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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

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

FIELD MEDIC

30mm

[1]1000

55

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

AG#1

[1] Laser Scalpel


Cauterize

AS RF PW RN MAL
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

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

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

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)

30mm

[1]1000

70

BURST: All ranged attacks made from this assault group must target the same model. Attacks with Burst may
not be aimed.
RESTRICTED: A model may only use1 assault group containing an attack with Restricted per round.
SUPERIOR MAINTENANCE(x): (x) times per game, when a malfunction is rolled, this models owner may ignore
the malfunction. This ability functions even if this model is killed.

BANE
AG#1

[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

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

[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)

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)

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.

FIRESTORM

7
13
3
12
1

6
13

AS RF PW RN MAL
[1] Flame Thrower
*
1 4x2 *
18

KABOOM!(x)(y): When a model with this ability is hit by an attack, roll a d20. If the result is equal to or higher
than (x), roll scatter, moving the model directly toward that direction 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!

AG#2

Cauterize
Fire

[*] Stream

ST

[*] Spray

SP

Special Abilities

Kaboom! (15)(Flame Thrower)

Firestorm (3)

AG#1

AS RF PW RN MAL
4 3
0
-

AG#2

AS RF PW RN MAL
*
1 4x2 *
18

[1] Stock

[1] Flame Thrower


Cauterize
Fire

[*] Stream
[*] Spray

3
14
1

6
8

ST
SP

30mm

[1] 500

60

FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y).
FIRE: When this attack hits a model, place a Fire Counter on that model. When a model with a Fire Counter
activates it may spend 1 AP to roll a d20. The Fire Counter is removed if the roll is equal to or under 10. The model
may repeat this. After these rolls are made, a model possessing a Fire Counter suffers an automatic PW:7 hit
with the Cauterize weapon ability. A model may only have 1 Fire Counter at any time.
GUERILLA TACTICS: Models with Guerilla Tactics may Squadlink from up to 8 inches away. This model only
spends 1 AP to Break Away.
KABOOM!(x)(y): When a model with this ability is hit by an attack, roll a d20. If the result is equal to or higher
than (x), roll scatter, moving the model directly toward that direction 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!

Field Order (Firestorm)(Guerilla Tactics)


Kaboom! (15)(Flame Thrower)

Firestorm (4)

AG#1

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

Special Abilities

STRIKE
4

45

FIRE: When this attack hits a model, place a Fire Counter on that model. When a model with a Fire Counter
activates it may spend 1 AP to roll a d20. The Fire Counter is removed if the roll is equal to or under 10. The model
may repeat this. After these rolls are made, a model possessing a Fire Counter suffers an automatic PW:7 hit
with the Cauterize weapon ability. A model may only have 1 Fire Counter at any time.

[1] Stock

FIRESTORM LEADER
3

[3]500

AS RF PW RN MAL
4 3
0
-

AG#1

30mm

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

[2] Gauntlet Strike

AG#2

[1] Claymore

AS RF PW RN MAL
6 2x2 0
-

30mm

[3]500

70

ELUSIVE: Ranged attacks against this model suffer double the normal range penalties. This model
automatically passes the PS Check to Evade.
FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks.

AS RF PW RN MAL
7 6x2 0
-

12
3
14
2

Special Abilities
Elusive
Furious Charge

Strike (3)

STRIKE LEADER
AG#1

[2] Gauntlet Strike

AS RF PW RN MAL
7 2x2 0
-

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.

AG#2

[1] Claymore

AS RF PW RN MAL
8 6x2 0
-

12
3
16
2

Special Abilities
Elusive
Field Order (Strike)(Retaliation)
Furious Charge

Strike (4)

RETALIATION: When an enemy model misses this model with a melee attack this model may select 1 melee
attack and make an attack against the enemy model.

