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FIELD MEDIC

30mm

[1]1000

55

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

AG#1

[1] Laser Scalpel


Cauterize

AS RF PW RN MAL
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.

Always protect your Medic


-Saint John

THIS WILL MAKE IT ALL BETTER: This model may spend 1 AP when in base contact with a model to remove all
Poison and Numb Counters.

Special Abilities

Hang In There Boys!


Just a Flesh Wound
This Will Make It All Better

SISTER OF COMPASSION
AG#1

4
4
16
2
16

[1] Needle Fist


Numb

AG#2

[1] Needler
Numb

AS RF PW RN MAL
6
6
0 20

30mm

[1]1000

70

HANG IN THERE BOYS!: Living models reduced to 0 HP are not killed while within 8 inches of this model, but
instead gain a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them
gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying
Counter ever gains HP, remove the Dying Counter.
HATRED (x): Attacks against (x) by this model gain +1 AS and +1 PW.

AS RF PW RN MAL
6
2
6
8 20

MORPHINE GUN: This model may spend 1 AP to target a friendly Living model within 8 inches and line of sight.
That model heals 1 HP but gains a Morphine Counter. While a model has a Morphine Counter it suffers -2 AS
to all attacks. If the model ever loses its Morphine Counter it immediately loses 1 HP. A model may only have 1
Morphine Counter at any time, and may only be healed by Morphine Gun once per game.
NUMB: When this attack hits a Living model, place a Numb Counter on the model hit. A model with a Numb
Counter suffers a -2 AS to all attacks. A model may only have 1 Numb Counter at any time.

Special Abilities
Hang In There Boys!
Hatred (Marionette/Sister of Wrath)
Morphine Gun

WARWIND
AG#1

4
3
18
3
16

[2] Katana

AG#2

[1] Heavy Pistol


KP(10)

AS RF PW RN MAL
8
8
0
-

AS RF PW RN MAL
6
2
6 12 18

30mm

[1]1000

95

COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not
squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches
activate after them. That model may squadlink. Models activated by Command cannot use Command this round.
FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number
rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller
the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the
target.
NEVER PANIC: This model may never gain Panic Counters.
TOUGH AS NAILS: This model does not lose an additional HP for rolling a critical failure on an AR Save.

Special Abilities
Command (1)
Furious Charge
Never Panic
Tough as Nails

WEAPONSMITH
AG#1

3
6

[1] Rifle Stock

AG#2

[1] Rifle Shot


Restricted

14

AG#3

[3] Rifle Burst

3
14
2

Burst
Restricted

AS RF PW RN MAL
3
4
0
AS RF PW RN MAL
7
2
7 16 20
AS RF PW RN MAL
5
1
6 12 20

Special Abilities

Superior Maintenance (3)

30mm

[1]1000

70

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

[2] Double Mace


KP(8)

AS RF PW RN MAL
6
4
0

30mm

[6] 250

40

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

6
The shield of the Forsaken

18
3

Special Abilities
None

12
1

Bane (6)

BANE LEADER

30mm

[1]500

60

FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y).

AG#1

[2] Double Mace


KP(8)

AS RF PW RN MAL
7
4
0
-

GUARD: When a friendly model within 4 inches and line of sight is hit by a non-template, non-critical hit ranged
attack, this model may make the AR Save instead, suffering all effects of the attack as if it had been the target.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number
rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller
the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the
target.

5
Follow me to glory!

18
3

Special Abilities

Field Order (Bane)(Guard)

14
1

Bane (6)

COIL
AG#1

3
7

[1] Morning Club


KP(6)

AG#2

[1] Death Disk

AS RF PW RN MAL
5
3
0
-

30mm

[6]250

45

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

AS RF PW RN MAL
6
1 6x2 12 19

15
3

Special Abilities
None

12
1

Coil (6)

COIL LEADER
AG#1

3
6

[1] Morning Club


KP(8)

AG#2

[1] Death Disk

AS RF PW RN MAL
5
3
0
-

AS RF PW RN MAL
7
1 6x2 12 19

15
3

Special Abilities
Field Order (Coil)(Crack Shot)

14
1

Coil (6)

30mm

[1]500

60

CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making ranged
attacks.
FIELD ORDER(x)(y): This model has (y). While (x) is within 8 inches of this model, it gains (y).
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number
rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller
the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the
target.

