WARWIND FIELD MEDIC WEAPONSMITH

Transcription

WARWIND FIELD MEDIC WEAPONSMITH
WARWIND
AG#1
4
3
18
3
16
[2] Katana
AG#2
[1] Heavy Pistol
•KP(10)
AS RF� PW RN MAL
8 ∞ 8
0
-
AS RF� PW RN MAL
6
2
6 12 18
M
30mm
[1]1000
95
COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not
squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches
activate after them. That model may squadlink. Models activated by Command cannot use Command this round.
FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number
rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller
the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the
target.
NEVER PANIC: This model may never gain Panic Counters.
TOUGH AS NAILS: This model does not lose an additional HP for rolling a critical failure on an AR Save.
Special Abilities
•Command (1)
•Furious Charge
•Never Panic
•Tough as Nails
2
FIELD MEDIC
AG#1
4
[1] Laser Scalpel
•Cauterize
AS RF� PW RN MAL
3 ∞ 2
-
2
14
30mm
[1]1000
55
CAUTERIZE: HP lost by this attack may never be healed.
HANG IN THERE BOYS!: Living models reduced to 0 HP are not killed while within 8 inches of this model, but
instead gain a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them
gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying
Counter ever gains HP, remove the Dying Counter.
JUST A FLESH WOUND: This model may spend 1 AP while in base contact with a Living model to heal 1 HP on
that model. Models may only be affected by Just a Flesh Wound once per game.
5
14
M
“Always protect your Medic”
-Saint John
THIS WILL MAKE IT ALL BETTER: This model may spend 1 AP when in base contact with a model to remove all
Poison and Numb Counters.
Special Abilities
•Hang In There Boys!
•Just a Flesh Wound
•This Will Make It All Better
2
SISTER OF COMPASSION
AG#1
4
4
16
2
16
[1] Needle Fist
•Numb
AG#2
[1] Needler
•Numb
AS RF� PW RN MAL
6 ∞ 6
0 20
AS RF� PW RN MAL
6
2
6
8 20
M
30mm
[1]1000
95
COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not
squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches
activate after them. That model may squadlink. Models activated by Command cannot use Command this round.
FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number
rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller
the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the
target.
NEVER PANIC: This model may never gain Panic Counters.
TOUGH AS NAILS: This model does not lose an additional HP for rolling a critical failure on an AR Save.
Special Abilities
•Hang In There Boys!
•Hatred (Marionette/Sister of Wrath)
•Morphine Gun
2
WEAPONSMITH
AG#1
3
6
[1] Rifle Stock
AG#2
[1] Rifle Shot
•Restricted
14
AG#3
[3] Rifle Burst
3
14
2
•Burst
•Restricted
AS RF� PW RN MAL
3 ∞ 4
0
AS RF� PW RN MAL
7
2
7 16 20
AS RF� PW RN MAL
5
1
6 12 20
Special Abilities
•Superior Maintenance (3)
M
30mm
[1]1000
70
BURST: All ranged attacks made from this assault group must target the same model. Attacks with Burst may
not be aimed.
RESTRICTED: A model may only use1 assault group containing an attack with Restricted per round.
SUPERIOR MAINTENANCE(x): (x) times per game, when a malfunction is rolled, this model’s owner may ignore
the malfunction. This ability functions even if this model is killed.
M
BANE
AG#1
3
[2] Double Mace
•KP(8)
AS RF� PW RN MAL
6 ∞ 4
0
30mm
[6] 250
40
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number
rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller
the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the
target.
6
“The shield of the Forsaken”
18
3
Special Abilities
•None
12
1
Bane (6)
BANE LEADER
AG#1
3
[2] Double Mace
•KP(8)
AS RF� PW RN MAL
7 ∞ 4
0
-
M
30mm
[1]500
60
FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y).
GUARD: When a friendly model within 4 inches and line of sight is hit by a non-template, non-critical hit ranged
attack, this model may make the AR Save instead, suffering all effects of the attack as if it had been the target.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number
rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller
the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the
target.
5
‘Follow me to glory!”
18
3
Special Abilities
•Field Order (Bane)(Guard)
14
1
Bane (6)
M
COIL
AG#1
3
7
[1] Morning Club
•KP(6)
AG#2
[1] Death Disk
AS RF� PW RN MAL
5 ∞ 3
0
-
30mm
[6]250
45
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number
rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller
the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the
target.
AS RF� PW RN MAL
6
1 6x2 12 19
15
3
Special Abilities
•None
12
1
Coil (6)
COIL LEADER
AG#1
3
6
[1] Morning Club
•KP(8)
AG#2
[1] Death Disk
AS RF� PW RN MAL
5 ∞ 3
0
-
AS RF� PW RN MAL
7
1 6x2 12 19
15
3
Special Abilities
•Field Order (Coil)(Crack Shot)
14
1
Coil (6)
M
30mm
[1]500
60
CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making ranged
attacks.
FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y).
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number
rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller
the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the
target.
