Documente Academic
Documente Profesional
Documente Cultură
30mm
[1]1000
55
AG#1
AS RF PW RN MAL
0
3
2
-
JUST A FLESH WOUND: This model may spend 1 AP while in base contact with a Living model to heal 1 HP on
that model. Models may only be affected by Just a Flesh Wound once per game.
5
14
2
14
HANG IN THERE BOYS!: Living models reduced to 0 HP are not killed while within 8 inches of this model, but
instead gain a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them
gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying
Counter ever gains HP, remove the Dying Counter.
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
WARWIND
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
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 use 1 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
AG#1
[1] Stock
AS RF PW RN MAL
[1] Flame Thrower
*
1 4x2 *
18
13
[*] Stream
ST
[*] Spray
SP
3
12
1
AG#2
[1] Stock
AG#2
13
[*] Stream
Cauterize
Fire
AS RF PW RN MAL
4
3
0
AS RF PW RN MAL
*
1 4x2 *
18
6
8
[*] Spray
ST
SP
KP(8)
[1] Grenade
[*] Frag
4x2
[*] Incendiary
6x2
BL(2) KP(10)
[*] 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
BL(2) KP(10)
BL(1)Cauterize Fire
[*] Smoke
Special Abilities
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!
30mm
[3]500
75
FIRE: When this attack hits a model, place a Fire Counter on that model. When a model with a Fire Counter
activates it may spend 1 AP to roll a d20. The Fire Counter is removed if the roll is equal to or under 10. The model
may repeat this. After these rolls are made, a model possessing a Fire Counter suffers an automatic PW:7 hit
with the Cauterize weapon ability. A model may only have 1 Fire Counter at any time.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number
rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller
the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the
target.
LAUNCH SMOKE(x): Launch Smoke is a Blast Attack. Place the center of a BL(x) Smoke Cloud where this attack
hits. A smoke cloud is a terrain piece with the Does Not Block LoS and heavy Cover keywords. In addition, all
models with any part of their base over the terrain piece suffer -4 AS to melee attacks. During each Lingering
Effects Phase, roll a d20, removing the Smoke Cloud on a result on 11 or greater.
POP SMOKE: Once per activation, this model may spend 1 AP to place the center of a BL(3) Smoke Cloud in
base contact. A Smoke Cloud is a terrain piece with the Heavy Cover keyword. In addition, all models under the
template suffer -4 AS to melee attacks. During each Lingering Effects Phase, roll a d20, removing the Smoke
Cloud on a result on 11 or greater.
Ravage (3)
AG#1
16
GUERILLA TACTICS: Models with Guerilla Tactics may Squadlink from up to 8 inches away. This model only
spends 1 AP to Break Away.
Pop Smoke
[2] Mace
FIRE: When this attack hits a model, place a Fire Counter on that model. When a model with a Fire Counter
activates it may spend 1 AP to roll a d20. The Fire Counter is removed if the roll is equal to or under 10. The model
may repeat this. After these rolls are made, a model possessing a Fire Counter suffers an automatic PW:7 hit
with the Cauterize weapon ability. A model may only have 1 Fire Counter at any time.
Special Abilities
RAVAGE LEADER
3
FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y).
AS RF PW RN MAL
6
1
*
8 19
BL(1)Cauterize Fire
14
60
AS RF PW RN MAL
6
4
0
-
AG#2
[1] 500
Firestorm (4)
[2] Mace
18
30mm
AG#1
Special Abilities
RAVAGE
3
KABOOM!(x)(y): When a model with this ability is hit by an attack, roll a d20. If the result is equal to or higher
than (x), roll scatter, moving the model directly toward that direction 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 (3)
14
FIRE: When this attack hits a model, place a Fire Counter on that model. When a model with a Fire Counter
activates it may spend 1 AP to roll a d20. The Fire Counter is removed if the roll is equal to or under 10. The model
may repeat this. After these rolls are made, a model possessing a Fire Counter suffers an automatic PW:7 hit
with the Cauterize weapon ability. A model may only have 1 Fire Counter at any time.
AG#1
45
Special Abilities
FIRESTORM LEADER
3
[3]500
AS RF PW RN MAL
4
3
0
-
Cauterize
Fire
30mm
4x2
6x2
30mm
[1]1000
90
STRIKE
AG#1
4
3
AG#2
[1] Claymore
AS RF PW RN MAL
2x2 0
6
-
30mm
[3]500
70
ELUSIVE: Ranged attacks against this model suffer double the normal range penalties. This model
automatically passes the PS Check to Evade.
FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks.
AS RF PW RN MAL
6x2 0
7
-
12
3
14
2
Special Abilities
Elusive
Furious Charge
Strike (3)
STRIKE LEADER
AG#1
AS RF PW RN MAL
2x2 0
7
-
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
6x2 0
8
-
RETALIATION: When an enemy model misses this model with a melee attack this model may select 1 melee
attack and make an attack against the enemy model.
12
3
16
2
Special Abilities
Elusive
Field Order (Strike)(Retaliation)
Furious Charge
Strike (4)
COIL DISKMASTER
3
AG#1
AS RF PW RN MAL
[2] Twin Launcher 6
2 6x2 12 20
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
MILITIA
3
6
AG#1
AS RF PW RN MAL
5
4
0
-
AG#2
AS RF PW RN MAL
4
1 3x2 6 18
[1] Mace
14
3
Blast(1)
30mm
[6]500
30
QUICK DRAW: This model may spend 1 AP to make an Aimed ranged attack, or move up to
their MV value and make a ranged attack.
Special Abilities
Quick Draw
12
1
Militia (6)
SHEPHERD
AG#1
3
4
12
3
12
2
AS RF PW RN MAL
6
4
0
-
12
3
50
BERSERK: This model may spend 1 AP to gain 1 Berserk Counter. A model may only have 1
Berserk Counter at any time.
