skarrd3.1

12
4 3 18 3 18 3 TRIBAL FATHER Special Abilities •Command (2) •Field Order (Skarrd)(Furious Charge) •Never Panic •Psychogenic Master AG#1 AS RF PW RN MAL [2] Katana Strike 8 8 0 - “Feed upon them my children...” [1]1000 110 30mm M 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). FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks. NEVER PANIC: This model may never gain Panic Counters. PSYCHOGENIC MASTER: Twice per activation, this model may cast a Psychogenic from their applicable Psychogenic List. Jon Woe, ANG-1E (2) 3 3 18 3 16 3 JON WOE Special Abilities •Luck •Never Panic •Superior Maintenance (3) •Tough as Nails AG#1 AS RF PW RN MAL [1] Über Claw •Adaptability •Brutal •Grab 8 5x2 0 20 [1] Katana Strike 8 8 0 - “I will show them the glory of e Scorpion” ! Availability: Character. Counts as a “Grafter” for availability. ADAPTABILITY: Once per activation this attack can copy certain weapon abilities from a model in base contact. This attack retains the copied ability until the end of this model’s activation. Weapon abilities that may be copied are: Acid, Bleed, Brutal, Cauterize, ED(x), Fire, Paralyzing Poison, Poison, Reach, Rot, and Stun. BRUTAL: The Parry special ability may not be used against this attack. GRAB: When this attack hits a model, that model is Grabbed. While Grabbed, all attacks against that model from this model automatically succeed unless a malfunction is rolled. Nether model may spend AP to move. This model may end the effects of Grab at any point during its activation. The enemy model may spend 1 AP to end the effects of Grab. If an effect would force either model to move, the effects of Grab immediately end. LUCK: Once per game you may re-roll 1 attack roll or AR Save this model makes. NEVER PANIC: This model may never gain Panic Counters. 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. TOUGH AS NAILS: This model does not lose an additional HP for rolling a critical failure on an AR Save. ! 120 30mm M 3 8 20 3 14 5 RAZE Special Abilities •Cause Panic •Enviro Filters •Fortitude •Never Panic •Tough as Nails AG#1 AS RF PW RN MAL [1] Halberd Saw •Brutal •Decapitate •ED(2) 7 7x2 0 18 AG#2 AS RF PW RN MAL [1] Ramming Helm •Brutal •KP(16) •Stun 8 8 0 - BRUTAL: The Parry special ability may not be used against this attack. CAUSE PANIC: When a model becomes engaged with this model that model makes a PS Check. On a failure, it gains a Panic Counter. DECAPITATE: If this attack critically hits it gains ED(2) for that attack. If it already has ED(x) then (x) is increased by (+1) for that attack. 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. FORTITUDE: When this model is reduced to 0 HP, it is not immediately killed and removed from play. If this model activates while at 0 HP it is killed and removed from play at the end of that activation. 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. 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. C 165 50mm H 4 2 14 3 14 2 SABER Special Abilities •Assassination •Enviro Filters •Pop Smoke •Unnatural Climb AG#1 AS RF PW RN MAL [2] Sabers 6 6 0 - AG#2 AS RF PW RN MAL [1] Smoke Grenade •Indirect •Launch Smoke (3) 6 1 - 8 - ASSASSINATION: This model does not deploy at the start of the game. During any Preparation Phase after round 1 this model may be deployed. When deployed, choose any point on the battlefield and place this model on that point. ENVIRO FILTERS: This model ignores Smoke Clouds. 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. 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. UNNATURAL CLIMB: This model may treat all areas of a terrain piece with the Levels keyword as having the Climbable keyword, and only forfeits 2 inches of movement to move between levels. C 75 30mm M

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Dark Age

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  • 43

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    TRIBAL FATHER

    Special AbilitiesCommand (2)Field Order (Skarrd)(Furious Charge)Never PanicPsychogenic Master

    AG#1 AS RF PW RN MAL[2] Katana Strike 8

    8

    0

    -

    Feed upon them my children...

    [1] 1000 11030mmMCOMMAND(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).

    FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks.

    NEVER PANIC: This model may never gain Panic Counters.

    PSYCHOGENIC MASTER: Twice per activation, this model may cast a Psychogenic from their applicable Psychogenic List.

    Jon Woe, ANG-1E (2)

    3

    3

    18

    3

    16

    3

    JON WOE

    Special AbilitiesLuckNever PanicSuperior Maintenance (3)Tough as Nails

    AG#1 AS RF PW RN MAL[1] ber Claw

    AdaptabilityBrutal Grab

    8 5x2 0 20

    [1] Katana Strike 8 8 0 -

    I will show them the glory of e Scorpion

    ! Availability: Character. Counts as a Grafter for availability.

    ADAPTABILITY: Once per activation this attack can copy certain weapon abilities from a model in base contact. This attack retains the copied ability until the end of this models activation. Weapon abilities that may be copied are: Acid, Bleed, Brutal, Cauterize, ED(x), Fire, Paralyzing Poison, Poison, Reach, Rot, and Stun.

    BRUTAL: The Parry special ability may not be used against this attack.

    GRAB: When this attack hits a model, that model is Grabbed. While Grabbed, all attacks against that model from this model automatically succeed unless a malfunction is rolled. Nether model may spend AP to move. This model may end the effects of Grab at any point during its activation. The enemy model may spend 1 AP to end the effects of Grab. If an effect would force either model to move, the effects of Grab immediately end.

    LUCK: Once per game you may re-roll 1 attack roll or AR Save this model makes.

    NEVER PANIC: This model may never gain Panic Counters.

    SUPERIOR MAINTENANCE(x): (x) times per game, when a malfunction is rolled, this models owner may ignore the malfunction. This ability functions even if this model is killed.

    TOUGH AS NAILS: This model does not lose an additional HP for rolling a critical failure on an AR Save.

    ! 12030mmM

    3

    8

    20

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    14

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    RAZE

    Special AbilitiesCause PanicEnviro FiltersFortitudeNever PanicTough as Nails

    AG#1 AS RF PW RN MAL[1] Halberd Saw

    BrutalDecapitateED(2)

    7

    7x2

    0

    18

    AG#2 AS RF PW RN MAL[1] Ramming Helm

    BrutalKP(16)Stun

    8 8 0 -

    BRUTAL: The Parry special ability may not be used against this attack.

    CAUSE PANIC: When a model becomes engaged with this model that model makes a PS Check. On a failure, it gains a Panic Counter.

    DECAPITATE: If this attack critically hits it gains ED(2) for that attack. If it already has ED(x) then (x) is increased by (+1) for that attack.

    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.

    FORTITUDE: When this model is reduced to 0 HP, it is not immediately killed and removed from play. If this model activates while at 0 HP it is killed and removed from play at the end of that activation.