M
FIRESTORM
13
3
45
FIRE: When this attack hits a model, place a Fire Counter on that model. When a model with a Fire Counter
activates it may spend 1 AP to roll a d20. The Fire Counter is removed if the roll is equal to or under 10. The model
may repeat this. After these rolls are made, a model possessing a Fire Counter suffers an automatic PW:7 hit
with the Cauterize weapon ability. A model may only have 1 Fire Counter at any time.
AS RF� PW RN MAL
[1] Flame Thrower
*
1 4x2 *
18
KABOOM!(x)(y): When a model with this ability is hit by an attack, roll a d20. If the result is equal to or higher
than (x), roll scatter, moving the model directly toward that direction ½ the distance on the d20. The opponent
then places a BL(2) Blast Marker over the model, so that the center hole is anywhere completely over the model’s
base. All models under the template are automatically hit by an attack from (y). This attack cannot trigger
Kaboom! on the model originally triggering Kaboom!
AG#2
7
[3]500
AS RF� PW RN MAL
4 ∞ 3
0
-
AG#1
[1] Stock
3
30mm
CAUTERIZE: HP lost by this attack may never be healed.
•Cauterize
•Fire
[*] Stream
5
ST
[*] Spray
7
SP
Special Abilities
12
1
•Kaboom! (15)(Flame Thrower)
Firestorm (3)
FIRESTORM LEADER
M
30mm
[1] 500
60
CAUTERIZE: HP lost by this attack may never be healed.
AG#1
[1] Stock
3
AG#2
6
[1] Flame Thrower
13
•Cauterize
•Fire
AS RF� PW RN MAL
4 ∞ 3
0
AS RF� PW RN MAL
*
1 4x2 *
18
[*] Stream
[*] Spray
3
6
8
ST
SP
FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y).
FIRE: When this attack hits a model, place a Fire Counter on that model. When a model with a Fire Counter
activates it may spend 1 AP to roll a d20. The Fire Counter is removed if the roll is equal to or under 10. The model
may repeat this. After these rolls are made, a model possessing a Fire Counter suffers an automatic PW:7 hit
with the Cauterize weapon ability. A model may only have 1 Fire Counter at any time.
GUERILLA TACTICS: Models with Guerilla Tactics may Squadlink from up to 8 inches away. This model only
spends 1 AP to Break Away.
KABOOM!(x)(y): When a model with this ability is hit by an attack, roll a d20. If the result is equal to or higher
than (x), roll scatter, moving the model directly toward that direction ½ the distance on the d20. The opponent
then places a BL(2) Blast Marker over the model, so that the center hole is anywhere completely over the model’s
base. All models under the template are automatically hit by an attack from (y). This attack cannot trigger
Kaboom! on the model originally triggering Kaboom!
Special Abilities
14
1
•Field Order (Firestorm)(Guerilla Tactics)
•Kaboom! (15)(Flame Thrower)
Firestorm (4)
M
STRIKE
AG#1
4
3
[2] Gauntlet Strike
AG#2
[1] Claymore
AS RF� PW RN MAL
6 ∞ 2x2 0
-
30mm
[3]500
70
ELUSIVE: Ranged attacks against this model suffer double the normal range penalties. This model
automatically passes the PS Check to Evade.
FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks.
AS RF� PW RN MAL
7 ∞ 6x2 0
-
12
3
14
2
Special Abilities
•Elusive
•Furious Charge
Strike (3)
STRIKE LEADER
AG#1
4
[2] Gauntlet Strike
AS RF� PW RN MAL
7 ∞ 2x2 0
-
M
30mm
[1]1000
90
ELUSIVE: Ranged attacks against this model suffer double the normal range penalties. This model
automatically passes the PS Check to Evade.
FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y).
FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks.
3
AG#2
[1] Claymore
AS RF� PW RN MAL
8 ∞ 6x2 0
-
12
3
16
2
Special Abilities
•Elusive
•Field Order (Strike)(Retaliation)
•Furious Charge
Strike (4)
RETALIATION: When an enemy model misses this model with a melee attack this model may select 1 melee
attack and make an attack against the enemy model.
M
RAVAGE
AG#1
AS RF� PW RN MAL
6 ∞ 4
0
-
[2] Mace
3
•KP(8)
AG#2
6
18
AS RF� PW RN MAL
6
1
*
8 19
[1] Grenade
[*] Frag
4x2
[*] Incendiary
6x2
•BL(2) •KP(10)
•BL(1)•Cauterize •Fire
3
14
2
[*] Smoke
•Launch Smoke (3)
-
•KP(8)
AG#2
[1] Grenade
[*] Frag
AS RF� PW RN MAL
7 ∞ 4
0
AS RF� PW RN MAL
6
1
*
8 19
•BL(2) •KP(10)
[*] Incendiary
•BL(1)•Cauterize •Fire
[*] Smoke
3
•Launch Smoke (3)
Special Abilities
16
2
FIRE: When this attack hits a model, place a Fire Counter on that model. When a model with a Fire Counter
activates it may spend 1 AP to roll a d20. The Fire Counter is removed if the roll is equal to or under 10. The model
may repeat this. After these rolls are made, a model possessing a Fire Counter suffers an automatic PW:7 hit
with the Cauterize weapon ability. A model may only have 1 Fire Counter at any time.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number
rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller
the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the
target.