BERSERK COUNTER: This model gains +1 AS, +1 PW, an additional power multiplier to
melee attacks, and the Never Panic special ability. After any activation in which this
model did not make a Melee Attack they gain an Exhaustion Counter.
EXHAUSTION COUNTER: This model suffers -1 AP per Exhaustion Counter. If this
model activates with 0 AP due to Exhaustion Counters, remove all Berserk and
Exhaustion Counters and end their activation.
FIELD ORDER(x)(y): This model has (y). While (x) is within 8 of this model, it gains (y).
FINAL STRIKE: When this model would be killed, it may make a PS Check. On a success it
may immediately make 1 attack before being removed.
Flock (6)
M
AS RF PW RN MAL
4
4
0
-
10
1
[1]500
AG#1
30mm
Special Abilities
FLOCK
3
Flock (6)
30mm
[6]500
25
FINAL STRIKE: When this model would be killed, it may make a PS Check. On a success it
may immediately make 1 attack before being removed.
PUSH BEYOND LIMITS: If this model ever gains an Exhaustion Counter, it must
immediately make a PS Check. On a failure it loses 1 HP.
SAINT MARK
AG#1
AS RF PW RN MAL
6x2 0
10
19
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
AG#2
AS RF PW RN MAL
10 2
9 16 18
Special Abilities
Command (2)
Crack Shot
Enviro Filters
Inspire
Never Panic
Coil (5)
AG#1
[2] Ravage
Brutal
Crush
AG#2
Knockback(14)
Pulse(1)
16
80mm
200
BRUTAL: The Parry special ability may not be used against this attack.
AS RF PW RN MAL
10
8 RE -
AS RF PW RN MAL
1
4
*
19
EMPOWER: This attack receives a cumulative +1 power multiplier each time it is used after
the first. This additional power multiplier lasts until the end of the Lingering Effects Phase.
20 AG#3
3
SAINT
MARK
HARBINGER OF JUDGMENT
4
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.
AS RF PW RN MAL
10 2
*
* 18
5x2
SP
10
16
Fire
Point Blank
Empower
CRUSH: If this attack hits, all further attack rolls made with this attack against the same target
automatically succeed this round, unless a Malfunction is rolled. These automatic hits may not
be Parried.
SAINT
MARK
HARBINGER OF JUDGMENT
Special Abilities
4
6
20
Cause Panic
Crack Shot
Command(2)
Enviro Filters
Flameproof
Inspire
Never Panic
Strider
80mm
200
CAUSE PANIC: When an enemy becomes engaged with this model that enemy must make a PS
Check. On a failure, it gains 1 Panic Counter.
CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when
making Ranged Attacks.
COMMAND(x): (x) is how many times per game Command may be used. Once per
activation, if this model is not squadlinking, it may spend 1 AP to have a friendly model
that has not activated this round, and is within 8, activate after them. That model may
Squadlink. Models activated by Command cannot use Command this round.
ENVIRO FILTERS: This model ignores Smoke Clouds.
FLAMEPROOF: This model may never gain Fire Counters, and never suffers damage from attacks
with the Fire weapon ability.
INSPIRE: When this model uses Command, the activated model, and any model it Squadlinks
with, gain +1 AS and +1 PW to all attacks that activation.
16
STRIDER: This model ignores the movement cost of terrain with the Rough keyword. This
model may stand up from being Knocked Prone for no AP cost.
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)
REAVER
AG#1
4
3
14
AG#2
30mm
[1]1000
75
CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making ranged
attacks.
AS RF PW RN MAL
7
7
0
7
2x2
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
2x2 6
7
-
3
Special Abilities
15
Crack Shot
Inltrate
Shade (5)
HEPHZIBAH
AG#1
Paralyzing Poison
AG#2
14
3
15
2
Paralyzing Poison
2x2
Command (1)
Crack Shot
For Saint and Glory (Saint Mark)
Inltrate
3
14
1
[1] Saber
AG#2
Poison (16)
3
14
2
[4]1000
50
CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making ranged
attacks.
AS RF PW RN MAL
5
5
0
-
INFILTRATE: This model is deployed only after all other non-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
6
1 4x2 8
-
Crack Shot
Inltrate
Shade (4)
AS RF PW RN MAL
6x2 0
-
AG#2
15
30mm
Special Abilities
AG#1
PARALYZING POISON: When a Living model is hit by this attack, place a Paralyzing Poison Counter on that
model. When a model with Paralyzing Poison Counters would perform an action, it instead removes 1 Paralyzing
Poison Counter. A model may never have more Paralyzing Poison Counters than its AP stat.
THETHESENTINAL
EYE OF MARK
4
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.
Shade (5)
14
CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making ranged
attacks.
Special Abilities
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.
FOR SAINT AND GLORY(x): While within line of sight of (x), this model has the Never Panic Special Ability. If (x)
is killed while in line of sight of this model, this model gains a Panic Counter.
AS RF PW RN MAL
2x2 6
8
-
SHADE
4
95
AS RF PW RN MAL
8
7
0
8
30mm
Poison(16)
AS RF PW RN MAL
8
1 4x2 SP 19
Special Abilities
Cause Panic
Elusive
Hit and Run
Inltrate
30mm
85
CAUSE PANIC: When an enemy becomes engaged with this model that enemy must make
a PS Check. On a failure, it gains a Panic Counter.
ELUSIVE: Ranged attacks against this model suffer double the normal range penalties.
This model automatically passes the PS Check to Evade.
HIT AND RUN: When this model kills an enemy, it may immediately gain 1 AP, which must
be spent on Movement. This move ignores the rules for Breaking Free and may result in
a Charge.
HORRIBLE DEATH: If an enemy is killed by this attack, all enemies within 4 of the enemy
killed receive a Panic Counter.
INFILTRATE: This model is deployed only after all non-Infiltrating models have been
deployed. This model may be deployed anywhere on the battlefield that is at least 12
from an enemy Deployment Zone.
POISON(x): Living Models hit by this attack gain 1 Poison(x) Counter.
