attack gain 1 Sundered Armor Counter. Sundered Armor Counter: This model suffers -2 AR. A model may only have 1 Sundered Armor Counter at any time. 5 H SAINT MARY HERALD OF VENGEANCE 6 20 C 200 BLOK STOPPER: This model always has Light Cover. This model grants Light Cover if it is between the target of an attack and the attacker. BOUNDLESS FURY: Once per round, when this model performs a Melee Attack, it may gain +4 AS and +4 PW for that attack. Once this attack is completed, this model suffers an automatic PW: 10 hit. Special Abilities 4 80mm •Blok Stopper •Boundless Fury •Command(2) •Defiance •Enviro Filters •Field Order (Forsaken)(Furious Charge) •Never Panic •Strider 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”, activate after them. That model may Squadlink. Models activated by Command cannot use Command this round. DEFIANCE: This model may not be targeted by psychogenics. ENVIRO FILTERS: This model ignores Smoke Clouds. FIELD ORDER(x)(y): This model has (y). While (x) is within 8” of this model, it gains (y). 4 FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to Charge Attacks. NEVER PANIC: This model may never gain Panic Counters. 18 STRIDER: This model ignores the movement cost of terrain with the Rough keyword. This model may stand up from being Knocked Prone for no AP cost. 5 M CLERGY ANN AG#1 3 [1] Chain Flail [1] Pistol Whip AS RF� PW RN MAL 2x2 0 6 6 2 0 - 3 AG#2 14 3 14 2 [1] Angel Tear Pistol AS RF� PW RN MAL 6 2 6 12 19 Special Abilities •Never Panic •Rage Clergy Ann (4) 30mm [4]1000 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. 60 CONTRADICTION AG#1 3 AS RF� PW RN MAL 6 4 0 - [1] Heavy Saber 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. 4 AG#2 AS RF� PW RN MAL 7 2 6 SP 20 [1] Shotgun •KP(8) 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 2 14 3 16 90 ! Availability: Character. Counts as a “Contradiction” for availability. AG#1 4 ! 30mm AS RF� PW RN MAL 8 4 0 - [1] Heavy Saber 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. AG#2 [1] Shotgun •KP(8) AS RF� PW RN MAL 8 2 6 SP 20 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 2 JOAN THE ORACLE OF MARY AG#1 3 6 18 3 16 2 AS RF� PW RN MAL [1] Retribution Strike 7 6 0 •Empower 30mm C 85 DEFIANCE: This model may not be targeted by psychogenics. 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. FIELD ORDER(x)(y): This model has (y). While (x) is within 8” of this model, it gains (y). HATRED(x): Attacks against (x) by this model gain +1 AS and +1 PW. “This will be your final battle. I have forseen it.” PSYCHOGENIC NEOPHYTE(x): Once per activation, this model may spend 1 AP to cast the (x) psychogenic. RAGE: This model gains +2 PW to all melee attacks for each missing HP. Special Abilities •Defiance •Field Order (Bane)(Hatred: Non-Forsaken) •Psychogenic Neophyte (Precognition) •Rage Bane (6) M FLENSE AG#1 4 M [3] Beatdown 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 12 3 14 1 AG#2 [1] Saw Stick •ED(2) AS RF� PW RN MAL 7 1 6 0 0 Special Abilities •Dance of Death •Hatred (Golab) •Never Panic Flense (6) 4 6 22 2 16 3 22 [1] Maul [*] Powered Maul •Cauterize •ED(2) •KP(15) AG#2 [1] Death Disk AS RF� PW RN MAL 7 1 6x2 12 19 Special Abilities •Command (2) •Enviro Filters •Never Panic •Power Generator (AR/AG#1) 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: When this model activates it may power either its Armor, or specific Attacks, until its next activation. If Armor is selected, roll 1 additional d20 when making AR Saves, with the highest roll being discarded. After this is done, if there is a result of 16 or higher, this model immediately loses 2 HP. If Attack is selected, the chosen Attack uses the profile listed under its “Powered” version. [1] Lawbringer •Cauterize •Extreme Damage •Knockdown(14) AG#2 [2] Claws [1] Beak •Sunder Armor H 80mm C 200 CAUTERIZE: HP lost by this attack may never be healed. AS RF� PW RN MAL 8x2 RE 18 10 EXTREME DAMAGE: Models that fail an AR Save caused by this attack lose 2 HP. AS RF� PW RN MAL 7 6 RE 4x2 RE 7 - PULSE(x): This Ranged Attack may be used while engaged, and targets all enemies within (x) of this model. Only the initial attack roll may Malfunction or gain the benefits of Aiming. AS RF� PW RN MAL [1] Griffon’s Screech 8 1 2 * 20 •Pulse(2) •Stun •Whiplash KNOCKDOWN(x): When this attack hits a model, after AR Saves are made, roll a d20. If the number rolled is equal to or under (x) then the target is Knocked 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. STUN: Models hit by this attack gain 1 Stun Counter. Stun Counter: The next time this model activates, it immediately loses 1 AP, and then removes 1 Stun Counter. A model may only have 1 Stun Counter at any time. SUNDER ARMOR: Models hit by this attack gain 1 Sundered Armor Counter. Sundered Armor Counter: This model suffers -2 AR. A model may only have 1 Sundered Armor Counter at any time. WHIPLASH: Models hit by this attack gain 1 Whiplash Counter. Whiplash Counter: The next time this model activates, it immediately loses 1 AP per Whiplash Counter, and then removes all Whiplash Counters. A model may never have more Whiplash Counters than their AP stat at any time. 5 SAINT JOHN A \ EGIS OF FAITH Special Abilities 6 ENVIRO FILTERS: This model ignores Smoke Clouds. Faithful (6) 16 4 130 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. AS RF� PW RN MAL 10 8 0 8x2 0 17 10 AG#3 3 C AG#1 AG#1 6 30mm CAUTERIZE: HP lost by this attack may never be healed. SAINT JOHN A \ EGIS OF FAITH 4 M SAINT JOHN •Command(3) •Command Insight •Enviro Filters •Never Panic •Power Generator •Strider H 80mm C 200 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”, activate after them. That model may Squadlink. Models activated by Command cannot use Command this round. COMMAND INSIGHT: This model may use Command from any range. Models activated by Command, and any model it Squadlinks with, may re-roll 1 attack roll this activation. ENVIRO FILTERS: This model ignores Smoke Clouds. NEVER PANIC: This model may never gain Panic Counters. POWER GENERATOR: When this model activates it may power either its Armor, or specific Attacks, until its next activation. If Armor is selected, roll 1 additional d20 when making AR Saves, with the highest roll being discarded. After this is done, if there is a result of 16 or higher, this model immediately loses 2 HP. If Attack is selected, the chosen Attack uses the profile listed under its “Powered” version. 22 3 STRIDER: This model ignores the movement cost of terrain with the Rough keyword. This model may stand up from being Knocked Prone for no AP cost. 16 5 FAITHFUL M 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 4 [2] Thunder Hammer •Stun AS RF� PW RN MAL 7 6 0 - 6 18 2 “For saint and glory!” Special Abilities •For Saint and Glory (Saint John) 14 2 Faithful (4) NEVER PANIC: This model may never gain Panic Counters. STUN: A model hit by this attack gains a Stun Counter. When a model with a Stun Counter would perform an action, it instead removes 1 Stun Counter. A model may only have 1 Stun Counter at any time. M HANIEL AG#1 3 4 16 3 14 1 [1] Pig Sticker 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. NEVER PANIC: This model may never gain Panic Counters. 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. AG#2 [1] Storm Rifle AS RF� PW RN MAL * 7 1 * 19 [*] Flechette 2x2 SP [*] Armor Piercing 6x2 8 Special Abilities •For Saint and Glory (Saint John) •Quick Draw Haniel (4) BANGER 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. 