RAVAGE
AG#1

AS RF PW RN MAL
6 4
0
-

[2] Mace

KP(8)

AG#2

6
18

AS RF PW RN MAL
6
1
*
8 19

[1] Grenade

[*] Frag

4x2

[*] Incendiary

6x2

BL(2) KP(10)

BL(1)Cauterize Fire

3
14
2

[*] Smoke

Launch Smoke (3)

KP(8)

AG#2

[1] Grenade
[*] Frag

18

[*] Incendiary

AS RF PW RN MAL
7 4
0
AS RF PW RN MAL
6
1
*
8 19
4x2

BL(2) KP(10)

6x2

BL(1)Cauterize Fire

[*] Smoke

Launch Smoke (3)

Special Abilities

Field Order (Ravage)(Quick Draw)


Pop Smoke

KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number
rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller
the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the
target.
LAUNCH SMOKE(x): Launch Smoke is a Blast Attack. Place the center of a BL(x) Smoke Cloud where this
attack hits. A smoke cloud is a terrain piece with the Does Not Block LoS and heavy Cover keywords. In addition,
all models with their any part of their base over the terrain piece suffer -4 AS to melee attacks. During each
Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a result on 11 or greater.
POP SMOKE: Once per activation, this model may place the center of a BL(3) Smoke Cloud in base contact. A
Smoke Cloud is a terrain piece with the Heavy Cover keyword. In addition, all models under the template suffer
-4 AS to melee attacks. During each Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a result
on 11 or greater.

30mm

[1]1000

90

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


FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y).
FIRE: When this attack hits a model, place a Fire Counter on that model. When a model with a Fire Counter
activates it may spend 1 AP to roll a d20. The Fire Counter is removed if the roll is equal to or under 10. The model
may repeat this. After these rolls are made, a model possessing a Fire Counter suffers an automatic PW:7 hit
with the Cauterize weapon ability. A model may only have 1 Fire Counter at any time.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number
rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller
the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the
target.
LAUNCH SMOKE(x): Launch Smoke is a Blast Attack. Place the center of a BL(x) Smoke Cloud where this
attack hits. A smoke cloud is a terrain piece with the Does Not Block LoS and heavy Cover keywords. In addition,
all models with their any part of their base over the terrain piece suffer -4 AS to melee attacks. During each
Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a result on 11 or greater.
POP SMOKE: Once per activation, this model may place the center of a BL(3) Smoke Cloud in base contact. A
Smoke Cloud is a terrain piece with the Heavy Cover keyword. In addition, all models under the template suffer
-4 AS to melee attacks. During each Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a result
on 11 or greater.
QUICK DRAW: This model may spend 1 AP to make an aimed ranged attack, or move up to their MV value and
make a ranged attack.

Ravage (4)

COIL DISKMASTER
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.

Ravage (3)

AG#1

16

75

Pop Smoke

[2] Mace

[3]500

Special Abilities

RAVAGE LEADER
3

30mm

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

AG#1

AS RF PW RN MAL
[2] Twin Launcher 6
2 6x2 12 20

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 theyre going to be.


Special Abilities

Crack Shot
Field Order (Coil)(Coordinated Strike)
Never Panic
Coil (6)

DEACON
AG#1

[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

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

[*] Acidic
Acid

Special Abilities

16

[1]1000

[*] Blessed Oil


Cauterize Fire

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)
Deance

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.

SAINT MARY
AG#1

[1] Power Flail


KP(10)

AS RF PW RN MAL
10 5x2 0
-

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

Special Abilities

Command (2) Righteous Charge


Deance
Rage
Enviro Filters Never Panic
Hatred (Skarrd)

NEVER PANIC: This model may never gain Panic Counters.


RIGHTEOUS CHARGE: Once per round, when this model charges an enemy, but before charge attacks are
resolved, you may move up to 2 friendly, unengaged models within 8 inches into base contact with the enemy
model. If a model cannot move into base contact then it may not be moved by Righteous Charge.
RAGE: This model gains +2 PW to all melee attacks for each HP it has lost.

Clergy Ann (5)

SAINT MARK
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.