Poison(x) Counter: During the Lingering Effects Phase roll a d20 for each Poison(x)
Counter. On a result of (x) or greater this model loses 1 HP, otherwise, remove 1
Poison(x) Counter. HP lost by Poison(x) Counters cannot be healed. A model may
never have more Poison Counters than its HP Stat at any time.
AG#2
3
20
3
AS RF PW RN MAL
8
1
* 16 18
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.
4x2
6x2
Special Abilities
FIRE: When this attack hits a model, place a Fire Counter on that model. When a model with a Fire Counter
activates it may spend 1 AP to roll a d20. The Fire Counter is removed if the roll is equal to or under 10.
The model may repeat this. After these rolls are made, a model possessing a Fire Counter suffers an
automatic PW:7 hit with the Cauterize weapon ability. A model may only have 1 Fire Counter at any time.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled
is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the
attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target.
LAUNCH SMOKE(x): Launch Smoke is a Blast Attack. Place the center of a BL(x) Smoke Cloud where this attack
hits. A smoke cloud is a terrain piece with the Does Not Block LoS and heavy Cover keywords. In addition, all
models with any part of their base over the terrain piece suffer -4 AS to melee attacks. During each Lingering
Effects Phase, roll a d20, removing the Smoke Cloud on a result on 11 or greater.
POINT BLANK: This ranged attack may be used against enemy models this model is engaged with. These
attacks never gain PW bonuses for charging, ganging-up, or any abilities that modify the PW of melee attacks.
3
20
130
AS RF PW RN MAL
8
2 6x2 SP 18
18
3
40mm
Special Abilities
Art of War
Command (2)
Enviro Filters
Guerilla Tactics
Never Panic
Pop Smoke
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 spend 1 AP to place the center of a BL(3) Smoke Cloud in base
contact. A Smoke Cloud is a terrain piece with the Heavy Cover keyword. In addition, all models under the template
suffer -4 AS to melee attacks. During each Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a
result on 11 or greater.
3
18
3
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
Pop Smoke
Vault
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.
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.
POP SMOKE: Once per activation, this model may spend 1 AP to place the center of a BL(3) Smoke Cloud in base
contact. A Smoke Cloud is a terrain piece with the Heavy Cover keyword. In addition, all models under the template
suffer -4 AS to melee attacks. During each Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a
result on 11 or greater.
18
VAULT: Once per activation, this model may spend 1 AP to immediately move their MV value, ignoring terrain
as well as intervening models. If this move results in charge, this model gains and additional +1 AS and +1 PW
to the charge attack.
SAINT
LUKE
B
\ ASTION OF WISDOM
AS RF PW RN MAL
[1] Breaching Spear 10
8 RE Detonate
Pierce
6
20
3
16
Pierce
AG#2
5x2 RE
AS RF PW RN MAL
1
8 RE 20
AG#3
AS RF PW RN MAL
[1] Rotary Shotgun
8
2 6x2 SP 18
Knockdown(12)
Point Blank
SAINT
LUKE
B
\ ASTION OF WISDOM
Special Abilities
4
6
20
Command(2)
Enviro Filters
Never Panic
Parry
Pop Smoke
Strider
Tough as Nails
ZURIEL
AG#1
AS RF PW RN MAL
2 7x2 SP 19
[1] Modied Shotgun 8
Knockdown(12)
Point Blank
14
2
DETONATE: Once per activation, if this attacks hits and its target passes its AR Save, the
attacker may have the target immediately suffer an automatic PW: 4x2 hit. This automatic
hit may not be Parried.
KNOCKDOWN(x): When this attack hits a model, after AR Saves are made, roll a d20. If the
number rolled is equal to or under (x) then the target is Knocked Prone. Melee attacks suffer -2 to
the TN for every size smaller the attacking model is than the target and +2 to the TN for every size
larger the attacking model is than the target.
PIERCE: When on a melee attack, if the target fails its AR Save, this model may make 1 additional
attack against another model within 1 inch of the target. This attack suffers -2 PW.
POINT BLANK: This Ranged Attack may target enemies this model is engaged with.
PROXIMITY STRIKE(x): Place a Blast(x) template with the center anywhere completely over
the targets base. Make attacks against all models, except the attacking model, under the
template. Only the attack roll against the target may malfunction, or gain the benefits of
aiming or charging.
80mm
200
COMMAND(x): (x) is how many times per game Command may be used. Once per
activation, if this model is not squadlinking, it may spend 1 AP to have a friendly model
that has not activated this round, and is within 8, activate after them. That model may
Squadlink. Models activated by Command cannot use Command this round.
ENVIRO FILTERS: This model ignores Smoke Clouds.
NEVER PANIC: This model may never gain Panic Counters.
PARRY: When this model is targeted by melee attacks, after attack rolls are made, this
model may make an AS Check. If the check is successful it may discard 1 non-critical hit
from those attacks
CONDUCTION: The model with the highest AR value hit by this attack suffers an additional
power multiplier to the attacks PW. In the case of a tie for highest AR, the attacker selects
which enemy suffers the additional multiplier.
STRIDER: This model ignores the movement cost of terrain with the Rough keyword. This
model may stand up from being Knocked Prone for no AP cost.
16
18
200
POP SMOKE: Once per activation, this model may place the center of a Blast(3) Smoke Cloud in
base contact.
Smoke Cloud: A Smoke Cloud is a terrain piece with the Heavy Cover keyword. All models
in a smoke cloud suffer -4 AS to melee attacks. During each Lingering Effects Phase, roll
a d20, removing the Smoke Cloud on a result of 11 or greater.
AG#1
80mm
Enviro Filters
Pop Smoke
Guerilla Tactics
Immaculate Maintenance
Med Pack(2)
Arsenal (4)
30mm
100
SISTER OF WRATH
4
AG#1
AS RF PW RN MAL
8
5
0
-
3
16
2
2
14
3
16
2
AG#1
AS RF PW RN MAL
8
5
0 19
14
1
AS RF PW RN MAL
[1] Baton Overload 10 1 5x2 Arc 17
Cauterize
Stun
AG#2
AG#3
ED(2)
Pin Stomp
2
14
1
100
STUN: A model hit by this attack gains a Stun Counter. When a model with a Stun Counter would perform an
action, it instead removes 1 Stun Counter. A model may only have 1 Stun Counter at any time.