    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.

    STUN: A model hit by this attack gains a Stun Counter. At the beginning of that models 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.

    C 16550mmH

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    14

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    14

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    SABER

    Special AbilitiesAssassinationEnviro FiltersPop SmokeUnnatural Climb

    AG#1 AS RF PW RN MAL[2] Sabers 6 6 0 -

    AG#2 AS RF PW RN MAL[1] Smoke Grenade

    IndirectLaunch Smoke (3)

    6 1 - 8 -

    ASSASSINATION: This model does not deploy at the start of the game. During any Preparation Phase after round 1 this model may be deployed. When deployed, choose any point on the battle eld and place this model on that point.

    ENVIRO FILTERS: This model ignores Smoke Clouds.

    INDIRECT: This attack may re at targets out of its line of sight if another friendly model has line of sight to the target. If using this ability, this attack suffers -4 AS.

    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.

    UNNATURAL CLIMB: This model may treat all areas of a terrain piece with the Levels keyword as having the Climbable keyword, and only forfeits 2 inches of movement to move between levels.

    C 7530mmM

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    BONE DOC

    Special AbilitiesBad MojoNever PanicPsychogenic Master

    AG#1 AS RF PW RN MAL[1] Bone Staff 4

    4

    0

    -

    You...shall...su er...

    [1] 1000 5030mmMBAD MOJO: Enemy models within 8 inches of this model suffer a -1 penalty to all target numbers.

    NEVER PANIC: This model may never gain Panic Counters.

    PSYCHOGENIC MASTER: Twice per activation, this model may cast a Psychogenic from their applicable Psychogenic List.

    3

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    FETISH BEARER

    Special AbilitiesBad MojoInstigateNever Panic

    AG#1 AS RF PW RN MAL[1] Fetish Strike 6 4x2 RE -

    [1] Mace StrikeKP(8)

    6 6 0 -

    Kill em! KILL EM ALL!!!

    [1] 1000 6530mmMBAD MOJO: Enemy models within 8 inches of this model suffer a -1 penalty to all target numbers.

    INSTIGATE: Friendly non-Character models within 8 inches of this model gain +2 AS to all melee 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.

    3

    5

    14

    3

    16

    2

    GRAFTER

    Special AbilitiesHang In There Boys!StitchSuperior Maintenance (3)

    AG#1 AS RF PW RN MAL[1] Power Claw

    Crush4 4x2 0 20

    Let me improve you...

    CRUSH: During this models activation, if this attack hits, all further attack rolls made with this attack against the same target automatically succeed, unless a malfunction is rolled. These automatic hits may not be Parried.

    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.

    STITCH: This model may spend 1 AP to target a friendly model within 1 inch and line of sight. That model heals 1 HP but gains a Stitched Counter. While a model has a Stitched Counter it suffers -2 AS to all attacks. A model may only have 1 Stitched Counter at any time, and may only be healed by Stitch once per game.

    SUPERIOR MAINTENANCE(x): (x) times per game, when a malfunction is rolled, this models owner may ignore the malfunction. This ability functions even if this model is killed.

    [1] 1000 6030mmM

    3

    8

    20

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    ABOMINATION

    Special AbilitiesCause PanicNon-Living

    AG#1 AS RF PW RN MAL[2] Assault Fist

    BrutalCrush

    7

    9x2

    0

    20

    AG#2 AS RF PW RN MAL[1] Ion Cannon

    CauterizeRestricted

    7

    1 10

    ST

    18

    AG#3 AS RF PW RN MAL[3] Pod Gun

    BurstRestricted

    7

    1

    6

    16

    18

    ! 18580mmG! Availaibility: 1 per Grafter.

    BRUTAL: The Parry special ability may not be used against this attack.

    BURST: All ranged attacks made from this assault group must target the same model. Attacks with Burst may not be aimed.

    CAUSE PANIC: When a model becomes engaged with this model that model makes a PS Check. On a failure, it gains a Panic Counter.

    CAUTERIZE: HP lost by this attack may never be healed.

    CRUSH: During this models activation, if this attack hits, all further attack rolls made with this attack against the same target automatically succeed, unless a malfunction is rolled. These automatic hits may not be Parried

    NON-LIVING: This model does not have the Living special ability, and may never gain Panic Counters.. RESTRICTED: A model may only use1 assault group containing an attack with Restricted per round.

  • 44

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    SISTER OF CHARITY

    Special AbilitiesMy Pretty Toys

    Buzz Blade (6)

    AG#1 AS RF PW RN MAL[1] Surgical Saw 5 6x2 0 20

    is will make it all better...

    ! Availability: 1 per Grafter.

    MY PRETTY TOYS: When this model is deployed it may upgrade up to 6 Buzz Blades to either Charitys Might or Charitys Zeal. All upgraded models must be upgraded in the same way, and are still treated as Buzz Blades.

    ! 6030mmM

    Buzz Blade (6)

    3

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    14

    3

    10

    1

    BUZZ BLADE

    Special AbilitiesCannibal

    AG#1 AS RF PW RN MAL[1] Crude Club 5

    3

    0

    -

    Ive seen them rip a mans neck out with just their teeth..-Hoj, Warlord of Samaria

    CANNIBAL: All Living models without the Never Panic special ability suffer -1 AS while engaged with a model with Cannibal.

    [6] 250 2540mmL

    Buzz Blade (6)

    3

    5

    16

    3

    10

    1

    CHARITYS MIGHT

    Special AbilitiesCannibalFurious Charge

    AG#1 AS RF PW RN MAL[1] Crude Club 5 4x2 0 -

    What happens when you drive a madman insane? -Saint Mary

    ! Availability: May only be deployed via the My Pretty Toys special ability.

    CANNIBAL: All Living models without the Never Panic special ability suffer -1 AS while engaged with a model with Cannibal.

    FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks.

    ! *40mmL

    Buzz Blade (6)

    3

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    14

    4

    10

    1

    CHARITYS ZEAL

    Special AbilitiesCannibalElusive

    AG#1 AS RF PW RN MAL[1] Crude Club 5 3x2 0 -

    How do they move so fast?! -Finn Deadeye

    ! Availability: May only be deployed via the My Pretty Toys special ability.

    CANNIBAL: All Living models without the Never Panic special ability suffer -1 AS while engaged with a model with Cannibal.

    ELUSIVE: Ranged attacks against this model suffer double the normal range penalties. This model automatically passes the PS Check to Evade.

    ! *40mmL

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    WARHEAD

    Special AbilitiesNever PanicTough as Nails

    AG#1 AS RF PW RN MAL[1] Chain Halberd

    BrutalED(2)KP(16)

    7 10x2 RE 18

    AG#2 AS RF PW RN MAL[1] Halberd Swipe

    KP(16)6 1 10x2 Arc 18

    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.