AG#1

AS RF PW RN MAL
10 6x2 0 19

AG#2

AS RF PW RN MAL
10 2
9 16 18

[1] Cutter Arm

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.
CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making ranged
attacks.
CAUTERIZE: HP lost by this attack may never be healed.

4
18
3
16
3

4
6
22
2
16
3

[1] Gods Light


Cauterize
Empower

EMPOWER: This attack receives a cumulative +1 power multiplier each time it is used after the rst. This
additional power multiplier lasts until the end of the Lingering Effects Phase.
ENVIRO FILTERS: This model ignores Smoke Clouds.
INSPIRE: When this model uses Command, the activated model, and any model it squadlinks with, gain +1 AS and
+1 PW to all attacks that activation.

Special Abilities

NEVER PANIC: This model may never gain Panic Counters.

Command (2)
Crack Shot
Enviro Filters
Inspire
Never Panic
Coil (5)

30mm

130

SAINT JOHN

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

AG#1

COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not
squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches
activate after them. That model may squadlink. Models activated by Command cannot use Command this round.

[1] Maul
[*] Powered Maul
Cauterize
ED(2) KP(15)

AG#2

[1] Death Disk

AS RF PW RN MAL
10 8
0
17
10 8x2 0

AS RF PW RN MAL
7
1 6x2 12 19

Special Abilities

Command (2)
Enviro Filters
Never Panic
Power Generator (AR/AG#1)
Faithful (6)

ENVIRO FILTERS: This model ignores Smoke Clouds.


EXTREME DAMAGE (ED)(x): (x) represents the amount of HP lost by a failed AR Save caused by this attack.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled
is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the
attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target.
NEVER PANIC: This model may never gain Panic Counters.
POWER GENERATOR(x,y): During each Preparation Phase, this model may choose to power (x) or (y). If an assault
group is selected all attacks in that group gain an additional power multiplier, MAL: 17, and the Cauterize, ED(2),
and KP(15) weapon abilities. If a MAL is rolled, in addition to the effects of the MAL this attack immediately loses
the benets of Power Generator, and this ability may not be used next round. If AR is selected then this model
rolls an additional d20 when making AR Saves, the highest roll being disregarded. If, after that die has been
disregarded, there is a result of 17 or higher, the AR immediately loses the benets of Power Generator, suffers an
automatic PW: 6x2 hit, and this ability may not be used next round.

SAINT LUKE (DRAGON)


AG#1

AS RF PW RN MAL
10 4
0
-

AG#2

AS RF PW RN MAL
8
1 6x2 SP 18

[1] Battle Blade

4
3
20
3
18

[1] Combat Shotgun


KP(12)
Restricted

AG#3
[1] Grenade Launcher
Indirect
Restricted
[*] Frag
BL(2) KP(10)
[*] Incendiary
BL(1) Cauterize Fire
[*] Smoke
Launch Smoke (3)

AS RF PW RN MAL
8
1
* 16 18
4x2
6x2

3
20

130

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 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.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled
is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the
attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target.
LAUNCH SMOKE(x): Launch Smoke is a Blast Attack. Place the center of a BL(x) Smoke Cloud where this attack
hits. A smoke cloud is a terrain piece with the Does Not Block LoS and heavy Cover keywords. In addition, all
models with their any part of their base over the terrain piece suffer -4 AS to melee attacks. During each Lingering
Effects Phase, roll a d20, removing the Smoke Cloud on a result on 11 or greater.
RESTRICTED: A model may only use1 assault group containing an attack with Restricted per round.