4 4 16 3 AG#1 [1] Headbutt AS RF� PW RN MAL 5 4 0 - AG#2 AS RF� PW RN MAL [1] Machine Pistols 6 2 5 8 19 NEVER PANIC: This model may never gain Panic Counters. 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. •Point Blank •Proximity Strike (2) Special Abilities •For Saint and Glory (Saint John) 15 2 DEATHSTRYKE 4 4 16 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. 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 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. 2 ELIJAH THE HUNTER OF JOHN AG#1 3 [1] Skinning Knife •Cauterize AS RF� PW RN MAL 4 6 0 - M 30mm C 80 ASSASSINATE: This model does not deploy at the start of the game. During any Preparation Phase after round 1 this model may be deployed anywhere on the battlefield. BACKSTAB: This model gains +2 AS and +2 PW to all attacks made against an enemy that has not activated this round. CAUTERIZE: HP lost by this attack may never be healed. 4 AG#2 [1] Bonecraft Bow 12 3 14 2 •Cauterize •Stun AS RF� PW RN MAL 8 2 8 6 Special Abilities •Assassinate •Backstab •Crack Shot •Regeneration CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making Ranged Attacks. STUN: Models hit by this attack gain 1 Stun Counter. Stun Counter: The next time this model activates, it immediately loses 1 AP, and then removes 1 Stun Counter. A model may only have 1 Stun Counter at any time. REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, but instead gains a Dying Counter. Dying Counter: This model is Knocked Prone, may not spend AP, and all attacks targeting it gain +2 AS and +2 PW. If this model loses HP, it is killed. If this model gains HP, remove 1 Dying Counter. A model may only have 1 Dying Counter at any time. PREVAILER LILITH AG#1 3 3 [1] Katana AG#2 [1] Chem Gun 14 3 16 •Chem Cocktail AS RF� PW RN MAL 8 6 0 - AS RF� PW RN MAL 8 2 1x3 8 20 Special Abilities •Command( ) •Human Shield •Parry •Volatile Augmentation (Berserk Counter) M 30mm C 100 BERSERK COUNTER: This model gains +1 AS, +1 PW, an additional power multiplier to melee attacks, and the Never Panic special ability. CHEM COCKTAIL: At the start of this model’s activation choose 1 of the following special abilities, this attack gains the chosen ability this activation: Acid, Blind, Cauterize, Paralyzing Poison, Poison(16), Rot. 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”, activate after them. That model may Squadlink. Models activated by Command cannot use Command this round. HUMAN SHIELD: When this model is hit by a non-template attack it may force 1 friendly model within 4” to be hit by the attack instead. That attack gains an additional power multiplier for the hit. 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 it may discard 1 non-critical hit from those attacks VOLATILE AUGMENTATION(x): Once during this model’s activation, it may target 1 friendly model within 8”. That model gains (x). At the end of the next Lingering Effects Phase, the targeted model loses (x), and must make a PS Check at -4, losing 1 HP on a failure. 2 GRAND TEMPLAR MARIUS AG#1 4 [1] Repenter •Brutal •Extreme Damage AS RF� PW RN MAL 10 8 RE “I will bring purity to this world!” 20 18 3 Special Abilities •Command(2) •Enviro Filters •Never Panic •Tough as Nails •Righteous Charge [1] Dart Gun •Poison(16) AS RF� PW RN MAL 5 6 19 2 1 Special Abilities C 0 ENHANCED CONSTITUTION: At the beginning of this model’s activation, before any other effects resolve, it may spend 1 AP to remove any or all Counters. FIELD ORDER(x)(y): This model has (y). While (x) is within 8” of this model, it gains (y). POISON(x): Living Models hit by this attack gain 1 Poison(x) Counter. Poison(x) Counter: During the Lingering Effects Phase roll a d20 for each Poison(x) Counter. On a result of (x) or greater