LAUNCH SMOKE(x): Launch Smoke is a Blast Attack. Place the center of a BL(x) Smoke Cloud where this
attack hits. A smoke cloud is a terrain piece with the Does Not Block LoS and heavy Cover keywords. In addition,
all models with their any part of their base over the terrain piece suffer -4 AS to melee attacks. During each
Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a result on 11 or greater.
POP SMOKE: Once per activation, this model may place the center of a BL(3) Smoke Cloud in base contact. A
Smoke Cloud is a terrain piece with the Heavy Cover keyword. In addition, all models under the template suffer
-4 AS to melee attacks. During each Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a result
on 11 or greater.
Ravage (3)
AG#1
18
75
•Pop Smoke
[2] Mace
5
[3]500
Special Abilities
RAVAGE LEADER
3
30mm
CAUTERIZE: HP lost by this attack may never be healed.
4x2
6x2
-
•Field Order (Ravage)(Quick Draw)
•Pop Smoke
Ravage (4)
M
30mm
[1]1000
90
CAUTERIZE: HP lost by this attack may never be healed.
FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y).
FIRE: When this attack hits a model, place a Fire Counter on that model. When a model with a Fire Counter
activates it may spend 1 AP to roll a d20. The Fire Counter is removed if the roll is equal to or under 10. The model
may repeat this. After these rolls are made, a model possessing a Fire Counter suffers an automatic PW:7 hit
with the Cauterize weapon ability. A model may only have 1 Fire Counter at any time.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number
rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller
the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the
target.
LAUNCH SMOKE(x): Launch Smoke is a Blast Attack. Place the center of a BL(x) Smoke Cloud where this
attack hits. A smoke cloud is a terrain piece with the Does Not Block LoS and heavy Cover keywords. In addition,
all models with their any part of their base over the terrain piece suffer -4 AS to melee attacks. During each
Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a result on 11 or greater.
POP SMOKE: Once per activation, this model may place the center of a BL(3) Smoke Cloud in base contact. A
Smoke Cloud is a terrain piece with the Heavy Cover keyword. In addition, all models under the template suffer
-4 AS to melee attacks. During each Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a result
on 11 or greater.
QUICK DRAW: This model may spend 1 AP to make an aimed ranged attack, or move up to their MV value and
make a ranged attack.
SAINT MARY
AG#1
4
[1] Power Flail
•KP(10)
AS RF� PW RN MAL
10 ∞ 5x2 0
-
M
30mm
C
130
COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not
squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches
activate after them. That model may squadlink. Models activated by Command cannot use Command this round.
DEFIANCE: This model may not be the target of psychogenics.
ENVIRO FILTERS: This model ignores Smoke Clouds.
HATRED (x): Attacks against (x) by this model gain +1 AS and +1 PW.
4
20
3
18
3
AG#2
[1] Nail Gun
[*] Spray
[*] Stream
AS RF� PW RN MAL
*
*
2
*
18
5x2 SP
10
8
3x2 ST
Special Abilities
•Command (2) •Righteous Charge
•Defiance
•Rage
•Enviro Filters •Never Panic
•Hatred (Skarrd)
NEVER PANIC: This model may never gain Panic Counters.
RIGHTEOUS CHARGE: Once per round, when this model charges an enemy, but before charge attacks are
resolved, you may move up to 2 friendly, unengaged models within 8 inches into base contact with the enemy
model. If a model cannot move into base contact then it may not be moved by Righteous Charge.
RAGE: This model gains +2 PW to all melee attacks for each HP it has lost.
Clergy Ann (5)
SAINT MARK
AG#1
4
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled
is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the
attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target.
[1] Cutter Arm
AS RF� PW RN MAL
10 ∞ 6x2 0 19
M
30mm
C
130
COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not
squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches
activate after them. That model may squadlink. Models activated by Command cannot use Command this round.
CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making ranged
attacks.
CAUTERIZE: HP lost by this attack may never be healed.
4
18
3
16
3
4
6
22
2
16
3
AG#2
[1] God’s Light
•Cauterize
•Empower
AS RF� PW RN MAL
10 2
9 16 18
EMPOWER: This attack receives a cumulative +1 power multiplier each time it is used after the first. This
additional power multiplier lasts until the end of the Lingering Effects Phase.
ENVIRO FILTERS: This model ignores Smoke Clouds.
INSPIRE: When this model uses Command, the activated model, and any model it squadlinks with, gain +1 AS and
+1 PW to all attacks that activation.
Special Abilities
NEVER PANIC: This model may never gain Panic Counters.
•Command (2)
•Crack Shot
•Enviro Filters
•Inspire
•Never Panic
Coil (5)
M
30mm
C
130
SAINT JOHN
CAUTERIZE: HP lost by this attack may never be healed.