AS RF PW RN MAL
7
6 RE AS RF PW RN MAL
1
- Arc AS RF PW RN MAL
7
1 5x2 RE -
Parry
Vault
Pop Smoke
30mm
[6]1000
65
DETONATE: Once per activation, if this attacks hits and its target passes its AR Save, you may have the target
immediately suffer an automatic PW: 4x2 hit. This automatic hit may not be Parried.
ENVIRO FILTERS: This model ignores Smoke Clouds.
EXTREME DAMAGE (ED)(x): (x) represents the amount of HP lost by a failed AR Save caused by this attack.
GUERILLA TACTICS: Models with Guerilla Tactics may Squadlink from up to 8 inches away. This model only
spends 1 AP to Break Away.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled
is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the
attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target..
PARRY: When this model is targeted by melee attacks, after attack rolls are made, this model may make an AS
Check. If the check is successful you may disregard 1 non-critical hit against this model from those attacks.
PIERCE: When on a melee attack, if the target is hit and fails its AR Save, this model may make an attack against
another model within 1 inch of the targeted model. This attack suffers -2 PW.
PIN: When this attack hits a prone model place a Pinned Counter on that model. While a model has a Pinned
Counter it may not stand up, and may not spend AP on assault groups or movement. Ranged attacks against a
model with a Pinned Counter do not suffer -2 for the model being prone. Melee attacks against a model with a
Pinned Counter hit automatically. The model may spend 1 AP during its activation to remove the Pinned Counter.
A model may only have 1 Pinned Counter at any time.
POP SMOKE: Once per activation, this model may spend 1 AP to place the center of a BL(3) Smoke Cloud in base
contact. A Smoke Cloud is a terrain piece with the Heavy Cover keyword. In addition, all models under the template
suffer -4 AS to melee attacks. During each Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a
result on 11 or greater.
STOMP: This attack may only target prone models.
VAULT: Once per activation, this model may spend 1 AP to immediately move their MV value, ignoring terrain
as well as intervening models. If this move results in charge, this model gains and additional +1 AS and +1 PW
to the charge attack.
Stinger (6)
AG#2
18
30mm
Special Abilities
Enviro Filters
Guerilla Tactics
SIDESTEP: When this model is hit by a non-critical hit from a melee or template attack, roll a d20. On a 12 or less
the model suffers no damage from the attack, and is not affected by any weapon abilities from those attacks.
Special Abilities
Command (1)
Field Order (Strike) (Guerilla Tactics)
Furious Charge
Sear
Sidestep
Strike (5)
AG#1
STUN: A model hit by this attack gains a Stun Counter. When a model with a Stun Counter would perform an
action, it instead removes 1 Stun Counter. A model may only have 1 Stun Counter at any time.
SEAR: This model may spend 1 AP while in base contact with a friendly model to remove a Bleed Counter.
ARSENAL
4
FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y).
FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y).
AG#2
[1] Skewer
Strike (5)
KP(12)
18
BACKSTAB: This model gains +2 AS and +2 PW to all attacks made against a model that has not activated this
round.
AG#1
80
Special Abilities
STINGER
4
[1]1000
SEAR: This model may spend 1 AP while in base contact with a friendly model to remove a Bleed Counter.
MARIONETTE
4
30mm
2
14
AS RF PW RN MAL
7
2 6x2 SP 18
AS RF PW RN MAL
6
1
* 16 18
Special Abilities
Enviro Filters
Guerilla Tactics
Pop Smoke
Arsenal (4)
4x2
6x2
30mm
[4]1000
75
SAINT MARY
AG#1
AS RF PW RN MAL
5x2 0
10
-
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
RAGE: This model gains +2 PW to all melee attacks for each HP it has lost.
AG#1
[1] Vindicator
Knockdown(12)
AG#2
6
20
4
18
Special Abilities
SAINT
MARY
HERALD OF VENGEANCE
4
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled
is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the
attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target.
Cauterize
Devastating Charge
(Sunder Armor)
(Extreme Damage)
Pierce
AG#3
80mm
200
AS RF PW RN MAL
6x2 Arc
10
AS RF PW RN MAL
8
6 RE -
AS RF PW RN MAL
*
2
*
* 18
5x2 SP
10
3x2 ST
8
DEVASTATING CHARGE(x): If this attack is selected as a Charge Attack, it gains(x) for that
attack.
EXTREME DAMAGE: Models that fail an AR Save caused by this attack lose 2 HP.
KNOCKDOWN(x): When this attack hits a model, after AR Saves are made, roll a d20. If the
number rolled is equal to or under (x) then the target is Knocked Prone. Melee attacks suffer -2 to
the TN for every size smaller the attacking model is than the target and +2 to the TN for every size
larger the attacking model is than the target.
PIERCE: When on a melee attack, if the target fails its AR Save, this model may make 1 additional
attack against another model within 1 inch of the target. This attack suffers -2 PW.
SUNDER ARMOR: Models hit by this attack gain 1 Sundered Armor Counter.
Sundered Armor Counter: This model suffers -2 AR. A model may only have 1 Sundered
Armor Counter at any time.
SAINT
MARY
HERALD OF VENGEANCE
6
20
200
BLOK STOPPER: This model always has Light Cover. This model grants Light Cover if it is
between the target of an attack and the attacker.
BOUNDLESS FURY: Once per round, when this model performs a Melee Attack, it may gain +4
AS and +4 PW for that attack. Once this attack is completed, this model suffers an automatic
PW: 10 hit.