this model loses 1 HP, otherwise, remove 1 Poison(x) Counter. HP lost by Poison(x) Counters cannot be healed. A model may never have more Poison Counters than its HP Stat at any time. S [1] Dart Gun •Poison(16) 30mm C 0 ! Availability: This model may only be deployed when fielding Grand Templar Marius. AS RF� PW RN MAL 5 6 19 2 1 DEFIANCE: This model may not be targeted by psychogenics. FIELD ORDER(x)(y): This model has (y). While (x) is within 8” of this model, it gains (y). MY BLOOD FOR YOUR BLOOD: If a friendly model within 4” would lose HP, this model may lose that HP instead. This model may not lose more HP than its HP Stat. 3 “I carry His word!” 10 1 30mm Templar (2) AG#1 10 RIGHTEOUS CHARGE: Once per round, when this model charges, but before charge attacks are resolved, you may place up to 2 friendly, unengaged friendly models within 8” of this model into base contact with the enemy. If a model cannot be placed into base contact then it may not be targeted by this ability. •Field Order (Grand Templar Marius) (Enhanced Constitution) •My Blood For Your Blood YAEL 5 ENVIRO FILTERS: This model ignores Smoke Clouds. MY BLOOD FOR YOUR BLOOD: If a friendly model within 4” would lose HP, this model may lose that HP instead. This model may not lose more HP than its HP Stat. 10 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”, activate after them. That model may Squadlink. Models activated by Command cannot use Command this round. S “I carry His protection!” 1 BRUTAL: The Parry special ability may not be used against this attack. ! Availability: This model may only be deployed when fielding Grand Templar Marius. 3 10 180 Templar (5) AG#1 5 C TOUGH AS NAILS: This model ignores Critical AR Failure. NABU 2 40mm EXTREME DAMAGE: Models that fail an AR Save caused by this attack lose 2 HP. 6 2 L Special Abilities •Field Order (Grand Templar Marius) (Defiance) •My Blood For Your Blood Templar (2) NEVER PANIC: This model may never gain Panic Counters. POISON(x): Living Models hit by this attack gain 1 Poison(x) Counter. Poison(x) Counter: During the Lingering Effects Phase roll a d20 for each Poison(x) Counter. On a result of (x) or greater this model loses 1 HP, otherwise, remove 1 Poison(x) Counter. HP lost by Poison(x) Counters cannot be healed. A model may never have more Poison Counters than its HP Stat at any time. ESH, THE ANGEL OF JUDGEMENT AG#1 4 4 [1] Nekros •Decapitate AS RF� PW RN MAL 8 * * 8 Arc 6x2 RE [*] Scythe Sweep [*] Judgment Strike •Sunder Armor 16 “By God’s judgment, you are found guilty.” 3 •Psychogenic Neophyte (Final Judgment) •Never Panic •Tough as Nails 16 3 C 125 DECAPITATE: If this attack Criticall Hits, its target loses 1 additional HP. NEVER PANIC: This model may never gain Panic Counters. PSYCHOGENIC NEOPHYTE(x): Once per activation, this model may spend 1 AP to cast the (x) psychogenic. SUNDER ARMOR: Models hit by this attack gain 1 Sundered Armor Counter. Sundered Armor Counter: This model suffers -2 AR. A model may only have 1 Sundered Armor Counter at any time. TOUGH AS NAILS: This model ignores Critical AR Failure. Flock (6) AG#1 S [1] Dart Gun •Poison(16) 30mm C 0 ! Availability: This model may only be deployed when fielding Esh, the Angel of Judgment. AS RF� PW RN MAL 5 6 19 2 1 MARK FOR DEATH: During the Preparation Phase, select 1 model within 12” and LoS. Models gain +1 AS and +1 PW to attacks made against that model this round. MY BLOOD FOR YOUR BLOOD: If a friendly model within 4” would lose HP, this model may lose that HP instead. This model may not lose more HP than its HP Stat. 3 “All will return to dust...” 10 5 30mm Special Abilities ZEPHON 2 L POISON(x): Living Models hit by this attack gain 1 Poison(x) Counter. Poison(x) Counter: During the Lingering