    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.

    [1] 1000 14550mmH

    Bola (6)

    3

    5

    12

    3

    10

    1

    BOLA

    Special AbilitiesIn ltrate

    AG#1 AS RF PW RN MAL[1] Gang Blade 5 3 0 -

    AG#2 AS RF PW RN MAL[1] Spiked Bola

    Entangle6 2 4 10 -

    ENTANGLE: When this attack hits a model, place an Entangled Counter on that model. While a model has an Entangled Counter it is prone, and may not spend AP on attacks. The model may spend 1 AP during its activation to remove an Entangled Counter. A model may never have more Entangled Counters than their AP stat.

    INFILTRATE: This model is deployed only after all other non-In ltrating models have been deployed. This model may be deployed anywhere on the battle eld that is at least 12 inches from an enemy deployment zone.

    [6] 500 3530mmM

    Drillhead (3)

    3

    5

    16

    3

    8

    3

    DRILLHEAD

    Special AbilitiesBurrowNever PanicSerpentine Body

    AG#1 AS RF PW RN MAL[1] Drillhead 8

    7x2

    0

    18

    AG#2 AS RF PW RN MAL[1] Coiled Strike

    ED(2)Pierce

    8

    1

    7x2

    RE

    18

    ! Availability: 3 per Grafter / 6 per Worm Shepard.

    BURROW: For 1 AP this model may gain or remove a Burrowed Counter. While this model has a Burrowed Counter is has -4 DF and +2 AR, but may not make attacks.

    EXTREME DAMAGE (ED)(x): (x) represents the amount of HP lost by a failed AR Save caused by this attack.

    NEVER PANIC: This model may never gain Panic Counters.

    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.

    SERPENTINE BODY: This model may never be Entangled, Grabbed, Knocked Prone, or Crushed. This model ignores the automatic hit from the Dangerous keyword. This model may not Climb or Jump.

    ! 8540mmM

    Golab (4)

    3

    5

    18

    3

    12

    2

    GOLAB

    Special AbilitiesTough as Nails

    AG#1 AS RF PW RN MAL[1] Heavy Sword

    Brutal9 9 0 -

    AG#2 AS RF PW RN MAL[1] Power Claw

    BrutalCrush

    7 7x2 0 19

    BRUTAL: The Parry special ability may not be used against this attack.

    CRUSH: During this models activation, if this attack hits, all further attack rolls made with this attack against the same target automatically succeed, unless a malfunction is rolled. These automatic hits may not be Parried.

    TOUGH AS NAILS: This model does not lose an additional HP for rolling a critical failure on an AR Save.

    [4] 1000 7550mmL

  • Harpy (6)

    3

    3

    12

    4

    8

    1

    HARPY

    Special AbilitiesGliding DeploymentVault

    AG#1 AS RF PW RN MAL[2] Steel Claws 5 3 0 -

    To think... ey used to be human... -Devon, Slaver of Chains Barrow

    ! Availability: 6 per Grafter.

    GLIDING DEPLOYMENT: Do not deploy this model at the start of the game. During any Preparation Phase after Round 1 you may deploy this model. When deployed, choose a point on the battle eld and roll scatter, placing this model on that point. If a models nal deployment point is off the battle eld they will deploy at the point on the battle eld nearest to the edge. If the models nal deployment point is on another model place them with their base touching the model closest to the nal deployment point. Models that have Gliding Deployment and share a Squadlink(x) value may deploy using 1 Scatter Roll, placing the rst model on this point and the rest within 4 inches.

    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.

    ! 3030mmM

    Drillhead (4)

    3

    5

    16

    3

    14

    2

    WORM SHEPHERD

    Special AbilitiesBad MojoBite Reflex(AG#1)Enhance (Drillhead)(Guard)Superior Maintenance (1)Psychogenic Invoker

    AG#1 AS RF PW RN MAL[2] Infant Drillhead

    Pierce6 5 RE 19

    AG#2 AS RF PW RN MAL[1] Heartseeker

    ED(2)Latch-On (AG#1)

    - 1 5x2 RE -

    [1] 1000 7530mmMBAD MOJO: Enemy models within 8 inches of this model suffer a -1 penalty to all target numbers. Bad Mojo is not cumulative.

    BITE REFLEX(x): The rst time this model becomes engaged each round it may immediately make a free attack with (x) before charge attacks are resolved.

    ENHANCE (X) (Y): When this model is deployed, choose up to 6 (x). Those models gain (y).

    EXTREME DAMAGE (ED)(x): (x) represents the amount of HP lost by a failed AR Save caused by this attack.

    LATCH ON(x): Attacks from this assault group may only be used against a model if they are hit by all attacks under AG#(x) during 1 attack action. The rst time this is done, this model may make 1 free attack with this assault group against the model hit. All attacks made with this assault group against that model automatically hit this activation, and may not be Parried.

    PIERCE: When on a melee attack, if the target is hit and fails its AR Save, this model may make an attack against another model within 1 inch of the targeted model. This attack suffers -2 PW.

    PSYCHOGENIC INVOKER: Once per activation, this model may cast 1 Psychogenic from their applicable Psychogenic List.

    SUPERIOR MAINTENANCE(x): (x) times per game, when a malfunction is rolled, this models owner may ignore the malfunction. This ability functions even if this model is killed.

    Harpy, Bola, Buzz Blade (6)

    3

    4

    14

    3

    16

    2

    BLAZON

    Special AbilitiesIn ltrateSuperior Gang-UpSkarrd Mother

    AG#1 AS RF PW RN MAL[2] Mothers Blade

    Paralyzing Poison6 4 0 -

    If she truely is a sign of the future, then dark times await us... -Saint Mary

    C 6530mmMCOORDINATED 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.

    ENHANCE (X) (Y): When this model is deployed, choose up to 6 (x). Those models gain (y).

    HIT AND RUN: When this model kills a model with an attack, it may immediately gain 1 AP to move. This move action ignores the rules for Breaking Free and may result in a charge.

    INFILTRATE: This model is deployed only after all other non-In ltrating models have been deployed. This model may be deployed anywhere on the battle eld 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.

    SUPERIOR GANG-UP: Increase this models Gang-Up Bonus by +1.

    SKARRD MOTHER: When this model is deployed choose 1 of the following special abilities. This model gains the selected Special Ability: Enhance (Buzz Blade) (+1 to Cannibal TN modi er) Enhance (Bolas) (Coordinated Strike) Enhance (Harpy) (Hit and Run)

    Jon Woe, ANG-1E (2)

    3

    4

    16

    3

    12

    2

    ANG-1E

    Special AbilitiesEnviro Filters RetaliationMatching Set (Jon Woe)Morphine InjectorNever Panic

    AG#1 AS RF PW RN MAL[1] Manipulator

    Horrible Death5 5 0 19

    [1] Jons MercyChem Cocktail

    6 6x2 0 20

    AG#2 AS RF PW RN MAL[1] Ion Blaster

    Cauterize6 1 8 ST 18

    C 8530mmMCAUTERIZE: HP lost by this attack may never be healed.