Special Abilities
80mm
Blok Stopper
Boundless Fury
Command(2)
Deance
Enviro Filters
Field Order (Forsaken)(Furious Charge)
Never Panic
Strider
COMMAND(x): (x) is how many times per game Command may be used. Once per
activation, if this model is not squadlinking, it may spend 1 AP to have a friendly model
that has not activated this round, and is within 8, activate after them. That model may
Squadlink. Models activated by Command cannot use Command this round.
DEFIANCE: This model may not be targeted by psychogenics.
ENVIRO FILTERS: This model ignores Smoke Clouds.
FIELD ORDER(x)(y): This model has (y). While (x) is within 8 of this model, it gains (y).
18
STRIDER: This model ignores the movement cost of terrain with the Rough keyword. This
model may stand up from being Knocked Prone for no AP cost.
CLERGY ANN
AG#1
AS RF PW RN MAL
2x2 0
6
6
3
AG#2
14
3
14
2
AS RF PW RN MAL
6
2
6 12 19
Special Abilities
Never Panic
Rage
30mm
[4]1000
RAGE: This model gains +2 PW to all melee attacks for each HP it has lost.
NEVER PANIC: This model may never gain Panic Counters.
60
CONTRADICTION
AG#1
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
AS RF PW RN MAL
7
2
6 SP 20
[1] Shotgun
KP(8)
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number
rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller
the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the
target.
14
3
16
Special Abilities
Command (1)
Inspire
Instigate
JUDAH
2
14
3
16
90
AG#1
30mm
AS RF PW RN MAL
8
4
0
-
AG#2
[1] Shotgun
KP(8)
AS RF PW RN MAL
8
2
6 SP 20
RIGHTEOUS CHARGE: Once per round, when this model charges an enemy, but before charge attacks are
resolved, you may move up to 2 friendly, unengaged models within 8 inches into base contact with the enemy
model. If a model cannot move into base contact then it may not be moved by Righteous Charge.
SIDESTEP: When this model is hit by a non-critical hit from a melee or template attack, roll a d20. On a 12 or less
the model suffers no damage from the attack, and is not affected by any weapon abilities from those attacks.
Special Abilities
Deance
Luck
Sidestep
Righteous Charge
JOAN
AG#1
3
6
18
3
16
2
AS RF PW RN MAL
[1] Retribution Strike 7
6
0
Empower
30mm
85
PSYCHOGENIC NEOPHYTE(x): Once per activation, this model may spend 1 AP to cast the (x)
psychogenic.
RAGE: This model gains +2 PW to all melee attacks for each missing HP.
Special Abilities
Deance
Field Order (Bane)(Hatred: Non-Forsaken)
Psychogenic Neophyte (Precognition)
Rage
Bane (6)
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)
4
6
22
2
16
3
22
[1] Maul
[*] Powered Maul
Cauterize
ED(2) KP(15)
AG#2
AS RF PW RN MAL
7
1 6x2 12 19
Special Abilities
Command (2)
Enviro Filters
Never Panic
Power Generator (AR/AG#1)
EXTREME DAMAGE (ED)(x): (x) represents the amount of HP lost by a failed AR Save caused by this attack.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled
is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the
attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target.
NEVER PANIC: This model may never gain Panic Counters.
POWER GENERATOR: When this model activates it may power either its Armor, or specic Attacks, until its next
activation. If Armor is selected, roll 1 additional d20 when making AR Saves, with the highest roll being discarded.
After this is done, if there is a result of 16 or higher, this model immediately loses 2 HP. If Attack is selected, the
chosen Attack uses the prole listed under its Powered version.
[1] Lawbringer
Cauterize
Extreme Damage
Knockdown(14)
AG#2
[2] Claws
[1] Beak
Sunder Armor
80mm
200
AS RF PW RN MAL
8x2 RE 18
10
EXTREME DAMAGE: Models that fail an AR Save caused by this attack lose 2 HP.
AS RF PW RN MAL
7
6 RE 4x2 RE
7
-
PULSE(x): This Ranged Attack may be used while engaged, and targets all enemies within (x) of
this model. Only the initial attack roll may Malfunction or gain the benefits of Aiming.
AS RF PW RN MAL
[1] Griffons Screech 8
1
2
*
20
Pulse(2)
Stun
Whiplash
KNOCKDOWN(x): When this attack hits a model, after AR Saves are made, roll a d20. If the
number rolled is equal to or under (x) then the target is Knocked Prone. Melee attacks suffer -2 to
the TN for every size smaller the attacking model is than the target and +2 to the TN for every size
larger the attacking model is than the target.
SAINT
JOHN
A
\ EGIS OF FAITH
Special Abilities
Faithful (6)
16
130
COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not
squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches
activate after them. That model may squadlink. Models activated by Command cannot use Command this round.
AS RF PW RN MAL
10
8
0
8x2 0
17
10
AG#3
AG#1
AG#1
30mm
SAINT
JOHN
A
\ EGIS OF FAITH
4
SAINT JOHN
Command(3)
Command Insight
Enviro Filters
Never Panic
Power Generator
Strider
80mm
200
COMMAND(x): (x) is how many times per game Command may be used. Once per
activation, if this model is not squadlinking, it may spend 1 AP to have a friendly model
that has not activated this round, and is within 8, activate after them. That model may
Squadlink. Models activated by Command cannot use Command this round.
COMMAND INSIGHT: This model may use Command from any range. Models activated by
Command, and any model it Squadlinks with, may re-roll 1 attack roll this activation.
ENVIRO FILTERS: This model ignores Smoke Clouds.
NEVER PANIC: This model may never gain Panic Counters.
POWER GENERATOR: When this model activates it may power either its Armor, or specic
Attacks, until its next activation. If Armor is selected, roll 1 additional d20 when making AR Saves,
with the highest roll being discarded. After this is done, if there is a result of 16 or higher, this model
immediately loses 2 HP. If Attack is selected, the chosen Attack uses the prole listed under its
Powered version.