Special Abilities

SAINT LUKE (DRAGON) CARD A

Arsenal, Stinger (5)

SAINT LUKE (DRAGON)


4

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

See Card B (Dragon)

40mm

Special Abilities
Art of War
Command (2)
Enviro Filters
Guerilla Tactics
Never Panic
Pop Smoke

40mm

130

ART OF WAR: This model has multiple Stat Cards. When selected in a force, choose one of these Stat Cards to
be used.
COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not
squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches
activate after them. That model may squadlink. Models activated by Command cannot use Command this round.
ENVIRO FILTERS: This model ignores Smoke Clouds.
GUERILLA TACTICS: Models with Guerilla Tactics may Squadlink from up to 8 inches away. This model only
spends 1 AP to Break Away.
NEVER PANIC: This model may never gain Panic Counters.
POP SMOKE: Once per activation, this model may place the center of a BL(3) Smoke Cloud in base contact. A
Smoke Cloud is a terrain piece with the Heavy Cover keyword. In addition, all models under the template suffer
-4 AS to melee attacks. During each Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a result
on 11 or greater.

3
18
SAINT LUKE (DRAGON) CARD B

Arsenal, Stinger (5)

SAINT LUKE (MANTIS)

40mm

130

DETONATE: Once per activation, if this attacks hits and its target passes its AR Save, you may have the target
immediately suffer an automatic PW: 4x2 hit. This automatic hit may not be Parried.

AG#1

4
3

AS RF PW RN MAL
[1] Breaching Spear 10
6 RE Detonate
Pierce

AG#2

[1] Spear Sweep

20

KP(12)

AG#3

3
18
3

[1] Skewer

ED(2)
Pin Stomp

AS RF PW RN MAL
1
- Arc AS RF PW RN MAL
10 1 5x2 RE -

3
20

KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled
is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the
attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target.
PIERCE: When on a melee attack, if the target is hit and fails its AR Save, this model may make an attack against
another model within 1 inch of the targeted model. This attack suffers -2 PW.
PIN: When this attack hits a prone model place a Pinned Counter on that model. While a model has a Pinned
Counter it may not stand up, and may not spend AP on assault groups or movement. Ranged attacks against a
model with a Pinned Counter do not suffer -2 for the model being prone. Melee attacks against a model with a
Pinned Counter hit automatically. The model may spend 1 AP during its activation to remove the Pinned Counter.
A model may only have 1 Pinned Counter at any time.
STOMP: This attack may only target prone models.

Special Abilities
See Card B (Mantis)

SAINT LUKE (MANTIS) CARD A

Arsenal, Stinger (5)

SAINT LUKE (MANTIS)


4

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

Special Abilities
Art of War
Command (2)
Enviro Filters
Guerilla Tactics
Never Panic
Parry
Vault

40mm

COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not
squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches
activate after them. That model may squadlink. Models activated by Command cannot use Command this round.
ENVIRO FILTERS: This model ignores Smoke Clouds.
GUERILLA TACTICS: Models with Guerilla Tactics may Squadlink from up to 8 inches away. This model only
spends 1 AP to Break Away.
NEVER PANIC: This model may never gain Panic Counters.
PARRY: When this model is targeted by melee attacks, after attack rolls are made, this model may make an AS
Check. If the check is successful you may disregard 1 non-critical hit against this model from those attacks.
VAULT: Once per activation, this model may spend 1 AP to immediately move their MV value, ignoring terrain
as well as intervening models. If this move results in charge, this model gains and additional +1 AS and +1 PW
to the charge attack.

3
18

SAINT LUKE (MANTIS) CARD B

130

ART OF WAR: This model has multiple Stat Cards. When selected in a force, choose one of these Stat Cards to
be used.

Arsenal, Stinger (5)

CLERGY ANN
AG#1

[1] Chain Flail


[1] Pistol Whip

AS RF PW RN MAL
6 2x2 0
6

30mm

[4]1000

60

RAGE: This model gains +2 PW to all melee attacks for each HP it has lost.
NEVER PANIC: This model may never gain Panic Counters.

3
AG#2

14
3
14
2

[1] Angel Tear Pistol

AS RF PW RN MAL
6
6
2
12 19

Special Abilities
Never Panic
Rage

Clergy Ann (4)

FLENSE
AG#1

[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)

CONTRADICTION
AG#1

3
4

[1] Heavy Saber

AS RF PW RN MAL
6 4
0
-

30mm

[1]1000

70

COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not
squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches
activate after them. That model may squadlink. Models activated by Command cannot use Command this round.
INSPIRE: When this model uses Command, the activated model, and any model it squadlinks with, gain +1 AS
and +1 PW to all attacks that activation.
INSTIGATE: Friendly non-Character models within 8 inches of this model gain +2 AS to all melee attacks.