    CHEM COCKTAIL: At the start of this models activation choose 1 of the following special abilities, this attack gains the chosen ability until the next Lingering Effects Phase: Acid, Blind, Cauterize, Paralyzing Poison, Poison(16), Rot.

    ENVIRO FILTERS: This model ignores Smoke Clouds.

    HORRIBLE DEATH: If a model is killed by this attack, all enemy models within 4 inches receive a Panic Counter.

    MATCHING SET(x): (x) is the model this model must be elded with. Should 1 of the models be removed from play, the other models in the Matched Set gains a Berserk Counter. While a model has a Berserk Counter it gains +1 AS, +1 PW, an additional power multiplier to melee attacks, and the Never Panic special ability. After any activation in which a model with a Berserk Counter did not make a melee attack they gain an Exhaustion Counter. A model suffers -1 AP per Exhaustion Counter. If a model activates with 0 AP due to Exhaustion Counters, remove any Berserk and Exhaustion Counters and end their activation. A model may only have 1 Berserk Counter at any time.

    MORPHINE INJECTOR: The rst time this model would be killed, instead it heals 1 HP and gains a Morphine Counter. If the model ever loses its Morphine Counter it immediately loses 1 HP. While this model has a Morphine Counter it suffers -2 AS.

    NEVER PANIC: This model may never gain Panic Counters.

    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.

  • -

    -

    Puppet (6)

    4

    2

    16

    3

    18

    4

    FATHER MAYHEM

    Special AbilitiesBlood CultBlood DominanceCommand (2)ParryPsychogenic Master

    AG#1 AS RF PW RN MAL[2] Sickle Strike

    Bleed10

    5x2

    0

    AG#2 AS RF PW RN MAL

    [1] Piercing StrikeBleedED(2)

    10 1 10 0

    ! Availability: Character. Counts as a Tribal Father for availability.BLEED: When this attack hits a Living model place a Bleed Counter on that model. During the Lingering Effects Phase a model with a Bleed Counter must roll a d20. On a result of 11 or greater, the affected model loses 1 HP. If a 10 or lower is rolled remove the Bleed Counter. A model may only have 1 Bleed Counter at any time. EXTREME DAMAGE (ED)(x): (x) represents the amount of HP lost by a failed AR Save caused by this attack. BLOOD CULT: When a force contains a model with Blood Cult the following rules apply: When any Living model is killed place a Blood Counter in base contact with that model before it is removed. At the start of this models activation check to see how many Blood Counters are within 8 inches. This model gains the following bene ts based on the number of Blood Counters. These effects are cumulative:1+: +1 AS to all melee attacks5+: +1 PW to all melee attacks9+: This model gains the Cause Panic and Never Panic special abilities 13+: This model gains a Berserk CounterBLOOD DOMINANCE: Living models engaged with this model suffer -2 AS. 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.PARRY: When this model is targeted by melee attacks, after attack rolls are made, this model may make an AS Check. If the check is successful you may disregard 1 non-critical hit against this model from those attacks. PSYCHOGENIC MASTER: Twice per activation, this model may cast a Psychogenic from their applicable Psychogenic List.

    ! 14530mmM

    4

    2

    14

    3

    14

    2

    RED

    Special AbilitiesAssassinationBlood CultElusive

    AG#1 AS RF PW RN MAL[2] Mutated Claws

    BleedBlood Pathogens

    7 6 0 -

    Its not a he. Its a thing. -Saint Luke

    ASSASSINATION: This model does not deploy at the start of the game. During any Preparation Phase after round 1 this model may be deployed. When deployed, choose any point on the battle eld and place this model on that point.

    BLEED: When this attack hits a Living model place a Bleed Counter on that model. During the Lingering Effects Phase a model with a Bleed Counter must roll a d20. On a result of 11 or greater, the affected model loses 1 HP. If a 10 or lower is rolled remove the Bleed Counter. A model may only have 1 Bleed Counter at any time.

    BLOOD CULT: When a force contains a model with Blood Cult the following rules apply: When any Living model is killed place a Blood Counter in base contact with that model before it is removed. At the start of this models activation check to see how many Blood Counters are within 8 inches. This model gains the following bene ts based on the number of Blood Counters. These effects are cumulative:1+: +1 AS to all melee attacks5+: +1 PW to all melee attacks9+: This model gains the Cause Panic and Never Panic special abilities 13+: This model gains a Berserk Counter

    BLOOD PATHOGENS: When this attack hits a Living model, place a Blood Pathogens Counter on that model. Models with a Blood Pathogens Counter must roll twice when rolling for Bleed Counters, removing the counter only if both rolls are 10 or lower. Remove the Blood Pathogens Counter when a Bleed Counter is removed.

    ELUSIVE: Ranged attacks against this model suffer double the normal range penalties. This model automatically passes the PS Check to Evade.

    C 6530mmM

    Puppet (6)

    4

    4

    14

    3

    14

    2

    AG#1 AS RF PW RN MAL[1] Ju-Ju Pole 7 6 RE

    KEEPSAKE

    Special AbilitiesBlood CultInstigatePsychogenic Invoker

    -

    In blood there is power.

    BLOOD CULT: When a force contains a model with Blood Cult the following rules apply: When any Living model is killed place a Blood Counter in base contact with that model before it is removed. At the start of this models activation check to see how many Blood Counters are within 8 inches. This model gains the following bene ts based on the number of Blood Counters. These effects are cumulative:1+: +1 AS to all melee attacks5+: +1 PW to all melee attacks9+: This model gains the Cause Panic and Never Panic special abilities 13+: This model gains a Berserk Counter

    INSTIGATE: Friendly non-Character models within 8 inches of this model gain +2 AS to all melee attacks.

    PSYCHOGENIC INVOKER: Once per activation, this model may cast a Psychogenic from their applicable Psychogenic List.

    [1] 500 6530mmM

    4

    5

    12

    3

    10

    1

    BLOOD MISTRESS

    Special AbilitiesBlood Cult

    Blood Mistress (4)

    AG#1 AS RF PW RN MAL[1] Barbed Whip

    BleedWhiplash

    6 3x2 RE -

    Cruelty incarnate. -Saint John

    BLEED: When this attack hits a Living model place a Bleed Counter on that model. During the Lingering Effects Phase a model with a Bleed Counter must roll a d20. On a result of 11 or greater, the affected model loses 1 HP. If a 10 or lower is rolled remove the Bleed Counter. A model may only have 1 Bleed Counter at any time.