22
3
STRIDER: This model ignores the movement cost of terrain with the Rough keyword. This
model may stand up from being Knocked Prone for no AP cost.
16
5
FAITHFUL
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
-
6
18
2
Special Abilities
14
2
Faithful (4)
HANIEL
AG#1
3
4
16
3
14
1
AS RF PW RN MAL
6
4
0
-
30mm
[4]1000
65
FOR SAINT AND GLORY(x): While within line of sight of (x), this model has the Never Panic Special Ability. If (x)
is killed while in line of sight of this model, this model gains a Panic Counter.
NEVER PANIC: This model may never gain Panic Counters.
QUICK DRAW: This model may spend 1 AP to make an aimed ranged attack, or move up to their MV value and
make a ranged attack.
AG#2
AS RF PW RN MAL
*
7
1
*
19
[*] Flechette
2x2 SP
6x2
Special Abilities
BANGER
30mm
[1]1000
80
FOR SAINT AND GLORY(x): While within line of sight of (x), this model has the Never Panic Special Ability. If (x)
is killed while in line of sight of this model, this model gains a Panic Counter.
4
4
16
3
AG#1
[1] Headbutt
AS RF PW RN MAL
5
4
0
-
AG#2
AS RF PW RN MAL
[1] Machine Pistols 6
2
5
8 19
Point Blank
Proximity Strike (2)
Special Abilities
For Saint and Glory (Saint John)
15
2
DEATHSTRYKE
4
4
16
AG#1
[1] Headbutt
AS RF PW RN MAL
5
4
0
-
30mm
100
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.
ELIJAH
AG#1
AS RF PW RN MAL
4
6
0
-
30mm
80
ASSASSINATE: This model does not deploy at the start of the game. During any
Preparation Phase after round 1 this model may be deployed anywhere on the battlefield.
BACKSTAB: This model gains +2 AS and +2 PW to all attacks made against an enemy that
has not activated this round.
CAUTERIZE: HP lost by this attack may never be healed.
AG#2
12
3
14
2
Cauterize
Stun
AS RF PW RN MAL
8
2
8
6
Special Abilities
Assassinate
Backstab
Crack Shot
Regeneration
CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover
when making Ranged Attacks.
STUN: Models hit by this attack gain 1 Stun Counter.
Stun Counter: The next time this model activates, it immediately loses 1 AP, and then
removes 1 Stun Counter. A model may only have 1 Stun Counter at any time.
REGENERATION: When this model activates, or at the start of the Lingering Effects Phase,
it heals 1 HP. This model may only heal 1 HP per round from Regeneration. This model is
not killed when reduced to 0 HP, but instead gains a Dying Counter.
Dying Counter: This model is Knocked Prone, may not spend AP, and all attacks targeting
it gain +2 AS and +2 PW. If this model loses HP, it is killed. If this model gains HP,
remove 1 Dying Counter. A model may only have 1 Dying Counter at any time.
PREVAILER LILITH
AG#1
3
3
[1] Katana
AG#2
14
3
16
Chem Cocktail
AS RF PW RN MAL
8
6
0
-
AS RF PW RN MAL
8
2 1x3 8 20
Special Abilities
Command( )
Human Shield
Parry
Volatile Augmentation (Berserk Counter)
30mm
100
BERSERK COUNTER: This model gains +1 AS, +1 PW, an additional power multiplier to melee
attacks, and the Never Panic special ability.
CHEM COCKTAIL: At the start of this models activation choose 1 of the following special
abilities, this attack gains the chosen ability this activation: Acid, Blind, Cauterize,
Paralyzing Poison, Poison(16), Rot.
COMMAND(x): (x) is how many times per game Command may be used. Once per activation,
if this model is not squadlinking, it may spend 1 AP to have a friendly model that has not
activated this round, and is within 8, activate after them. That model may Squadlink.
Models activated by Command cannot use Command this round.
HUMAN SHIELD: When this model is hit by a non-template attack it may force 1 friendly
model within 4 to be hit by the attack instead. That attack gains an additional power
multiplier for the hit.
PARRY: When this model is targeted by melee attacks, after attack rolls are made, this
model may make an AS Check. If the check is successful it may discard 1 non-critical hit
from those attacks
VOLATILE AUGMENTATION(x): Once during this models activation, it may target 1 friendly
model within 8. That model gains (x). At the end of the next Lingering Effects Phase, the
targeted model loses (x), and must make a PS Check at -4, losing 1 HP on a failure.
[1] Repenter
Brutal
Extreme Damage
AS RF PW RN MAL
10
8 RE
20
18
3
Special Abilities
Command(2)
Enviro Filters
Never Panic
Tough as Nails
Righteous Charge
Poison(16)
AS RF PW RN MAL
5
6
19
2
1
Special Abilities
ENHANCED CONSTITUTION: At the beginning of this models activation, before any other
effects resolve, it may spend 1 AP to remove any or all Counters.
FIELD ORDER(x)(y): This model has (y). While (x) is within 8 of this model, it gains (y).
Poison(16)
30mm
! Availability: This model may only be deployed when fielding Grand Templar Marius.
AS RF PW RN MAL
5
6
19
2
1
3
I carry His word!
10
30mm
Templar (2)
AG#1
10
RIGHTEOUS CHARGE: Once per round, when this model charges, but before charge attacks
are resolved, you may place up to 2 friendly, unengaged friendly models within 8 of this
model into base contact with the enemy. If a model cannot be placed into base contact
then it may not be targeted by this ability.
YAEL
MY BLOOD FOR YOUR BLOOD: If a friendly model within 4 would lose HP, this model may lose
that HP instead. This model may not lose more HP than its HP Stat.
10
COMMAND(x): (x) is how many times per game Command may be used. Once per
activation, if this model is not squadlinking, it may spend 1 AP to have a friendly model
that has not activated this round, and is within 8, activate after them. That model may
Squadlink. Models activated by Command cannot use Command this round.
BRUTAL: The Parry special ability may not be used against this attack.