AG#2

[1] Shotgun
KP(8)

AS RF PW RN MAL
7
2
6 SP 20

KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number
rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller
the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the
target.

14
3
16

Special Abilities
Command (1)
Inspire
Instigate

JUDAH
4

AG#1

AS RF PW RN MAL
8 4
0
-

AG#2

AS RF PW RN MAL
8
2
6 SP 20

[1] Heavy Saber

30mm

90

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


DEFIANCE: This model may not be the target of psychogenics.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled
is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the
attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target.
LUCK: Once per game you may re-roll 1 attack roll or AR Save this model makes.

2
14
3
16
2

[1] Shotgun
KP(8)

RIGHTEOUS CHARGE: Once per round, when this model charges an enemy, but before charge attacks are
resolved, you may move up to 2 friendly, unengaged models within 8 inches into base contact with the enemy
model. If a model cannot move into base contact then it may not be moved by Righteous Charge.
SIDESTEP: When this model is hit by a non-critical hit from a melee or template attack, roll a d20. On a 12 or less
the model suffers no damage from the attack, and is not affected by any weapon abilities from those attacks.

Special Abilities
Deance
Luck
Sidestep
Righteous Charge

JUNKER

30mm

[3]500

65

BRUTAL: The Parry special ability may not be used against this attack.
EXTREME DAMAGE (ED)(x): (x) represents the amount of HP lost by a failed AR Save caused by this attack.

AG#1

AS RF PW RN MAL
8 8
0
-

[1] Smite Mace


Brutal
ED(2)

NEVER PANIC: This model may never gain Panic Counters.


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

5
15
3
15
2

We deliver His judgement.

Special Abilities
Never Panic
Tough as Nails

Junker (3)

SHADE
AG#1

4
3

AS RF PW RN MAL
5 5
0
-

[1] Saber

AG#2

3
14
1

Poison (16)

14

INFILTRATE: This model is deployed only after all other non-Inltrating models have been deployed. This model
may be deployed anywhere on the battleeld 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.

Crack Shot
Inltrate

Shade (4)

M
AS RF PW RN MAL
7 7
0
-

[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.

AG#1

50

Special Abilities

REAVER
4

[4]1000

AS RF PW RN MAL
6
1 4x2 8
-

[1] Injection Bow

14

30mm

CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making ranged
attacks.

2x2

INFILTRATE: This model is deployed only after all other non-Inltrating models have been deployed. This model
may be deployed anywhere on the battleeld that is at least 12 inches from an enemy deployment zone.
POISON(x): When this attack hits a Living model place a Poison Counter on that model. During the Lingering
Effects Phase a model with a Poison Counter must roll a d20. On a result of (x) or greater the affected model
loses 1 HP, otherwise, remove the Poison Counter. HP lost by Poison cannot be healed. A model may never have
more Poison Counters than its HP Stat.

AS RF PW RN MAL
7 2x2 6
-

3
Special Abilities

15

Crack Shot
Inltrate

Shade (5)

HEPHZIBAH
AG#1

[1] Katana Strike


[1] Dagger Strike

Paralyzing Poison

AG#2

14
3
15
2

[1] Dagger Throw

Paralyzing Poison

AS RF PW RN MAL
8 7
0
8

2x2

95

COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not
squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches
activate after them. That model may squadlink. Models activated by Command cannot use Command this round.
CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making ranged
attacks.
FOR SAINT AND GLORY(x): While within line of sight of (x), this model has the Never Panic Special Ability. If (x)
is killed while in line of sight of this model, this model gains a Panic Counter.