    BLOOD CULT: When a force contains a model with Blood Cult the following rules apply: When any Living model is killed place a Blood Counter in base contact with that model before it is removed. At the start of this models activation check to see how many Blood Counters are within 8 inches. This model gains the following bene ts based on the number of Blood Counters. These effects are cumulative:1+: +1 AS to all melee attacks5+: +1 PW to all melee attacks9+: This model gains the Cause Panic and Never Panic special abilities 13+: This model gains a Berserk Counter

    WHIPLASH: If the target of this attack passes its AR Save, it gains a Whiplash Counter. At the beginning of that models next activation, it immediately loses 1 AP per Whiplash Counter, and then any Whiplash Counters are removed.

    [4] 500 4530mmM

  • Puppet (4)

    3

    7

    10

    3

    8

    1

    PUPPET

    Special AbilitiesMy Blood For Your Blood

    AG#1 AS RF PW RN MAL[1] Claw 1

    3 0 -

    My life...for you!

    MY BLOOD FOR YOUR BLOOD: If a friendly model within 4 inches of this model would lose HP this model may lose the HP instead. This model may not lose more HP than its HP Stat.

    [2] 250 2030mmM

    Buzz Blade (6)

    3

    3

    14

    4

    14

    2

    BLOOD REIGN

    Special AbilitiesBlood CultEnhance (Buzz Blade)(Blood Cult)

    AG#1 AS RF PW RN MAL[2] Jagged Blades

    Bleed6

    4x2 0 -

    We will dye the sands red.

    BLEED: When this attack hits a Living model place a Bleed Counter on that model. During the Lingering Effects Phase a model with a Bleed Counter must roll a d20. On a result of 11 or greater, the affected model loses 1 HP. If a 10 or lower is rolled remove the Bleed Counter. A model may only have 1 Bleed Counter at any time.

    BLOOD CULT: When a force contains a model with Blood Cult the following rules apply: When any Living model is killed place a Blood Counter in base contact with that model before it is removed. At the start of this models activation check to see how many Blood Counters are within 8 inches. This model gains the following bene ts based on the number of Blood Counters. These effects are cumulative:1+: +1 AS to all melee attacks5+: +1 PW to all melee attacks9+: This model gains the Cause Panic and Never Panic special abilities 13+: This model gains a Berserk Counter

    ENHANCE (X) (Y): When this model is deployed, choose up to 6 (x). Those models gain (y).

    [1] 500 5030mmM

    3

    8

    20

    3

    10

    5

    BLOOD ABOMINATION

    Special AbilitiesCause PanicNon-LivingRazor Wire

    AG#1 AS RF PW RN MAL[2] Saw Fist

    Horrible Death7

    6x3

    RE

    18

    AG#2 AS RF PW RN MAL[1] Miasma Spray

    Blood Pathogens8 1 3x3 SP 20

    AG#3 AS RF PW RN MAL[2] Saw Blade

    Ricochet6 1 6x2 12 18

    ! Availaibility: 1 per Grafter.

    BLOOD PATHOGENS: When this attack hits a Living model, place a Blood Pathogens Counter on that model. Models with a Blood Pathogens Counter must roll twice when rolling for Bleed Counters, removing the counter only if both rolls are 10 or lower. Remove the Blood Pathogens Counter when a Bleed Counter is removed.

    CAUSE PANIC: When a model becomes engaged with this model that model makes a PS Check. On a failure, it gains a Panic Counter.

    HORRIBLE DEATH: If a model is killed by this attack, all enemy models within 4 inches receive a Panic Counter.

    NON-LIVING: This model does not have the Living special ability, and may never gain Panic Counters.

    RAZOR WIRE: Any model that hits this model with a melee attack suffers an automatic PW: 2x2 hit.

    RICOCHET: If a model targeted by this attack passes its AR Save roll scatter. The rst model within 4 inches in the direction of the roll suffers an automatic hit by this attack.

    ! 17580mmG

  • 43

    18

    3

    18

    4

    FATHER CURWEN

    Special AbilitiesCommand (2)Never PanicPsychogenic MasterToxic CultVirulent Fumes

    AG#1 AS RF PW RN MAL[1] Injector Scythe

    Frantic Toxin10

    8

    Arc

    -

    AG#2 AS RF PW RN MAL[1] Foul Spew

    CauterizePoison (16)

    8

    1 3x3 SP -

    ! Availability: Character. Counts as a Tribal Father for availability.

    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.FRANTIC TOXIN: When this attack hits a Living model, place a Frantic Counter on that model. When a model with a Frantic Counter activates it makes a PS check at -4. If the test is successful remove the Frantic Counter. Otherwise roll scatter, the affected model immediately spends AP to move directly towards that direction, ignoring Breaking Free. If the affected model comes into base contact with a model it will use all remaining AP to make melee attacks on that model, using a random assault group. Frantic Counters are removed at the end of a models activation.NEVER PANIC: This model may never gain Panic Counters.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.PSYCHOGENIC MASTER: Twice per activation, this model may cast a Psychogenic from their applicable Psychogenic List.TOXIC CULT: This model may never have Paralyzing Poison, Poison, Frantic Toxin, or Fear Toxin Counters. This model ignores Toxic Clouds.VIRULENT FUMES: Any Living model moving into base contact, or activating while in base contact with this model immediately suffers an automatic PW: 4 hit.

    ! 16540mmL

    3

    2

    14

    3

    14

    2

    HOODOO

    Special AbilitiesCause PanicElusiveNever PanicPsychogenic InvokerToxic Cult

    AG#1 AS RF PW RN MAL[1] Terror Blade

    Fear ToxinPoison (16)

    7

    4x2

    0

    -

    Shhhh...

    CAUSE PANIC: When a model becomes engaged with this model that model makes 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.

    FEAR TOXIN: When this attack hits a Living model, place a Panic Counter and a Fear Toxin Counter on that model. Panic Counters cannot be removed from a model with a Fear Toxin Counter.

    NEVER PANIC: This model may never gain Panic Counters.

    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.

    PSYCHOGENIC INVOKER: Once per activation, this model may cast a Psychogenic from their applicable Psychogenic List.

    TOXIC CULT: This model may never have Paralyzing Poison, Poison, Frantic Toxin, or Fear Toxin Counters. This model ignores Toxic Clouds.

    C 6530mmM

    Bola (6)

    4

    4

    17

    3

    15

    2

    CHITIN

    Special AbilitiesIn ltrateNever PanicEnhance (Bola)(Toxic Cult)Toxic Cult

    AG#1 AS RF PW RN MAL[2] Toxic Cleavers

    CauterizePoison (16)

    7 7 0

    I serve the Cult!