Effects Phase roll a d20 for each Poison(x) Counter. On a result of (x) or greater this model loses 1 HP, otherwise, remove 1 Poison(x) Counter. HP lost by Poison(x) Counters cannot be healed. A model may never have more Poison Counters than its HP Stat at any time. Special Abilities •Mark for Death •My Blood For Your Blood 10 1 Flock (2) ARCHANGEL MICHAEL AG#1 4 5 20 3 16 [1] Sword of Wrath •Cauterize •Fire AG#2 [1] Purgation •Cauterize •Fire •Proximity Strike(3) AS RF� PW RN MAL 10 8 RE AS RF� PW RN MAL 8 1 4x2 0 19 Special Abilities •Blok Stopper •Vault •Backlash •Flameproof •Goes Out With a Bang •Non-Living 3 ARCHANGEL GABRIEL AG#1 4 5 20 3 16 3 [1] Hammer of Faith •Finishing Blow •Proximity Strike(1) AG#2 [1]Angelic Choir •Knockdown(12) •Point Blank •Stun AS RF� PW RN MAL 8 7 0 AS RF� PW RN MAL 10 1 4x2 SP 19 Special Abilities •Goes Out With a Bang •Non-Living •Tremor •Vault L 40mm C 150 BACKLASH: Enemies hitting this model with a melee attack gain 1 Fire Counter. Fire Counter: When this model activates it may spend 1 AP to roll a d20. On a roll of 10 or lower remove 1 Fire Counter. The model may repeat this if failed. After these rolls are made, if this model still has a Fire Counter it suffers an automatic PW: 7 hit. HP lost from Fire Counters may not be healed A model may only have 1 Fire Counter at any time. BLOK STOPPER: This model always has Light Cover. This model grants Light Cover if it is between the target of an attack and the attacker. CAUTERIZE: HP lost by this attack may never be healed. . FIRE: Models hit by this attack gain 1 Fire Counter. FLAMEPROOF: This model may never gain Fire Counters, and never suffers damage from attacks with the Fire weapon ability. GOES OUT WITH A BANG: When this model is killed place a BL(2) template with the center hole anywhere completely over this model’s base before it is removed. All models under the template suffer an automatic PW: 5x2 hit. NEVER PANIC: This model may never gain Panic Counters. PROXIMITY STRIKE(x): Place a Blast(x) template with the center anywhere completely over the target’s base. Make attacks against all models, except the attacking model, under the template. Only the attack roll against the target may malfunction, or gain the benefits of aiming or charging. VAULT: Once per activation, this model may spend 1 AP to immediately move their MV value, ignoring terrain and models. If this move results in a Charge, that attack gains an additional +1 AS and +1 PW. L 40mm C 150 FINISHING BLOW: This attack gains an additional power multiplier and Extreme Damage when targeting models that are Knocked Prone. GOES OUT WITH A BANG: When this model is killed, place a Blast(2) template with the center hole anywhere completely over this model’s base before it is removed. All models under the template suffer an automatic PW: 5x2 hit. KNOCKDOWN(x): When this attack hits a model, after AR Saves are made, roll a d20. If the number rolled is equal to or under (x) then the target is Knocked 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. POINT BLANK: This Ranged Attack may target enemies this model is engaged with. PROXIMITY STRIKE(x): Place a Blast(x) template with the center anywhere completely over the target’s base. Make attacks against all models, except the attacking model, under the template. Only the attack roll against the target may malfunction, or gain the benefits of aiming or charging. STUN: Models hit by this attack gain 1 Stun Counter. Stun Counter: The next time this model activates, it immediately loses 1 AP, and then removes 1 Stun Counter. A model may only have 1 Stun Counter at any time. TREMOR: This model may spend 1 AP to place a Blast(2) template in base contact. All models under the template suffer