Professional Documents
Culture Documents
Warwind: Sister of Compassion
Warwind: Sister of Compassion
AG#1
4
3
18
3
16
[2] Katana
AG#2
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
AG#1
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.
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
SISTER OF COMPASSION
AG#1
4
4
16
2
16
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
AG#2
14
AG#3
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
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
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
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
14
1
Bane (6)
COIL
AG#1
3
7
AG#2
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
AG#2
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
Firestorm (3)
AG#1
AS RF PW RN MAL
4 3
0
-
AG#2
AS RF PW RN MAL
*
1 4x2 *
18
[1] Stock
[*] 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!
Firestorm (4)
AG#1
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
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
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
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
Special Abilities
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
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
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
Crack Shot
Field Order (Coil)(Coordinated Strike)
Never Panic
Coil (6)
DEACON
AG#1
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
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
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
SAINT MARY
AG#1
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
[*] Spray
[*] Stream
AS RF PW RN MAL
*
*
2
*
18
5x2 SP
10
8
3x2 ST
Special Abilities
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
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
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
Command (2)
Crack Shot
Enviro Filters
Inspire
Never Panic
Coil (5)
30mm
130
SAINT JOHN
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
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)
AS RF PW RN MAL
10 4
0
-
AG#2
AS RF PW RN MAL
8
1 6x2 SP 18
4
3
20
3
18
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
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
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
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)
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
130
ART OF WAR: This model has multiple Stat Cards. When selected in a force, choose one of these Stat Cards to
be used.
CLERGY ANN
AG#1
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
AS RF PW RN MAL
6
6
2
12 19
Special Abilities
Never Panic
Rage
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
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
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
30mm
90
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
-
5
15
3
15
2
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
-
AG#2
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
-
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
Paralyzing Poison
AG#2
14
3
15
2
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
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
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
Special Abilities
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
2x2 SP
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
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
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
4
16
AG#2
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
4
4
18
2
14
1
AG#2
AS RF PW RN MAL
AG#3
AS RF PW RN MAL
6x2
SP
16
18
18
4x2
6x2
-
Special Abilities
Enviro Filters
Guerilla Tactics
Pop Smoke
AG#1
AG#2
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
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
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
Strike (5)
MARIONETTE
30mm
100
4
2
14
3
16
2
AG#1
AG#2
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)