! Availability: This model may only be deployed when fielding Grand Templar Marius.
10
180
Templar (5)
AG#1
NABU
2
40mm
EXTREME DAMAGE: Models that fail an AR Save caused by this attack lose 2 HP.
Special Abilities
Templar (2)
4
4
[1] Nekros
Decapitate
AS RF PW RN MAL
8
*
*
8
Arc
6x2 RE
16
16
3
125
DECAPITATE: If this attack Criticall Hits, its target loses 1 additional HP.
NEVER PANIC: This model may never gain Panic Counters.
PSYCHOGENIC NEOPHYTE(x): Once per activation, this model may spend 1 AP to cast the (x)
psychogenic.
SUNDER ARMOR: Models hit by this attack gain 1 Sundered Armor Counter.
Sundered Armor Counter: This model suffers -2 AR. A model may only have 1 Sundered
Armor Counter at any time.
TOUGH AS NAILS: This model ignores Critical AR Failure.
Flock (6)
AG#1
Poison(16)
30mm
! Availability: This model may only be deployed when fielding Esh, the Angel of Judgment.
AS RF PW RN MAL
5
6
19
2
1
MARK FOR DEATH: During the Preparation Phase, select 1 model within 12 and LoS. Models gain
+1 AS and +1 PW to attacks made against that model this round.
MY BLOOD FOR YOUR BLOOD: If a friendly model within 4 would lose HP, this model may lose
that HP instead. This model may not lose more HP than its HP Stat.
3
All will return to dust...
10
5
30mm
Special Abilities
ZEPHON
2
Special Abilities
10
1
Flock (2)
ARCHANGEL MICHAEL
AG#1
4
5
20
3
16
AG#2
[1] Purgation
Cauterize
Fire
Proximity Strike(3)
AS RF PW RN MAL
10
8 RE AS RF PW RN MAL
8 1 4x2 0
19
Special Abilities
ARCHANGEL GABRIEL
AG#1
4
5
20
3
16
3
AG#2
[1]Angelic Choir
Knockdown(12)
Point Blank
Stun
AS RF PW RN MAL
8
7
0
AS RF PW RN MAL
10 1 4x2 SP 19
Special Abilities
40mm
150
BACKLASH: Enemies hitting this model with a melee attack gain 1 Fire Counter.
Fire Counter: When this model activates it may spend 1 AP to roll a d20. On a roll of 10 or lower
remove 1 Fire Counter. The model may repeat this if failed. After these rolls are made, if this model
still has a Fire Counter it suffers an automatic PW: 7 hit. HP lost from Fire Counters may not be healed
A model may only have 1 Fire Counter at any time.
BLOK STOPPER: This model always has Light Cover. This model grants Light Cover if it is between the
target of an attack and the attacker.
CAUTERIZE: HP lost by this attack may never be healed.
.
FIRE: Models hit by this attack gain 1 Fire Counter.
FLAMEPROOF: This model may never gain Fire Counters, and never suffers damage from attacks with the
Fire weapon ability.
GOES OUT WITH A BANG: When this model is killed place a BL(2) template with the center hole anywhere
completely over this models base before it is removed. All models under the template suffer an automatic
PW: 5x2 hit.
NEVER PANIC: This model may never gain Panic Counters.
PROXIMITY STRIKE(x): Place a Blast(x) template with the center anywhere completely over the
targets base. Make attacks against all models, except the attacking model, under the template. Only
the attack roll against the target may malfunction, or gain the benefits of aiming or charging.
VAULT: Once per activation, this model may spend 1 AP to immediately move their MV value, ignoring
terrain and models. If this move results in a Charge, that attack gains an additional +1 AS and +1 PW.
40mm
150
FINISHING BLOW: This attack gains an additional power multiplier and Extreme Damage when targeting
models that are Knocked Prone.
GOES OUT WITH A BANG: When this model is killed, place a Blast(2) template with the center hole anywhere
completely over this models base before it is removed. All models under the template suffer an automatic PW: 5x2
hit.
KNOCKDOWN(x): When this attack hits a model, after AR Saves are made, roll a d20. If the number rolled is equal to or
under (x) then the target is Knocked Prone. Melee attacks suffer -2 to the TN for every size smaller the attacking model
is than the target and +2 to the TN for every size larger the attacking model is than the target.
NEVER PANIC: This model may never gain Panic Counters.
POINT BLANK: This Ranged Attack may target enemies this model is engaged with.
PROXIMITY STRIKE(x): Place a Blast(x) template with the center anywhere completely over the targets base.
Make attacks against all models, except the attacking model, under the template. Only the attack roll against
the target may malfunction, or gain the benefits of aiming or charging.
STUN: Models hit by this attack gain 1 Stun Counter.
Stun Counter: The next time this model activates, it immediately loses 1 AP, and then
removes 1 Stun Counter. A model may only have 1 Stun Counter at any time.
TREMOR: This model may spend 1 AP to place a Blast(2) template in base contact. All models under the
template suffer Knockdown(14).
VAULT: Once per activation, this model may spend 1 AP to immediately move their MV value, ignoring terrain and
models. If this move results in a Charge, that attack gains an additional +1 AS and +1 PW.
ARCHANGEL RAPHAEL
AG#1
AG#2
5
20
3
16
AS RF PW RN MAL
8
6 RE AS RF PW RN MAL
*
*
*
*
*
[*] Damnation
ST
19
[*] Benediction
Cauterize
Restoration
Special Abilities
Goes Out With a Bang
Hang In There Boys!
Non-Living
Vault
SKYLANCER
AG#1
3
14
3
14
1
Cauterize
Knockback(12)
Point Blank
Stun
6x2
SP
18
Guerilla Tactics
Power Generator
Skylancer Jets
3
16
2
Cauterize
Knockback(12)
Point Blank
Stun
AS RF PW RN MAL
8
2
6
6 20
8
6x2 SP
16
2
GUERILLA TACTICS: This model may Squadlink from up to 8 away, and only spends 1 AP to Break
Away.