    -

    ENHANCE (X) (Y): When this model is deployed, choose up to 6 (x). Those models gain (y).

    INFILTRATE: This model is deployed only after all other non-In ltrating models have been deployed. This model may be deployed anywhere on the battle eld that is at least 12 inches from an enemy deployment zone.

    NEVER PANIC: This model may never gain Panic Counters.

    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.

    TOXIC CULT: This model may never have Paralyzing Poison, Poison, Frantic Toxin, or Fear Toxin Counters. This model ignores Toxic Clouds.

    [1] 500 7530mmM

    4

    4

    17

    3

    15

    2

    LEISA

    Special AbilitiesElusiveIn ltrateNever PanicParryToxic Cult

    AG#1 AS RF PW RN MAL[2] Toxic Cleavers

    CauterizePoison (16)

    8

    7

    0

    -

    ere were no survivors. -Forsaken Field Report

    ! Availability: Character. Counts as a Chitin for availability.

    CAUTERIZE: HP lost by this attack may never be healed.

    ELUSIVE: Ranged attacks against this model suffer double the normal range penalties. This model automatically passes the PS Check to Evade.

    INFILTRATE: This model is deployed only after all other non-In ltrating models have been deployed. This model may be deployed anywhere on the battle eld that is at least 12 inches from an enemy deployment zone.

    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.

    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.

    TOXIC CULT: This model may never have Paralyzing Poison, Poison, Frantic Toxin, or Fear Toxin Counters. This model ignores Toxic Clouds.

    ! 9530mmM

  • Buzz Blade (6)

    3

    4

    16

    3

    14

    2

    KAUSTIC

    Special AbilitiesEnhance (Buzz Blade)(Toxic Cult)Toxic Cult

    AG#1 AS RF PW RN MAL[1] Viral Injectors

    CauterizePoison (16)

    6

    2x3

    0

    -

    AG#2 AS RF PW RN MAL[1] Poison Globe

    BL(2)IndirectToxic Could

    5

    2

    2x2

    8

    18

    ENHANCE (X) (Y): When this model is deployed, choose up to 6 (x). Those models gain (y).

    CAUTERIZE: HP lost by this attack may never be healed.

    INDIRECT: This attack may re at targets out of its line of sight if another friendly model has line of sight to the target. If using this ability, this attack suffers -4 AS.

    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.

    TOXIC CLOUD: Place a BL(x) Toxic Cloud where this attack hits. A Toxic Cloud is a Smoke Cloud with the following special rules: Any Living model without the Toxic Cult or Enviro Filters special abilities that enters the cloud or begins their activation in the cloud receives a Poison (16) Counter. They will receive another Poison (16) Counter for every AP they spend while within the cloud. 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.

    TOXIC CULT: This model may never have Paralyzing Poison, Poison, Frantic Toxin, or Fear Toxin Counters. This model ignores Toxic Clouds.

    [1] 500 5030mmM

    Toxic Mistress (4)

    3

    4

    12

    3

    10

    1

    TOXIC MISTRESS

    AG#1 AS RF PW RN MAL[1] Sprayer Stock 4 2 0 -

    AG#2 AS RF PW RN MAL

    [*] Stream

    * 1 3x3 * 18 [1] Toxic SprayerCauterizePoison (16)

    [*] Spray

    Special AbilitiesKaboom! (14)(Toxic Sprayer)Toxic Cult

    8 ST SP 7

    CAUTERIZE: HP lost by this attack may never be healed.

    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 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 models 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!

    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.

    TOXIC CULT: This model may never have Paralyzing Poison, Poison, Frantic Toxin, or Fear Toxin Counters. This model ignores Toxic Clouds.

    [4] 500 5530mmM

    3

    8

    20

    3

    10

    5

    TOXIC ABOMINATION

    Special AbilitiesCause PanicNon-LivingToxic Miasma

    AG#1 AS RF PW RN MAL[2] Toxic Fist

    BrutalCrush Poison (16)

    7

    9x2

    0

    18

    AG#2 AS RF PW RN MAL[1] Toxic Spray

    KP(15)7

    1

    3x3

    SP

    18

    AG#3 AS RF PW RN MAL[3] Pod Gun

    Burst Poison (16)

    7

    1 2x2 16 18

    ! Availaibility: 1 per Grafter.

    BRUTAL: The Parry special ability may not be used against this attack.BURST: All ranged attacks made from this assault group must target the same model. Attacks with Burst may not be aimed.CAUSE PANIC: When a model becomes engaged with this model that model makes a PS Check. On a failure, it gains a Panic Counter. CRUSH: During this models activation, if this attack hits, all further attack rolls made with this attack against the same target automatically succeed, unless a malfunction is rolled. These automatic hits may not be Parried. KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target.NON-LIVING: This model does not have the Living special ability, and may never gain Panic Counters.TOXIC MIASMA: This model always has Light Cover. Any Living model without the Enviro Filters special ability that begins its activation engaged with this model receives a Poison (16) Counter, and suffers -2 AS to all melee attacks.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

    ! 18580mmG

  • 43

    20

    3

    18

    5

    FATHER JOHANN

    Special AbilitiesSee Card B

    AG#1 AS RF PW RN MAL[2] Grafted Claws

    Crush10 7 0 20

    AG#2 AS RF PW RN MAL[2] Back Blades

    Pierce8 8x2 RE 19

    AG#3 AS RF PW RN MAL[1] Evicerate

    ED(2) Horrible DeathLatch On (AG#2)

    -

    1

    8x3

    RE

    19

    ! Availability: Character. Counts as a Tribal Father for availability.

    CRUSH: During this models activation, if this attack hits, all further attack rolls made with this attack against the same target automatically succeed, unless a malfunction is rolled. These automatic hits may not be Parried.

    DEFLECTION: When this model is targeted by ranged attacks, after attack rolls are made, this model may make an AS Check. If the check is successful you may disregard 1 non-critical hit against this model from those attacks.

    EXTREME DAMAGE (ED)(x): (x) represents the amount of HP lost by a failed AR Save caused by this attack.

    HORRIBLE DEATH: If a model is killed by this attack, all enemy models within 4 inches receive a Panic Counter.

    LATCH ON(x): Attacks from this assault group may only be used against a model if they are hit by all attacks under AG#(x) during 1 attack action. The rst time this is done, this model may make 1 free attack with this assault group against the model hit. All attacks made with this assault group against that model automatically hit this activation, and may not be Parried.

    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.

    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.

    FATHER JOHANN CARD A

    ! 20040mmL

    Special AbilititesCommand (2)Cult of MetamorphosisEnviro FiltersGhost in the MachineMaster of ChangeNever PanicPsychogenic MasterTough as NailsWall of Blades (AG#2)

    4

    3

    20

    3

    18

    5

    FATHER JOHANNCOMMAND(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.