AG#1
COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not
squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches
activate after them. That model may squadlink. Models activated by Command cannot use Command this round.
[1] Maul
[*] Powered Maul
•Cauterize
•ED(2) •KP(15)
AG#2
[1] Death Disk
AS RF� PW RN MAL
10 ∞ 8
0
17
10 ∞ 8x2 0
AS RF� PW RN MAL
7
1 6x2 12 19
Special Abilities
•Command (2)
•Enviro Filters
•Never Panic
•Power Generator (AR/AG#1)
Faithful (6)
ENVIRO FILTERS: This model ignores Smoke Clouds.
EXTREME DAMAGE (ED)(x): (x) represents the amount of HP lost by a failed AR Save caused by this attack.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled
is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the
attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target.
NEVER PANIC: This model may never gain Panic Counters.
POWER GENERATOR(x,y): During each Preparation Phase, this model may choose to power (x) or (y). If an assault
group is selected all attacks in that group gain an additional power multiplier, MAL: 17, and the Cauterize, ED(2),
and KP(15) weapon abilities. If a MAL is rolled, in addition to the effects of the MAL this attack immediately loses
the benefits of Power Generator, and this ability may not be used next round. If AR is selected then this model
rolls an additional d20 when making AR Saves, the highest roll being disregarded. If, after that die has been
disregarded, there is a result of 17 or higher, the AR immediately loses the benefits of Power Generator, suffers an
automatic PW: 6x2 hit, and this ability may not be used next round.
SAINT LUKE (DRAGON)
AG#1
AS RF� PW RN MAL
10 ∞ 4
0
-
AG#2
AS RF� PW RN MAL
8
1 6x2 SP 18
[1] Battle Blade
4
[1] Combat Shotgun
•KP(12)
•Restricted
3
AG#3
20
3
18
[1] Grenade Launcher
•Indirect
•Restricted
[*] Frag
•BL(2) •KP(10)
[*] Incendiary
•BL(1) •Cauterize •Fire
[*] Smoke
•Launch Smoke (3)
AS RF� PW RN MAL
8
1
* 16 18
4x2
6x2
-
L
C
130
CAUTERIZE: HP lost by this attack may never be healed.
FIRE: When this attack hits a model, place a Fire Counter on that model. When a model with a Fire Counter
activates it may spend 1 AP to roll a d20. The Fire Counter is removed if the roll is equal to or under 10.
The model may repeat this. After these rolls are made, a model possessing a Fire Counter suffers an
automatic PW:7 hit with the Cauterize weapon ability. A model may only have 1 Fire Counter at any time.
INDIRECT: This attack may fire at targets out of its line of sight if another friendly model has line of sight to the
target. If using this ability, this attack suffers -4 AS.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled
is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the
attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target.
LAUNCH SMOKE(x): Launch Smoke is a Blast Attack. Place the center of a BL(x) Smoke Cloud where this attack
hits. A smoke cloud is a terrain piece with the Does Not Block LoS and heavy Cover keywords. In addition, all
models with their any part of their base over the terrain piece suffer -4 AS to melee attacks. During each Lingering
Effects Phase, roll a d20, removing the Smoke Cloud on a result on 11 or greater.
RESTRICTED: A model may only use1 assault group containing an attack with Restricted per round.
Special Abilities
SAINT LUKE (DRAGON) CARD A
•See Card B (Dragon)
3
40mm
Arsenal, Stinger (5)
SAINT LUKE (DRAGON)
Special Abilities
4
3
20
•Art of War
•Command (2)
•Enviro Filters
•Guerilla Tactics
•Never Panic
•Pop Smoke
L
40mm
C
130
ART OF WAR: This model has multiple Stat Cards. When selected in a force, choose one of these Stat Cards to
be used.
COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not
squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches
activate after them. That model may squadlink. Models activated by Command cannot use Command this round.
ENVIRO FILTERS: This model ignores Smoke Clouds.
GUERILLA TACTICS: Models with Guerilla Tactics may Squadlink from up to 8 inches away. This model only
spends 1 AP to Break Away.
NEVER PANIC: This model may never gain Panic Counters.
POP SMOKE: Once per activation, this model may place the center of a BL(3) Smoke Cloud in base contact. A
Smoke Cloud is a terrain piece with the Heavy Cover keyword. In addition, all models under the template suffer
-4 AS to melee attacks. During each Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a result
on 11 or greater.
3
18
SAINT LUKE (DRAGON) CARD B
3
Arsenal, Stinger (5)
SAINT LUKE (MANTIS)
L
40mm
C
130
DETONATE: Once per activation, if this attacks hits and its target passes its AR Save, you may have the target
immediately suffer an automatic PW: 4x2 hit. This automatic hit may not be Parried.