FIRESTORM
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

[1] Flame Thrower

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

Launch Smoke (3)

KP(8)

AG#2

[1] Grenade
[*] Frag

18

[*] Incendiary

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

BL(2) KP(10)

BL(1)Cauterize Fire

[*] Smoke

Launch Smoke (3)

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).

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

AS RF PW RN MAL
6
1
*
8 19

BL(1)Cauterize Fire

14

60

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

AS RF PW RN MAL
6
4
0
-

AG#2

[1] 500

Firestorm (4)

[2] Mace

18

30mm

Field Order (Firestorm)(Guerilla Tactics)


Kaboom! (15)(Flame Thrower)

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.

Kaboom! (15)(Flame Thrower)

AG#1

45

Special Abilities

FIRESTORM LEADER
3

[3]500

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

AS RF PW RN MAL
4
3
0
-

Cauterize
Fire

30mm

4x2
6x2

Field Order (Ravage)(Quick Draw)


Pop Smoke
Ravage (4)

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 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.
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.

STRIKE
AG#1

4
3

[2] Gauntlet Strike

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

[2] Gauntlet Strike

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

The trick is shooting where theyre going to be.


Special Abilities

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

DEACON
AG#1

[1] Anointed Blade


Acid

AG#2

5
14

[1] Reckoner
BL(2)

AS RF PW RN MAL
6 6
0
AS RF PW RN MAL
6
1
*
8 19

70

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


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

INSPIRE: When this model uses Command, the activated model, and any model it squadlinks with, gain +1 AS and
+1 PW to all attacks that activation.

[*] Flameburst

3x2

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

Purge

[*] Acidic
Acid

Special Abilities

16

[1]1000

[*] Blessed Oil


Cauterize Fire

30mm

ACID: When this attack hits a model place an Acid Counter on that model. During each Lingering Effects Phase a
model with an Acid Counter suffers an automatic PW: 4 hit, removing the Acid Counter on a successful AR Save. A
model may only have 1 Acid Counter at any time.

Command(1)
Deance

Inspire
Never Panic

NEVER PANIC: This model may never gain Panic Counters.


PURGE: This attack may target friendly models. All friendly models hit by this attack may remove any counters
on them.

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

[1] Scrap Bomb

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

[1] Saw Strike

AS RF PW RN MAL
6
4
0
-

Ours is a duty most sacred.


Live for battle, battle for life.

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)

[1] Saw Strike

M
AS RF PW RN MAL
4
4
0
-

We are the guardians! We are


the faithful!
Special Abilities
Final Strike
Push Beyond Limits

10
1

[1]500

Field Order (Flock)(Berserk)


Field Order (Flock)(+2 PS)
Final Strike

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

[1] Cutter Arm

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

[1] Gods Light


Cauterize
Empower

AS RF PW RN MAL
10 2
9 16 18

NEVER PANIC: This model may never gain Panic Counters.

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)

[1] Marks Judgment


Cauterize

16

80mm

200

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

AS RF PW RN MAL
10
8 RE -

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

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.

[1] Blowback Missiles 8

20 AG#3
3

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.

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

[*] Dragons Breath

5x2

SP

[*] Gods Light

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.

FIRE: Models hit by this 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.
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.
POINT BLANK: This Ranged Attack may target enemies this model is engaged with.
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.

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.

NEVER PANIC: This model may never gain Panic Counters.

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

[1] Smite Mace


Brutal
ED(2)

AS RF PW RN MAL
8
8
0
-

5
15
3
15
2

We deliver His judgement.

Special Abilities
Never Panic
Tough as Nails

Junker (3)

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.

REAVER
AG#1

4
3
14

[1] Katana Strike


[1] Dagger Strike
Poison (16)

AG#2

[1] Dagger Throw


Poison (16)

30mm

[1]1000

75

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

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

[1] Katana Strike


[1] Dagger Strike

Paralyzing Poison

AG#2

14
3
15
2

[1] Dagger Throw

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
-

[1] Serrated Claymore 8


Horrible Death

AG#2

[1] Flechette Pistol

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)

[1] Injection Bow

14

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

NEVER PANIC: This model may never gain Panic Counters.

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

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

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.

SAINT LUKE (DRAGON)


AG#1

[1] Combat Shotgun


KP(12)
Point Blank

AG#2

3
20
3

[1] Grenade Launcher


Indirect
[*] Frag
BL(2) KP(10)
[*] Incendiary
BL(1) Cauterize Fire
[*] Smoke
Launch Smoke (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.