    CULT OF METAMORPHOSIS: Once per round, when this model rolls a MAL and it does not have a Stun Counter, it may choose to ignore all effects of the MAL and gain a Stun Counter. When a model with a Stun Counter activates, it immediately loses 1 AP, and then the Stun Counter is removed. Stun Counters are not cumulative.

    ENVIRO FILTERS: This model ignores Smoke Clouds.

    GHOST IN THE MACHINE: All enemy models within 4 inches of this model suffer a -2 to their MAL values. If an attack has a MAL of - it gains MAL 19. Ghost in the Machine does not affect Bio-Gens or Psychogenics.

    MASTER OF CHANGE: Friendly models with the Cult of Metamorphosis special ability that are within 8 inches of this model gain the Never Panic special ability.

    NEVER PANIC: This model may never gain Panic Counters.

    PSYCHOGENIC MASTER: Twice per activation, this model may cast a Psychogenic from their applicable Psychogenic List.

    TOUGH AS NAILS: This model does not lose an additional HP for rolling a critical failure on an AR Save.

    WALL OF BLADES(x): During any activation in which this model does not make attacks with (x) it gains Parry and Deflection until the beginning of its next activation.

    ! 20040mmL

    4

    2

    18

    3

    16

    3

    QUIETUS

    Special AbilitiesCult of Metamorphosis Tough as NailsEnviro FIltersNever PanicParryPsychogenic Invoker

    AG#1 AS RF PW RN MAL[2] Katana Strike 8 8 0 -

    I will burn New Ashkelon to cinders!

    CULT OF METAMORPHOSIS: Once per round, when this model rolls a MAL and it does not have a Stun Counter, it may choose to ignore all effects of the MAL and gain a Stun Counter. When a model with a Stun Counter activates, it immediately loses 1 AP, and then the Stun Counter is removed. Stun Counters are not cumulative.

    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 you may disregard 1 non-critical hit against this model from those attacks.

    PSYCHOGENIC INVOKER: Once per activation, this model may cast a Psychogenic from their applicable Psychogenic List.

    TOUGH AS NAILS: This model does not lose an additional HP for rolling a critical failure on an AR Save.

    C 12530mmM

    Buzz Blade (6)

    4

    3

    12

    3

    16

    2

    DOMINIQUE

    Special AbilitiesCult of MetamorphosisMy Toys Are Better

    AG#1 AS RF PW RN MAL[1] Surgical Saw 5 6x2 0 20

    AG#2 AS RF PW RN MAL[1] Whip

    Whiplash5 2x2 RE -

    CULT OF METAMORPHOSIS: Once per round, when this model rolls a MAL and it does not have a Stun Counter, it may choose to ignore all effects of the MAL and gain a Stun Counter. When a model with a Stun Counter activates, it immediately loses 1 AP, and then the Stun Counter is removed. Stun Counters are not cumulative.

    MY TOYS ARE BETTER: This model may upgrade up to 6 Charitys Might or Charitys Zeal to Dominiques Chalica. These models are still treated as Buzzblades.

    WHIPLASH: If the target of this attack passes its AR Save, it gains a Whiplash Counter. At the beginning of that models next activation, it immediately loses 1 AP per Whiplash Counter, and then any Whiplash Counters are removed.

    C 7530mmM

  • DOMINIQUES CHALICA

    Special AbilitiesCannibalCult of MetamorphosisElusiveFurious Charge

    Buzz Blade (6)

    AG#1 AS RF PW RN MAL[1] Crude Club 5

    4x2

    0

    19

    I have unlocked their highest potential. -Dominique

    3

    4

    16

    4

    12

    2

    ! Availability: May only be deployed via the My Toys Are Better special ability.

    CANNIBAL: All Living models without the Never Panic special ability suffer -1 AS while engaged with a model with Cannibal.

    CULT OF METAMORPHOSIS: Once per round, when this model rolls a MAL and it does not have a Stun Counter, it may choose to ignore all effects of the MAL and gain a Stun Counter. When a model with a Stun Counter activates, it immediately loses 1 AP, and then the Stun Counter is removed. Stun Counters are not cumulative.

    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.

    ! *40mmL

    3

    5

    14

    3

    10

    2

    THRALL

    Special AbilitiesCult of MetamorphosisEnviro FiltersGhost in the MachinePsychogenic Master

    AG#1 AS RF PW RN MAL[2] Grafted Blade 4 6 0 19

    AG#2 AS RF PW RN MAL[1] Grafted Claw

    Crush4 2x2 RE 18

    CRUSH: During this models activation, if this attack hits, all further attack rolls made with this attack against the same target automatically succeed, unless a malfunction is rolled. These automatic hits may not be Parried.

    CULT OF METAMORPHOSIS: Once per round, when this model rolls a MAL and it does not have a Stun Counter, it may choose to ignore all effects of the MAL and gain a Stun Counter. When a model with a Stun Counter activates, it immediately loses 1 AP, and then the Stun Counter is removed. Stun Counters are not cumulative.

    ENVIRO FILTERS: This model ignores Smoke Clouds.

    GHOST IN THE MACHINE: All enemy models within 4 inches of this model suffer a -2 to their MAL values. If an attack has a MAL of - it gains MAL 19. Ghost in the Machine does not affect Bio-Gens or Psychogenics.

    PSYCHOGENIC MASTER: Twice per activation, this model may cast a Psychogenic from their applicable Psychogenic List.

    [1] 1000 6530mmM

    DEXUS

    Special AbilitiesCult of Metamorphosis Morphine InjectorEnviro FiltersGhost in the MachineImmaculate MaintenanceMaster Grafter

    AG#1 AS RF PW RN MAL[1] Enhanced Claw

    CrushStun

    6 5x2 0 -

    Let me show you my dreams...

    3

    3

    16

    3

    16

    2

    ! Availability: Character. Counts as a Grafter for availability.

    CRUSH: During this models activation, if this attack hits, all further attack rolls made with this attack against the same target automatically succeed, unless a malfunction is rolled. These automatic hits may not be Parried.

    CULT OF METAMORPHOSIS: Once per round, when this model rolls a MAL and it does not have a Stun Counter, it may choose to ignore all effects of the MAL and gain a Stun Counter. When a model with a Stun Counter activates, it immediately loses 1 AP, and then the Stun Counter is removed. Stun Counters are not cumulative.

    ENVIRO FILTERS: This model ignores Smoke Clouds.

    GHOST IN THE MACHINE: All enemy models within 4 inches of this model suffer a -2 to their MAL values. If an attack has a MAL of - it gains MAL 19. Ghost in the Machine does not affect Bio-Gens or Psychogenics.