AG#1
4
3
AS RF� PW RN MAL
[1] Breaching Spear 10 ∞
6 RE •Detonate
•Pierce
AG#2
[1] Spear Sweep
20
•KP(12)
AG#3
3
18
3
[1] Skewer
•ED(2)
•Pin •Stomp
AS RF� PW RN MAL
1
- Arc AS RF� PW RN MAL
10 1 5x2 RE -
3
20
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled
is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the
attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target.
PIERCE: When on a melee attack, if the target is hit and fails its AR Save, this model may make an attack against
another model within 1 inch of the targeted model. This attack suffers -2 PW.
PIN: When this attack hits a prone model place a Pinned Counter on that model. While a model has a Pinned
Counter it may not stand up, and may not spend AP on assault groups or movement. Ranged attacks against a
model with a Pinned Counter do not suffer -2 for the model being prone. Melee attacks against a model with a
Pinned Counter hit automatically. The model may spend 1 AP during its activation to remove the Pinned Counter.
A model may only have 1 Pinned Counter at any time.
STOMP: This attack may only target prone models.
Special Abilities
•See Card B (Mantis)
SAINT LUKE (MANTIS) CARD A
Arsenal, Stinger (5)
SAINT LUKE (MANTIS)
4
EXTREME DAMAGE (ED)(x): (x) represents the amount of HP lost by a failed AR Save caused by this attack.
Special Abilities
•Art of War
•Command (2)
•Enviro Filters
•Guerilla Tactics
•Never Panic
•Parry
•Vault
L
40mm
C
COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not
squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches
activate after them. That model may squadlink. Models activated by Command cannot use Command this round.
ENVIRO FILTERS: This model ignores Smoke Clouds.
GUERILLA TACTICS: Models with Guerilla Tactics may Squadlink from up to 8 inches away. This model only
spends 1 AP to Break Away.
NEVER PANIC: This model may never gain Panic Counters.
PARRY: When this model is targeted by melee attacks, after attack rolls are made, this model may make an AS
Check. If the check is successful you may disregard 1 non-critical hit against this model from those attacks.
VAULT: Once per activation, this model may spend 1 AP to immediately move their MV value, ignoring terrain
as well as intervening models. If this move results in charge, this model gains and additional +1 AS and +1 PW
to the charge attack.
3
18
SAINT LUKE (MANTIS) CARD B
3
130
ART OF WAR: This model has multiple Stat Cards. When selected in a force, choose one of these Stat Cards to
be used.
Arsenal, Stinger (5)
M
CLERGY ANN
AG#1
[1] Chain Flail
3
AS RF� PW RN MAL
6 ∞ 2x2 0
6
[1] Pistol Whip
∞
2
0
30mm
[4]1000
60
RAGE: This model gains +2 PW to all melee attacks for each HP it has lost.
NEVER PANIC: This model may never gain Panic Counters.
-
3
AG#2
14
3
[1] Angel Tear Pistol
AS RF� PW RN MAL
6
6
2
12 19
Special Abilities
14
2
•Never Panic
•Rage
Clergy Ann (4)
M
FLENSE
AG#1
[3] Beatdown
4
AS RF� PW RN MAL
7 ∞ 2
0
-
30mm
[6]1000
60
DANCE OF DEATH: Once per game, at the start of its activation, this model gains +2 AS, PW, and an additional
power multiplier to all melee attacks until the end of this activation.
HATRED (x): Attacks against (x) by this model gain +1 AS and +1 PW.
NEVER PANIC: This model may never gain Panic Counters.
EXTREME DAMAGE (ED)(x): (x) represents the amount of HP lost by a failed AR Save caused by this attack.
3
AG#2
[1] Saw Stick
12
•ED(2)
AS RF� PW RN MAL
7
1
6
0
0
Special Abilities
3
14
1
•Dance of Death
•Hatred (Golab)
•Never Panic
Flense (6)
CONTRADICTION
AG#1
3
4
[1] Heavy Saber
AS RF� PW RN MAL
6 ∞ 4
0
-
M
30mm
[1]1000
70
COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not
squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches
activate after them. That model may squadlink. Models activated by Command cannot use Command this round.
INSPIRE: When this model uses Command, the activated model, and any model it squadlinks with, gain +1 AS
and +1 PW to all attacks that activation.
INSTIGATE: Friendly non-Character models within 8 inches of this model gain +2 AS to all melee attacks.
AG#2
[1] Shotgun
•KP(8)
AS RF� PW RN MAL
7
2
6 SP 20
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number
rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller
the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the
target.
14
3
16
Special Abilities
•Command (1)
•Inspire
•Instigate
2
M
JUDAH
4
AG#1
AS RF� PW RN MAL
8 ∞ 4
0
-
AG#2
AS RF� PW RN MAL
8
2
6 SP 20
[1] Heavy Saber
30mm
!
90
! Availability: Character. Counts as a “Contradiction” for availability.
DEFIANCE: This model may not be the target of psychogenics.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled
is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the
attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target.
LUCK: Once per game you may re-roll 1 attack roll or AR Save this model makes.