AS RF PW RN MAL
8 2x2 6
-

Special Abilities

Command (1)
Crack Shot
For Saint and Glory (Saint Mark)
Inltrate
Shade (5)

30mm

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

INFILTRATE: This model is deployed only after all other non-Inltrating models have been deployed. This model
may be deployed anywhere on the battleeld 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.

FAITHFUL

30mm

[6]1000

75

FOR SAINT AND GLORY(x): While within line of sight of (x), this model has the Never Panic Special Ability. If (x)
is killed while in line of sight of this model, this model gains a Panic Counter.

AG#1

[2] Thunder Hammer


Stun

AS RF PW RN MAL
7 6
0
-

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

6
18
2

For saint and glory!

Special Abilities

For Saint and Glory (Saint John)

14
2

Faithful (4)

HANIEL
3
4
16
3
14
1

AG#1

AS RF PW RN MAL
6 4
0
-

AG#2

AS RF PW RN MAL
*
7
1
*
19

[1] Pig Sticker

[1] Storm Rifle


[*] Flechette

2x2 SP

[*] Armor Piercing

6x2

4
16
3

[4]1000

65

FOR SAINT AND GLORY(x): While within line of sight of (x), this model has the Never Panic Special Ability. If (x)
is killed while in line of sight of this model, this model gains a Panic Counter.
QUICK DRAW: This model may spend 1 AP to make an aimed ranged attack, or move up to their MV value and
make a ranged attack.

Special Abilities

For Saint and Glory (Saint John)


Quick Draw
Haniel (4)

BANGER
4

30mm

AG#1

[1] Headbutt

AS RF PW RN MAL
5 4
0
-

30mm

[1]1000

80

FOR SAINT AND GLORY(x): While within line of sight of (x), this model has the Never Panic Special Ability. If (x)
is killed while in line of sight of this model, this model gains a Panic Counter.
POINT BLANK: This ranged attack may be used against enemy models this model is engaged with. These
attacks never gain PW bonuses for charging, ganging-up, or any abilities that modify the PW of melee attacks.
PROXIMITY STRIKE(x): When this attack targets a model place a BL(x) Blast Marker with the center anywhere
completely over the targets 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 benets of aiming or charging.

AG#2

[1] Machine Pistols

Point Blank
Proximity Strike (2)

AS RF PW RN MAL
6
2
5
8 19

Special Abilities
For Saint and Glory (Saint John)

15
2

DEATHSTRYKE
4

AG#1

[1] Headbutt

AS RF PW RN MAL
5 4
0
-

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-Inltrating models have been deployed. This model
may be deployed anywhere on the battleeld that is at least 12 inches from an enemy deployment zone.

4
16

AG#2

[1] Machine Pistols

Point Blank
Proximity Strike (2)

AS RF PW RN MAL
8
2
5
8 19

Special Abilities

15

Crack Shot
Hatred (Saint Mark)
Inltrate

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 targets 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 benets of aiming or charging.

ARSENAL
AG#1

AS RF PW RN MAL
6

[1] Battle Blade

4
4
18
2
14
1

AG#2

AS RF PW RN MAL

AG#3

AS RF PW RN MAL

[1] Combat Shotgun


KP(12) Restricted
[1] Grenade Launcher
Indirect
Restricted
[*] Frag
BL(2) KP(10)
[*] Incendiary
BL(1) Cauterize Fire
[*] Smoke
Launch Smoke (3)

6x2

SP

16

18

18

4x2
6x2
-

Special Abilities
Enviro Filters
Guerilla Tactics

Pop Smoke

AG#1

[1] Breaching Spear


Detonate
Pierce

AG#2

[1] Spear Sweep


KP(12)