Knockdown(14). VAULT: Once per activation, this model may spend 1 AP to immediately move their MV value, ignoring terrain and models. If this move results in a Charge, that attack gains an additional +1 AS and +1 PW. ARCHANGEL RAPHAEL AG#1 4 [1] Spear Strike •Pierce AG#2 5 20 3 16 [1] God’s Judgment •Point Blank AS RF� PW RN MAL 8 6 RE AS RF� PW RN MAL * * * * * [*] Damnation 8 2 8 ST 19 [*] Benediction * 2 - 6 - •Cauterize •Restoration Special Abilities •Goes Out With a Bang •Hang In There Boys! •Non-Living •Vault 3 M SKYLANCER AG#1 3 [1] Shock Lance •Point Blank •Stun [*] Powered Lance 3 14 3 14 1 •Cauterize •Knockback(12) •Point Blank •Stun 1 6x2 SP 18 •Guerilla Tactics •Power Generator •Skylancer Jets 3 16 2 [1] Shock Lance •Point Blank •Stun •Cauterize •Knockback(12) •Point Blank •Stun AS RF� PW RN MAL 8 2 6 6 20 8 1 6x2 SP 16 2 GUERILLA TACTICS: This model may Squadlink from up to 8” away, and only spends 1 AP to Break Away. KNOCKBACK(x): When this attack hits a model, after AR Saves are made, roll a d20. If that roll is equal to or under (x) then the model hit is moved directly back d20/2 and is Knocked Prone. 18 M 30mm ! 80 ! Availability: [1]1000. ‘Skylancers” gain Availability: [3]250 CAUTERIZE: HP lost by this attack may never be healed. GUERILLA TACTICS: This model may Squadlink from up to 8” away, and only spends 1 AP to Break Away. KNOCKBACK(x): When this attack hits a model, after AR Saves are made, roll a d20. If that roll is equal to or under (x) then the model hit is moved directly back d20/2 and is Knocked Prone. POWER GENERATOR: When this model activates it may power either its Armor, or specific Attacks, until its next activation. If Armor is selected, roll 1 additional d20 when making AR Saves, with the highest roll being discarded. After this is done, if there is a result of 16 or higher, this model immediately loses 2 HP. If Attack is selected, the chosen Attack uses the profile listed under its “Powered” version. POINT BLANK: This Ranged Attack may target enemies this model is engaged with. Special Abilities •Guerilla Tactics •Power Generator •Psychogenic Neophyte (Fury of the Heavens) •Skylancer Jets PSYCHOGENIC NEOPHYTE(x): Once per activation, this model may spend 1 AP to cast the (x) psychogenic. STUN: Models hit by this attack gain 1 Stun Counter. Stun Counter: The next time this model activates, it immediately loses 1 AP, and then removes 1 Stun Counter. A model may only have 1 Stun Counter at any time. SKYLANCER JETS: If Armor is selected from the Power Generator ability, in addition to the normal benefits, this model also gains +2 MV and may ignore terrain and models while moving. Skylancer (4) [1] Sigil Staff AS RF� PW RN MAL 4 6 0 - 6 3 60 Skylancer (3) AG#1 14 [3]1000 STUN: Models hit by this attack gain 1 Stun Counter. Stun Counter: The next time this model activates, it immediately loses 1 AP, and then removes 1 Stun Counter. A model may only have 1 Stun Counter at any time. VOICE OF THE PREVAILERS 3 30mm SKYLANCER JETS: If Armor is selected from the Power Generator ability, in addition to the normal benefits, this model also gains +2 MV and may ignore terrain and models while moving. [*] Powered Lance 14 150 POINT BLANK: This Ranged Attack may target enemies this model is engaged with. Special Abilities AG#1 2 C POWER GENERATOR: When this model activates it may power either its Armor, or specific Attacks, until its next activation. If Armor is selected, roll 1 additional d20 when making AR Saves, with the highest roll being discarded. After this is done, if there is a result of 16 or higher, this model immediately loses 2 HP. If Attack is selected, the chosen Attack uses the profile listed under its “Powered” version. SIGHT OF THE PREVAILERS 3 40mm CAUTERIZE: HP