2
14
3
16
2
[1] Shotgun
•KP(8)
RIGHTEOUS CHARGE: Once per round, when this model charges an enemy, but before charge attacks are
resolved, you may move up to 2 friendly, unengaged models within 8 inches into base contact with the enemy
model. If a model cannot move into base contact then it may not be moved by Righteous Charge.
SIDESTEP: When this model is hit by a non-critical hit from a melee or template attack, roll a d20. On a 12 or less
the model suffers no damage from the attack, and is not affected by any weapon abilities from those attacks.
Special Abilities
•Defiance
•Luck
•Sidestep
•Righteous Charge
M
JUNKER
30mm
[3]500
65
BRUTAL: The Parry special ability may not be used against this attack.
EXTREME DAMAGE (ED)(x): (x) represents the amount of HP lost by a failed AR Save caused by this attack.
AG#1
3
[1] Smite Mace
•Brutal
•ED(2)
AS RF� PW RN MAL
8 ∞ 8
0
-
NEVER PANIC: This model may never gain Panic Counters.
TOUGH AS NAILS: This model does not lose an additional HP for rolling a critical failure on an AR Save.
5
15
3
“We deliver His judgement.”
Special Abilities
15
2
•Never Panic
•Tough as Nails
Junker (3)
M
SHADE
AG#1
AS RF� PW RN MAL
5 ∞ 5
0
-
[1] Saber
4
3
AG#2
[1] Injection Bow
14
•Poison (16)
30mm
[4]1000
50
CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making ranged
attacks.
AS RF� PW RN MAL
6
1 4x2 8
-
INFILTRATE: This model is deployed only after all other non-Infiltrating models have been deployed. This model
may be deployed anywhere on the battlefield that is at least 12 inches from an enemy deployment zone.
POISON(x): When this attack hits a Living model place a Poison Counter on that model. During the Lingering
Effects Phase a model with a Poison Counter must roll a d20. On a result of (x) or greater the affected model
loses 1 HP, otherwise, remove the Poison Counter. HP lost by Poison cannot be healed. A model may never have
more Poison Counters than its HP Stat.
Special Abilities
3
14
1
•Crack Shot
•Infiltrate
Shade (4)
M
REAVER
3
14
AS RF� PW RN MAL
7 ∞ 7
0
-
[1] Katana Strike
7
[1] Dagger Strike
•Poison (16)
AG#2
[1] Dagger Throw
•Poison (16)
[1]1000
75
CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making ranged
attacks.
AG#1
4
30mm
∞
2x2
0
-
INFILTRATE: This model is deployed only after all other non-Infiltrating models have been deployed. This model
may be deployed anywhere on the battlefield that is at least 12 inches from an enemy deployment zone.
POISON(x): When this attack hits a Living model place a Poison Counter on that model. During the Lingering
Effects Phase a model with a Poison Counter must roll a d20. On a result of (x) or greater the affected model
loses 1 HP, otherwise, remove the Poison Counter. HP lost by Poison cannot be healed. A model may never have
more Poison Counters than its HP Stat.
AS RF� PW RN MAL
7 ∞ 2x2 6
-
3
Special Abilities
15
•Crack Shot
•Infiltrate
2
Shade (5)
M
HEPHZIBAH
AG#1
4
[1] Katana Strike
[1] Dagger Strike
3
•Paralyzing Poison
AG#2
14
3
15
2
[1] Dagger Throw
•Paralyzing Poison
AS RF� PW RN MAL
8 ∞ 7
0
8
∞ 2x2
0
-
!
95
COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not
squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches
activate after them. That model may squadlink. Models activated by Command cannot use Command this round.
CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making ranged
attacks.
FOR SAINT AND GLORY(x): While within line of sight of (x), this model has the Never Panic Special Ability. If (x)
is killed while in line of sight of this model, this model gains a Panic Counter.
AS RF� PW RN MAL
8 ∞ 2x2 6
-
Special Abilities
•Command (1)
•Crack Shot
•For Saint and Glory (Saint Mark)
•Infiltrate
Shade (5)
30mm
! Availability: Character. Counts as a “Reaver” for availability.
INFILTRATE: This model is deployed only after all other non-Infiltrating models have been deployed. This model
may be deployed anywhere on the battlefield that is at least 12 inches from an enemy deployment zone.
PARALYZING POISON: When a Living model is hit by this attack, place a Paralyzing Poison Counter on that
model. When a model with Paralyzing Poison Counters activates, it immediately loses 1 AP per Paralyzing
Poison Counter, and then all Paralyzing Poison Counters are removed. A model may never have more Paralyzing
Poison Counters than its AP stat.
M
FAITHFUL
30mm
[6]1000
75
FOR SAINT AND GLORY(x): While within line of sight of (x), this model has the Never Panic Special Ability. If (x)
is killed while in line of sight of this model, this model gains a Panic Counter.
AG#1
[2] Thunder Hammer
4
•Stun
AS RF� PW RN MAL
7 ∞ 6
0
-
STUN: A model hit by this attack gains a Stun Counter. At the beginning of that model’s next activation, it
immediately loses 1 AP, and then the Stun Counter is removed. A model may only have 1 Stun Counter at any
time.