SAINT LUKE (DRAGON) CARD A


Arsenal, Stinger (5)

SAINT LUKE (DRAGON)

3
20

130

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

See Card B (Dragon)

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

SAINT LUKE (DRAGON) CARD B


Arsenal, Stinger (5)

SAINT LUKE (MANTIS)

40mm

130

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

AG#1

4
3

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

AG#2

[1] Spear Sweep

20

KP(12)

AG#3

3
18
3

[1] Skewer

ED(2)
Pin Stomp

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

3
20

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

Special Abilities
See Card B (Mantis)

SAINT LUKE (MANTIS) CARD A

Arsenal, Stinger (5)

SAINT LUKE (MANTIS)


4

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

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

Arsenal, Stinger (5)

SAINT
LUKE
B
\ ASTION OF WISDOM
AS RF PW RN MAL
[1] Breaching Spear 10
8 RE Detonate
Pierce

[1] Piston Horns

6
20
3
16

Pierce

AG#2

5x2 RE

AS RF PW RN MAL
1
8 RE 20

[1] Lance of Loginus 8


Cauterize
Conduction
Proximity Strike(2)

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

THE ARTIFICER OF LUKE

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

TOUGH AS NAILS: This model ignores Critical AR Failure.

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.

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

AG#1

80mm

I can fix that.


Special Abilities

Enviro Filters
Pop Smoke
Guerilla Tactics
Immaculate Maintenance
Med Pack(2)
Arsenal (4)

30mm

100

ENVIRO FILTERS: This model ignores Smoke Clouds.


GUERILLA TACTICS: This model may Squadlink from up to 8 inches away, and only spends 1 AP to Break
Away.
IMMACULATE MAINTENANCE: All MAL values in this force are increased by 1. If a MAL value is 20
then treat it as -.
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.
MED PACK(x): (x) times per game, this model may spend 1 AP while in base contact with a friendly model to
heal 1 HP on that model. Until this ability has been used (x) times, other Living models reduced to 0 HP while
within 8 of this model are not killed, but instead gain 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.
POINT BLANK: This Ranged Attack may target enemies this model is engaged with.
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.

SISTER OF WRATH
4

AG#1

[1] Stun Baton


Cauterize
Stun

AS RF PW RN MAL
8
5
0
-

3
16
2

2
14
3
16
2

They will pay for their sins.

AG#1

[1] Stun Baton


Cauterize
Stun

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

[1] Breaching Spear


Detonate
Pierce

AG#2

[1] Spear Sweep

AG#3

ED(2)
Pin Stomp

2
14
1

100

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


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

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.

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)

[1] Combat Shotgun


KP(12)
Point Blank

AG#2

18

30mm

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

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

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

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.

Field Order (Strike)(Backstab)


Furious Charge
Sear

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

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

2
14

[1] Grenade Launcher


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

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

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.
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.
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.
CAUTERIZE: HP lost by this attack may never be healed.
FIRE: When this attack hits a model, place a Fire Counter on that model. When a model with a Fire Counter
activates it may spend 1 AP to roll a d20. The Fire Counter is removed if the roll is equal to or under 10. The model
may repeat this. After these rolls are made, a model possessing a Fire Counter suffers an automatic PW:7 hit with
the Cauterize weapon ability. A model may only have 1 Fire Counter at any time.
INDIRECT: This attack may re at targets out of its line of sight if another friendly model has line of sight to the
target. If using this ability, this attack suffers -4 AS.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled
is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the
attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target.
LAUNCH SMOKE(x): Launch Smoke is a Blast Attack. Place the center of a BL(x) Smoke Cloud where this attack
hits. A smoke cloud is a terrain piece with the Does Not Block LoS and heavy Cover keywords. In addition, all
models with 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.

SAINT MARY
AG#1

[1] Power Flail


KP(10)

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

[1] Nail Gun

[*] Spray
[*] Stream

AS RF PW RN MAL
*
*
2
*
18
5x2 SP
10
8

3x2 ST

Command (2) Righteous Charge


Deance
Rage
Enviro Filters Never Panic
Hatred (Skarrd)

RAGE: This model gains +2 PW to all melee attacks for each HP it has lost.