lost by this attack may never be healed. AS RF� PW RN MAL 7 2 6 6 20 7 L CAUTERIZE: HP lost by this attack may never be healed. GOES OUT WITH A BANG: When this model is killed, place a Blast(2) template with the center hole anywhere completely over this model’s base before it is removed. All models under the template suffer an automatic PW: 5x2 hit. HANG IN THERE BOYS!: Living models reduced to 0 HP while within 8” of this model are not killed, but instead gain a Dying Counter. Dying Counter: This model is Knocked Prone, may not spend AP, and all attacks targeting it gain +2 AS and +2 PW. If this model loses HP, it is killed. If this model gains HP, remove 1 Dying Counter. A model may only have 1 Dying Counter at any time. NEVER PANIC: This model may never gain Panic Counters. PIERCE: When on a melee attack, if the target fails its AR Save, this model may make 1 additional attack against another model within 1 inch of the target. This attack suffers -2 PW. POINT BLANK: This Ranged Attack may target enemies this model is engaged with. RESTORATION: This attack may target, and automatically hit, friendly models. Friendly models hit by this attack suffer no damage and instead heal 1 HP. A model may only be healed by Restoration once per game. VAULT: Once per activation, this model may spend 1 AP to immediately move their MV value, ignoring terrain and models. If this move results in a Charge, that attack gains an additional +1 AS and +1 PW. “The path to heaven is paved with faith and righteous vengeance.” Special Abilities •Goes Out With a Bang •Psychogenic Feedback •Psychogenic Master •Psychogenic Resolve(3) M 30mm [1]1000 85 GOES OUT WITH A BANG: When this model is killed, place a Blast(2) template with the center hole anywhere completely over this model’s base before it is removed. All models under the template suffer an automatic PW: 5x2 hit. PSYCHOGENIC MASTER: Twice per activation, this model may spend 1 AP to cast 1 Psychogenic from their applicable Psychogenic List. PSYCHOGENIC FEEDBACK: Each time an enemy casts a psychogenic within 8”, it must make a PS Check at -4 after that action is completed (regardless of success or failure). If this check is failed that model loses 1 HP. PSYCHOGENIC RESOLVE(x): (x) times per game, while this model is alive and a model malfunctions while casting a psychogenic, you may ignore that malfunction (keeping any other results of the roll). RED SISTER AG#1 3 4 [1] Harrower •Decapitate AG#2 [1] Crescent Swing 14 3 16 2 •Decapitate AS RF� PW RN MAL 6x2 0 8 - AS RF� PW RN MAL 8 1 6 Arc - 14 3 16 2 [1] Stun Rod •Stun AS RF� PW RN MAL 8 6 RE - 18 3 DECAPITATE: If this attack Critically Hits, its target loses 1 additional HP. NEVER PANIC: This model may never gain Panic Counters. RAGE: This model gains +2 PW to all melee attacks for each missing HP. RETALIATION: When an enemy misses this model with a melee attack, after that action is completed, this model may immediately perform 1 of its melee attacks. These attacks must target the enemy triggering Retalitaion. M 30mm [1]1000 65 NEVER PANIC: This model may never gain Panic Counters. PSYCHOGENIC NEOPHYTE(x): Once per activation, this model may spend 1 AP to cast the (x) psychogenic. RAGE: This model gains +2 PW to all melee attacks for each missing HP. “No sin escapes her gaze, no sinner her wrath.” Special Abilities •Never Panic •Psychogenic Neophyte (Mark of the Beast) •Rage •Retaliation •Tough as Nails RETALIATION: When an enemy misses this model with a melee attack, after that action is completed, this model may immediately perform 1 of its melee attacks. These attacks must target the enemy triggering Retalitaion. STUN: Models hit by this attack gain 1 Stun Counter. Stun Counter: The next time this model activates, it