6
18
“For saint and glory!”
Special Abilities
2
•For Saint and Glory (Saint John)
14
2
Faithful (4)
M
HANIEL
AG#1
[1] Pig Sticker
3
AG#2
4
[1] Storm Rifle
16
3
AS RF� PW RN MAL
6 ∞ 4
0
-
30mm
[4]1000
65
FOR SAINT AND GLORY(x): While within line of sight of (x), this model has the Never Panic Special Ability. If (x)
is killed while in line of sight of this model, this model gains a Panic Counter.
QUICK DRAW: This model may spend 1 AP to make an aimed ranged attack, or move up to their MV value and
make a ranged attack.
AS RF� PW RN MAL
*
7
1
*
19
[*] Flechette
2x2 SP
[*] Armor Piercing
6x2
8
Special Abilities
14
1
•For Saint and Glory (Saint John)
•Quick Draw
Haniel (4)
BANGER
4
4
16
3
AG#1
[1] Headbutt
AS RF� PW RN MAL
5 ∞ 4
0
-
M
30mm
[1]1000
80
FOR SAINT AND GLORY(x): While within line of sight of (x), this model has the Never Panic Special Ability. If (x)
is killed while in line of sight of this model, this model gains a Panic Counter.
POINT BLANK: This ranged attack may be used against enemy models this model is engaged with. These
attacks never gain PW bonuses for charging, ganging-up, or any abilities that modify the PW of melee attacks.
PROXIMITY STRIKE(x): When this attack targets a model place a BL(x) Blast Marker with the center anywhere
completely over the target’s base. Make attacks against all models, except the attacking model, under the blast
marker. Only the attack roll against the initial target may malfunction, or gain the benefits of aiming or charging.
AG#2
[1] Machine Pistols
•Point Blank
•Proximity Strike (2)
AS RF� PW RN MAL
6
2
5
8 19
Special Abilities
•For Saint and Glory (Saint John)
15
2
DEATHSTRYKE
4
AG#1
[1] Headbutt
AS RF� PW RN MAL
5 ∞ 4
0
-
M
30mm
!
100
! Availability: Character. Counts as a “Banger” for availability.
CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making ranged
attacks.
HATRED (x): Attacks against (x) by this model gain +1 AS and +1 PW.
INFILTRATE: This model is deployed only after all other non-Infiltrating models have been deployed. This model
may be deployed anywhere on the battlefield that is at least 12 inches from an enemy deployment zone.
4
16
AG#2
[1] Machine Pistols
•Point Blank
•Proximity Strike (2)
AS RF� PW RN MAL
8
2
5
8 19
3
Special Abilities
15
•Crack Shot
•Hatred (Saint Mark)
•Infiltrate
2
POINT BLANK: This ranged attack may be used against enemy models this model is engaged with. These
attacks never gain PW bonuses for charging, ganging-up, or any abilities that modify the PW of melee attacks.
PROXIMITY STRIKE(x): When this attack targets a model place a BL(x) Blast Marker with the center anywhere
completely over the target’s base. Make attacks against all models, except the attacking model, under the blast
marker. Only the attack roll against the initial target may malfunction, or gain the benefits of aiming or charging.
M
ARSENAL
AG#1
AS RF� PW RN MAL
6
[1] Battle Blade
4
18
2
14
1
4
0
-
AS RF� PW RN MAL
AG#3
AS RF� PW RN MAL
7
[1] Combat Shotgun
•KP(12) •Restricted
4
∞
AG#2
1
6
[1] Grenade Launcher
•Indirect
•Restricted
[*] Frag
•BL(2) •KP(10)
[*] Incendiary
•BL(1) •Cauterize •Fire
[*] Smoke
•Launch Smoke (3)
1
6x2
*
SP
16
18
18
4x2
6x2
-
Special Abilities
•Enviro Filters
•Guerilla Tactics
•Pop Smoke
30mm
[4]1000
80
ENVIRO FILTERS: This model ignores Smoke Clouds.
GUERILLA TACTICS: Models with Guerilla Tactics may Squadlink from up to 8 inches away. This model only
spends 1 AP to Break Away.
PARRY: When this model is targeted by melee attacks, after attack rolls are made, this model may make an AS
Check. If the check is successful you may disregard 1 non-critical hit against this model from those attacks.
VAULT: Once per activation, this model may spend 1 AP to immediately move their MV value, ignoring terrain
as well as intervening models. If this move results in charge, this model gains and additional +1 AS and +1 PW
to the charge attack.
DETONATE: Once per activation, if this attacks hits and its target passes its AR Save, you may have the target
immediately suffer an automatic PW: 4x2 hit. This automatic hit may not be Parried.
EXTREME DAMAGE (ED)(x): (x) represents the amount of HP lost by a failed AR Save caused by this attack.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled
is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the
attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target.