KNOCKBACK(x): When this attack hits a model, after AR Saves are made, roll a d20. If that roll is
equal to or under (x) then the model hit is moved directly back d20/2 and is Knocked Prone.
18
30mm
80
Special Abilities
Guerilla Tactics
Power Generator
Psychogenic Neophyte (Fury of the Heavens)
Skylancer Jets
PSYCHOGENIC NEOPHYTE(x): Once per activation, this model may spend 1 AP to cast the (x)
psychogenic.
Skylancer (4)
AS RF PW RN MAL
4
6
0
-
60
Skylancer (3)
AG#1
14
[3]1000
30mm
SKYLANCER JETS: If Armor is selected from the Power Generator ability, in addition to the normal
benets, this model also gains +2 MV and may ignore terrain and models while moving.
14
150
POINT BLANK: This Ranged Attack may target enemies this model is engaged with.
Special Abilities
AG#1
POWER GENERATOR: When this model activates it may power either its Armor, or specic Attacks,
until its next activation. If Armor is selected, roll 1 additional d20 when making AR Saves, with
the highest roll being discarded. After this is done, if there is a result of 16 or higher, this model
immediately loses 2 HP. If Attack is selected, the chosen Attack uses the prole listed under its
Powered version.
40mm
AS RF PW RN MAL
7
2
6
6 20
7
30mm
[1]1000
85
GOES OUT WITH A BANG: When this model is killed, place a Blast(2) template with the center
hole anywhere completely over this models base before it is removed. All models under the
template suffer an automatic PW: 5x2 hit.
PSYCHOGENIC MASTER: Twice per activation, this model may spend 1 AP to cast 1
Psychogenic from their applicable Psychogenic List.
PSYCHOGENIC FEEDBACK: Each time an enemy casts a psychogenic within 8, it must make
a PS Check at -4 after that action is completed (regardless of success or failure). If this check is
failed that model loses 1 HP.
PSYCHOGENIC RESOLVE(x): (x) times per game, while this model is alive and a model
malfunctions while casting a psychogenic, you may ignore that malfunction (keeping any other
results of the roll).
RED SISTER
AG#1
3
4
[1] Harrower
Decapitate
AG#2
14
3
16
2
Decapitate
AS RF PW RN MAL
6x2 0
8
-
AS RF PW RN MAL
8
1
6 Arc -
14
3
16
2
AS RF PW RN MAL
8
6 RE
-
18
3
DECAPITATE: If this attack Critically Hits, its target loses 1 additional HP.
NEVER PANIC: This model may never gain Panic Counters.
RAGE: This model gains +2 PW to all melee attacks for each missing HP.
RETALIATION: When an enemy misses this model with a melee attack, after that action is
completed, this model may immediately perform 1 of its melee attacks. These attacks must
target the enemy triggering Retalitaion.
30mm
[1]1000
65
Never Panic
Psychogenic Neophyte (Mark of the Beast)
Rage
Retaliation
Tough as Nails
RETALIATION: When an enemy misses this model with a melee attack, after that action is
completed, this model may immediately perform 1 of its melee attacks. These attacks must target
the enemy triggering Retalitaion.
STUN: Models hit by this attack gain 1 Stun Counter.
Stun Counter: The next time this model activates, it immediately loses 1 AP, and then
removes 1 Stun Counter. A model may only have 1 Stun Counter at any time.
TOUGH AS NAILS: This model ignores Critical AR Failure.
AG#1
75
WARKNIGHT
3
[4]500
Never Panic
Rage
Retaliation
AG#1
30mm
Special Abilities
CRIMSON MOTHER
3
AS RF PW RN MAL
6
6 RE
-
30mm
[4]500
50
PIERCE: When on a melee attack, if the target fails its AR Save, this model may make 1 additional
attack against another model within 1 inch of the target. This attack suffers -2 PW.
PUSH: Once during its activation, this model may spend 1 AP to force 1 enemy of equal or smaller
size in base contact directly away 3, stopping only if it comes in contact with another model or a
terrain feature it cannot move through. This model may then move directly toward that model up to
3 and make 1 melee attack against that model.
SHIELD FORMATION: While not prone, and within 1 of at least 1 other model with Shield
Formation, this model gains +2 AR.
Special Abilities
Shield Formation
Push
12
1
Warknight (4)
WARKNIGHT BONDSMAN
AG#1
3
5
AS RF PW RN MAL
[1] Launcher Strike 6
4
0
-
AG#2
18
3
Blast(2)
Entangle
Special Abilities
Shield Formation
Push
12
1
AS RF PW RN MAL
8
1
6
-
Warknight (4)
30mm
[2]750
55
WARKNIGHT CAPTAIN
AG#1
AS RF PW RN MAL
8
6
0
-
3
16
2
AS RF PW RN MAL
3x2 0
4
-
10
1
75
EXTREME DAMAGE: Models that fail an AR Save caused by this attack lose 2 HP.
FINISHING BLOW: This attack gains 1 additional power multiplier and Extreme Damage when
targeting models that are Knocked Prone.
PUSH: Once during its activation, this model may spend 1 AP to force 1 enemy of equal or smaller
size in base contact directly away 3, stopping only if it comes in contact with another model or a
terrain feature it cannot move through. This model may then move directly toward that model up to
3 and make 1 melee attack against that model.
SHIELD FORMATION: While not prone, and within 1 of at least 1 other model with Shield
Formation, this model gains +2 AR.
Warknight (5)
AG#1
10
[1]1000
Shield Formation
Psychogenic Neophyte (Weight of Sin)
Pushback
THE REPENTANT
3
30mm
PSYCHOGENIC NEOPHYTE(x): Once per activation, this model may spend 1 AP to cast the (x)
psychogenic.
4
18
Repentant (4)
30mm
[6]750
30
PSYCHOGENIC NEOPHYTE(x): Once per activation, this model may spend 1 AP to cast the (x)
psychogenic.