    IMMACULATE MAINTENANCE: All MAL values of friendly models in this force are increased by 1. If a MAL value is 20 then treat it as -.

    MASTER GRAFTER: Grafters gain an availability of [1/ 250] in a force containing this model.

    MORPHINE INJECTOR: The rst time this model would be killed, instead it heals 1 HP and gains a Morphine Counter. If the model ever loses its Morphine Counter it immediately loses 1 HP. While this model has a Morphine Counter it suffers -2 AS.

    STUN: A model hit by this attack gains a Stun Counter. At the beginning of that models 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.

    ! 8530mmM

    Fallen Angel (4)

    3

    3

    12

    4

    10

    1

    FALLEN ANGEL

    Special AbilitiesCult of MetamorphosisFurious Charge

    AG#1 AS RF PW RN MAL[2] Meat Hooks 5 4 RE 20

    AG#2 AS RF PW RN MAL[1] Death Embrace

    Horrible DeathLatch On (AG#1)

    - - 4x2 0 -

    CULT OF METAMORPHOSIS: Once per round, when this model rolls a MAL and it does not have a Stun Counter, it may choose to ignore all effects of the MAL and gain a Stun Counter. When a model with a Stun Counter activates, it immediately loses 1 AP, and then the Stun Counter is removed. Stun Counters are not cumulative.

    FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks.

    HORRIBLE DEATH: If a model is killed by this attack, all enemy models within 4 inches receive a Panic Counter.

    LATCH ON(x): Attacks from this assault group may only be used against a model if they are hit by all attacks under AG#(x) during 1 attack action. The rst time this is done, this model may make 1 free attack with this assault group against the model hit. All attacks made with this assault group against that model automatically hit this activation, and may not be Parried.

    [4] 500 4030mmM

  • 35

    14

    3

    12

    2

    GRAFTERS APPRENTICE

    Special AbilitiesCult of MetamorphosisEnhance (Buzz Blade)(Cult of Metamorphosis)Enviro FiltersMy Pretty Toys Superior Maintenance (1)

    AG#1 AS RF PW RN MAL[1] Grafted Weapon 4 2x2 CA 19

    e path to greatness awaits you. -Dexus

    ! Availaibility: [1] 1000. Models with an availability of X per Grafter may count this model as a Grafter.

    CULT OF METAMORPHOSIS: Once per round, when this model rolls a MAL and it does not have a Stun Counter, it may choose to ignore all effects of the MAL and gain a Stun Counter. When a model with a Stun Counter activates, it immediately loses 1 AP, and then the Stun Counter is removed. Stun Counters are not cumulative.

    ENHANCE (X) (Y): When this model is deployed, choose up to 6 (x). Those models gain (y).

    ENVIRO FILTERS: This model ignores Smoke Clouds.

    MY PRETTY TOYS: When this model is deployed it may upgrade up to 6 Buzz Blades to either Charitys Might or Charitys Zeal. All upgraded models must be upgraded in the same way, and are still treated as Buzz Blades.

    SUPERIOR MAINTENANCE(x): (x) times per game, when a malfunction is rolled, this models owner may ignore the malfunction. This ability functions even if this model is killed.

    ! 5030mmM

    3

    8

    20

    3

    10

    5

    JUGGERNAUT

    Special AbilitiesCause Panic Prototype(AG#1)Cult of MetamorphosisMassiveNon-Living

    AG#1 AS RF PW RN MAL[2] Scythe Arm

    Horrible DeathPierce

    7 6x2 RE 18

    [2] Power FistBrutalCrush

    7 7 0 -

    AG#2 AS RF PW RN MAL[1] Grapple Gun

    PiercePull (10)

    6 1 4x2 8 18

    ! Availaibility: 1 per Grafter.

    BRUTAL: The Parry special ability may not be used against this attack.CAUSE PANIC: When a model becomes engaged with this model that model makes a PS Check. On a failure, it gains a Panic Counter. CRUSH: During this models activation, if this attack hits, all further attack rolls made with this attack against the same target automatically succeed, unless a malfunction is rolled. These automatic hits may not be Parried.CULT OF METAMORPHOSIS: Once per round, when this model rolls a MAL and it does not have a Stun Counter, it may choose to ignore all effects of the MAL and gain a Stun Counter. When a model with a Stun Counter activates, it immediately loses 1 AP, and then the Stun Counter is removed. Stun Counters are not cumulative.HORRIBLE DEATH: If a model is killed by this attack, all enemy models within 4 inches receive a Panic Counter. MASSIVE: This model cannot be Knocked Prone, Knocked Back, or Pulled by models with a smaller size.NON-LIVING: This model does not have the Living special ability, and may never gain Panic Counters.PROTOTYPE(AG#x): If an attack from this assault group malfunctions no more attacks may be made using that assault group this round.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. When on a ranged attack, draw a line from the center of the attacking models base through the center of the targets base, continuing up to the attacks maximum range. If the target is hit and fails its AR Save, make an attack against the next model in the line. Continue making attacks down the line until an attack misses or a model passes its AR Save. Reduce the PW of the attack by 2 per previous model hit. Only the attack roll against the initial target may malfunction, or gain the bene ts of aiming. PULL(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled is equal to or under (x) then the model hit is moved directly towards this model until it is in base contact or comes in contact with another model or a terrain piece it cannot cross. Reduce (x) by 2 for every size smaller the attacking model is than the target and increase (x) by 2 for every size larger the attacking model is than the target.

    ! 18580mmG

    3

    8

    20

    3

    10

    5

    NIGHTMARE JUGGERNAUT

    Special AbilitiesCause Panic Cult of MetamorphosisMassiveNon-LivingPrototype (AG#1)Regeneration

    AG#1 AS RF PW RN MAL[4] Drillhead Arms

    Pierce7 6x2 RE 18

    Behold my masterpiece! -Dexus

    ! Availaibility: 1 per Grafter.

    CAUSE PANIC: When a model becomes engaged with this model that model makes a PS Check. On a failure, it gains a Panic Counter.

    CULT OF METAMORPHOSIS: Once per round, when this model rolls a MAL and it does not have a Stun Counter, it may choose to ignore all effects of the MAL and gain a Stun Counter. When a model with a Stun Counter activates, it immediately loses 1 AP, and then the Stun Counter is removed. Stun Counters are not cumulative.

    MASSIVE: This model cannot be Knocked Prone, Knocked Back, or Pulled by models with a smaller size.

    NON-LIVING: This model does not have the Living special ability, and may never gain Panic Counters.

    PROTOTYPE(AG#x): If an attack from this assault group malfunctions no more attacks may be made using that assault group this round.

    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.

    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, instead, give it 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. When this model loses a Dying Counter, it may immediately stand up for no AP cost.

    ! 18580mmG