PIERCE: When on a melee attack, if the target is hit and fails its AR Save, this model may make an attack against
another model within 1 inch of the targeted model. This attack suffers -2 PW.
PIN: When this attack hits a prone model place a Pinned Counter on that model. While a model has a Pinned
Counter it may not stand up, and may not spend AP on assault groups or movement. Ranged attacks against a
model with a Pinned Counter do not suffer -2 for the model being prone. Melee attacks against a model with a
Pinned Counter hit automatically. The model may spend 1 AP during its activation to remove the Pinned Counter.
A model may only have 1 Pinned Counter at any time.
STOMP: This attack may only target prone models.
Arsenal (4)
STINGER
AG#1
[1] Breaching Spear
4
•Detonate
•Pierce
AG#2
4
[1] Spear Sweep
•KP(12)
18
AG#3
[1] Skewer
•ED(2)
•Pin •Stomp
3
14
1
AS RF� PW RN MAL
8 ∞ 6 RE
AS RF� PW RN MAL
1
- Arc AS RF� PW RN MAL
8
1 5x2 RE -
Special Abilities
•Enviro Filters
•Guerilla Tactics
•Parry
•Vault
M
30mm
[6]1000
80
DETONATE: Once per activation, if this attacks hits and its target passes its AR Save, you may have the target
immediately suffer an automatic PW: 4x2 hit. This automatic hit may not be Parried.
ENVIRO FILTERS: This model ignores Smoke Clouds.
EXTREME DAMAGE (ED)(x): (x) represents the amount of HP lost by a failed AR Save caused by this attack.
GUERILLA TACTICS: Models with Guerilla Tactics may Squadlink from up to 8 inches away. This model only
spends 1 AP to Break Away.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled
is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the
attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target..
PARRY: When this model is targeted by melee attacks, after attack rolls are made, this model may make an AS
Check. If the check is successful you may disregard 1 non-critical hit against this model from those attacks.
PIERCE: When on a melee attack, if the target is hit and fails its AR Save, this model may make an attack against
another model within 1 inch of the targeted model. This attack suffers -2 PW.
PIN: When this attack hits a prone model place a Pinned Counter on that model. While a model has a Pinned
Counter it may not stand up, and may not spend AP on assault groups or movement. Ranged attacks against a
model with a Pinned Counter do not suffer -2 for the model being prone. Melee attacks against a model with a
Pinned Counter hit automatically. The model may spend 1 AP during its activation to remove the Pinned Counter.
A model may only have 1 Pinned Counter at any time.
STOMP: This attack may only target prone models.
VAULT: Once per activation, this model may spend 1 AP to immediately move their MV value, ignoring terrain
as well as intervening models. If this move results in charge, this model gains and additional +1 AS and +1 PW
to the charge attack.
Stinger (6)
SISTER OF WRATH
4
AG#1
[1] Stun Baton
•Cauterize
•Stun
AS RF� PW RN MAL
8 ∞ 5
0
-
3
16
2
30mm
[1]1000
80
BACKSTAB: This model gains +2 AS and +2 PW to all attacks made against a model that has not activated this
round.
CAUTERIZE: HP lost by this attack may never be healed.
FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y).
FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks.
SEAR: This model may spend 1 AP while in base contact with a friendly model to remove a Bleed Counter.
2
14
M
“They will pay for their sins.”
STUN: A model hit by this attack gains a Stun Counter. At the beginning of that model’s next activation, it
immediately loses 1 AP, and then the Stun Counter is removed. A model may only have 1 Stun Counter at any
time.
Special Abilities
•Field Order (Strike)(Backstab)
•Furious Charge
•Sear
Strike (5)
MARIONETTE
M
30mm
!
100
! Availability: Character. Counts as a “Sister of Wrath” for availability.
CAUTERIZE: HP lost by this attack may never be healed.
4
2
14
3
16
2
AG#1
[1] Stun Baton
•Cauterize
•Stun
AG#2
[1] Baton Overload
•Cauterize
•Stun
AS RF� PW RN MAL
8 ∞ 5
0 19
COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not
squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches
activate after them. That model may squadlink. Models activated by Command cannot use Command this round.
FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y).
AS RF� PW RN MAL
10 1 5x2 Arc 17
Special Abilities
•Command (1)
•Field Order (Strike) (Guerilla Tactics)
•Furious Charge
•Sear
•Sidestep
Strike (5)
FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks.
GUERILLA TACTICS: Models with Guerilla Tactics may Squadlink from up to 8 inches away. This model only
spends 1 AP to Break Away.
SEAR: This model may spend 1 AP while in base contact with a friendly model to remove a Bleed Counter.
SIDESTEP: When this model is hit by a non-critical hit from a melee or template attack, roll a d20. On a 12 or less
the model suffers no damage from the attack, and is not affected by any weapon abilities from those attacks.
STUN: A model hit by this attack gains a Stun Counter. At the beginning of that model’s next activation, it
immediately loses 1 AP, and then the Stun Counter is removed. A model may only have 1 Stun Counter at any
time.