18

AG#3

[1] Skewer

3
14
1

ED(2)
Pin Stomp

AS RF PW RN MAL
8 6 RE
AS RF PW RN MAL
1
- Arc AS RF PW RN MAL
8
1 5x2 RE -

Special Abilities
Enviro Filters
Guerilla Tactics

Parry
Vault

AG#1

[1] Stun Baton


Cauterize
Stun

AS RF PW RN MAL
8 5
0
-

3
16
2

30mm

[6]1000

80

DETONATE: Once per activation, if this attacks hits and its target passes its AR Save, you may have the target
immediately suffer an automatic PW: 4x2 hit. This automatic hit may not be Parried.
ENVIRO FILTERS: This model ignores Smoke Clouds.
EXTREME DAMAGE (ED)(x): (x) represents the amount of HP lost by a failed AR Save caused by this attack.
GUERILLA TACTICS: Models with Guerilla Tactics may Squadlink from up to 8 inches away. This model only
spends 1 AP to Break Away.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled
is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the
attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target..
PARRY: When this model is targeted by melee attacks, after attack rolls are made, this model may make an AS
Check. If the check is successful you may disregard 1 non-critical hit against this model from those attacks.
PIERCE: When on a melee attack, if the target is hit and fails its AR Save, this model may make an attack against
another model within 1 inch of the targeted model. This attack suffers -2 PW.
PIN: When this attack hits a prone model place a Pinned Counter on that model. While a model has a Pinned
Counter it may not stand up, and may not spend AP on assault groups or movement. Ranged attacks against a
model with a Pinned Counter do not suffer -2 for the model being prone. Melee attacks against a model with a
Pinned Counter hit automatically. The model may spend 1 AP during its activation to remove the Pinned Counter.
A model may only have 1 Pinned Counter at any time.
STOMP: This attack may only target prone models.
VAULT: Once per activation, this model may spend 1 AP to immediately move their MV value, ignoring terrain
as well as intervening models. If this move results in charge, this model gains and additional +1 AS and +1 PW
to the charge attack.

30mm

[1]1000

80

BACKSTAB: This model gains +2 AS and +2 PW to all attacks made against a model that has not activated this
round.
CAUTERIZE: HP lost by this attack may never be healed.
FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y).
FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks.
SEAR: This model may spend 1 AP while in base contact with a friendly model to remove a Bleed Counter.

2
14

80

Stinger (6)

SISTER OF WRATH
4

[4]1000

Arsenal (4)

STINGER
4

30mm

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.
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.
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 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.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled
is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the
attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target.
LAUNCH SMOKE(x): Launch Smoke is a Blast Attack. Place the center of a BL(x) Smoke Cloud where this attack
hits. A smoke cloud is a terrain piece with the Does Not Block LoS and heavy Cover keywords. In addition, all
models with their any part of their base over the terrain piece suffer -4 AS to melee attacks. During each Lingering
Effects Phase, roll a d20, removing the Smoke Cloud on a result on 11 or greater.
RESTRICTED: A model may only use1 assault group containing an attack with Restricted per round.

They will pay for their sins.

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.

Special Abilities

Field Order (Strike)(Backstab)


Furious Charge
Sear

Strike (5)

MARIONETTE

30mm

100

! Availability: Character. Counts as a Sister of Wrath for availability.


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

4
2
14
3
16
2

AG#1

[1] Stun Baton


Cauterize
Stun

AG#2

[1] Baton Overload


Cauterize
Stun

AS RF PW RN MAL
8 5
0 19

COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not
squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches
activate after them. That model may squadlink. Models activated by Command cannot use Command this round.
FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y).

AS RF PW RN MAL
10 1 5x2 Arc 17

Special Abilities

Command (1)
Field Order (Strike) (Guerilla Tactics)
Furious Charge
Sear
Sidestep
Strike (5)

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


GUERILLA TACTICS: Models with Guerilla Tactics may Squadlink from up to 8 inches away. This model only
spends 1 AP to Break Away.
SEAR: This model may spend 1 AP while in base contact with a friendly model to remove a Bleed Counter.
SIDESTEP: When this model is hit by a non-critical hit from a melee or template attack, roll a d20. On a 12 or less
the model suffers no damage from the attack, and is not affected by any weapon abilities from those attacks.
STUN: A model hit by this attack gains a Stun Counter. At the beginning of that 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.

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