immediately loses 1 AP, and then removes 1 Stun Counter. A model may only have 1 Stun Counter at any time. TOUGH AS NAILS: This model ignores Critical AR Failure. Red Sisterhood (5) AG#1 6 75 Red Sisterhood (4) WARKNIGHT 3 [4]500 •Never Panic •Rage •Retaliation AG#1 4 30mm Special Abilities CRIMSON MOTHER 3 M [1] War Trident •Pierce AS RF� PW RN MAL 6 6 RE - “Ours is a duty most sacred. Live for battle, battle for life.” M 30mm [4]500 50 PIERCE: When on a melee attack, if the target fails its AR Save, this model may make 1 additional attack against another model within 1 inch of the target. This attack suffers -2 PW. PUSH: Once during its activation, this model may spend 1 AP to force 1 enemy of equal or smaller size in base contact directly away 3”, stopping only if it comes in contact with another model or a terrain feature it cannot move through. This model may then move directly toward that model up to 3” and make 1 melee attack against that model. SHIELD FORMATION: While not prone, and within 1” of at least 1 other model with Shield Formation, this model gains +2 AR. Special Abilities •Shield Formation •Push 12 1 Warknight (4) WARKNIGHT BONDSMAN AG#1 3 5 AS RF� PW RN MAL [1] Launcher Strike 6 4 0 - AG#2 [1] Net Launcher 18 3 •Blast(2) •Entangle Special Abilities •Shield Formation •Push 12 1 AS RF� PW RN MAL 8 1 6 - Warknight (4) M 30mm [2]750 55 ENTANGLE: Models hit by this attack gain 1 Entangle Counter. Entangle Counter: While a model has an Entangled Counter it is Knocked Prone, and may not spend AP on attacks. This model may spend 1 AP to remove 1 Entangled Counter. A model may never have more Entangled Counters than their AP stat at any time. PIERCE: When on a melee attack, if the target fails its AR Save, this model may make 1 additional attack against another model within 1 inch of the target. This attack suffers -2 PW. PUSH: Once during its activation, this model may spend 1 AP to force 1 enemy of equal or smaller size in base contact directly away 3”, stopping only if it comes in contact with another model or a terrain feature it cannot move through. This model may then move directly toward that model up to 3” and make 1 melee attack against that model. SHIELD FORMATION: While not prone, and within 1” of at least 1 other model with Shield Formation, this model gains +2 AR. WARKNIGHT CAPTAIN AG#1 4 [1] Tribute Strike •Finishing Blow AS RF� PW RN MAL 8 6 0 - 3 16 2 “I shall lay them low, exposing their sins for all to see.” Special Abilities [1] Razor Club AS RF� PW RN MAL 3x2 0 4 - 6 3 “Only through pain and suffering may you be absolved of your sins.” Special Abilities •Psychogenic Neophyte (Penitence Blast) 10 1 75 EXTREME DAMAGE: Models that fail an AR Save caused by this attack lose 2 HP. FINISHING BLOW: This attack gains 1 additional power multiplier and Extreme Damage when targeting models that are Knocked Prone. PUSH: Once during its activation, this model may spend 1 AP to force 1 enemy of equal or smaller size in base contact directly away 3”, stopping only if it comes in contact with another model or a terrain feature it cannot move through. This model may then move directly toward that model up to 3” and make 1 melee attack against that model. SHIELD FORMATION: While not prone, and within 1” of at least 1 other model with Shield Formation, this model gains +2 AR. Warknight (5) AG#1 10 [1]1000 •Shield Formation •Psychogenic Neophyte (Weight of Sin) •Pushback THE REPENTANT 3 30mm PSYCHOGENIC NEOPHYTE(x): Once per activation, this model may spend 1 AP to cast the (x) psychogenic. 4 18 M Repentant (4) M 30mm [6]750 30 PSYCHOGENIC NEOPHYTE(x): Once per activation, this model may spend 1 AP to cast the (x) psychogenic.
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