Clergy Ann (5)

AG#1

[1] Vindicator

Knockdown(12)

AG#2

6
20
4
18

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.

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.

[1] Impaling Horn

Cauterize
Devastating Charge
(Sunder Armor)
(Extreme Damage)
Pierce

AG#3

[1] Nail Gun


[*] Spray
[*] Stream

80mm

200

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

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).

FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to Charge Attacks.


NEVER PANIC: This model may never gain Panic Counters.

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

[1] Chain Flail


[1] Pistol Whip

AS RF PW RN MAL
2x2 0
6
6

3
AG#2

14
3
14
2

[1] Angel Tear Pistol

AS RF PW RN MAL
6
2
6 12 19

Special Abilities
Never Panic
Rage

Clergy Ann (4)

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
-

[1] Heavy Saber

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

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

AG#1

30mm

AS RF PW RN MAL
8
4
0
-

[1] Heavy Saber

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.

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

THE ORACLE OF MARY

AG#1

3
6
18
3
16
2

AS RF PW RN MAL
[1] Retribution Strike 7
6
0
Empower

30mm

85

DEFIANCE: This model may not be targeted by psychogenics.


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.
FIELD ORDER(x)(y): This model has (y). While (x) is within 8 of this model, it gains (y).
HATRED(x): Attacks against (x) by this model gain +1 AS and +1 PW.

This will be your final battle.


I have forseen it.

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

[1] Saw Stick


ED(2)

AS RF PW RN MAL
7
1
6
0
0

Special Abilities
Dance of Death
Hatred (Golab)
Never Panic

Flense (6)

4
6
22
2
16
3

22

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

AG#2

[1] Death Disk

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

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

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.

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.
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.
WHIPLASH: Models hit by this attack gain 1 Whiplash Counter.
Whiplash Counter: The next time this model activates, it immediately loses 1 AP
per Whiplash Counter, and then removes all Whiplash Counters. A model may never
have more Whiplash Counters than their AP stat at any time.

SAINT
JOHN
A
\ EGIS OF FAITH
Special Abilities

ENVIRO FILTERS: This model ignores Smoke Clouds.

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

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

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

[2] Thunder Hammer


Stun

AS RF PW RN MAL
7
6
0
-

6
18
2

For saint and glory!

Special Abilities

For Saint and Glory (Saint John)

14
2

Faithful (4)

NEVER PANIC: This model may never gain Panic Counters.


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.

HANIEL
AG#1

3
4
16
3
14
1

[1] Pig Sticker

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

[1] Storm Rifle

AS RF PW RN MAL
*
7
1
*
19

[*] Flechette

2x2 SP

[*] Armor Piercing

6x2

Special Abilities

For Saint and Glory (Saint John)


Quick Draw
Haniel (4)

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

NEVER PANIC: This model may never gain Panic Counters.


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.

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

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


CRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making ranged
attacks.
HATRED (x): Attacks against (x) by this model gain +1 AS and +1 PW.
INFILTRATE: This model is deployed only after all other non-Inltrating models have been deployed. This model
may be deployed anywhere on the battleeld that is at least 12 inches from an enemy deployment zone.

AG#2

[1] Machine Pistols

Point Blank
Proximity Strike (2)

AS RF PW RN MAL
8
2
5
8 19

Special Abilities

15

Crack Shot
Hatred (Saint Mark)
Inltrate

POINT BLANK: This ranged attack may be used against enemy models this model is engaged with. These
attacks never gain PW bonuses for charging, ganging-up, or any abilities that modify the PW of melee attacks.
PROXIMITY STRIKE(x): When this attack targets a model place a BL(x) Blast Marker with the center anywhere
completely over the targets base. Make attacks against all models, except the attacking model, under the blast
marker. Only the attack roll against the initial target may malfunction, or gain the benets of aiming or charging.

ELIJAH

THE HUNTER OF JOHN

AG#1

[1] Skinning Knife


Cauterize

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

[1] Bonecraft Bow

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

[1] Chem Gun

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.

GRAND TEMPLAR MARIUS


AG#1

[1] Repenter

Brutal
Extreme Damage

AS RF PW RN MAL
10
8 RE

I will bring purity to this world!

20

18
3

Special Abilities
Command(2)
Enviro Filters
Never Panic
Tough as Nails
Righteous Charge

[1] Dart Gun

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(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.

[1] Dart Gun

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

DEFIANCE: This model may not be targeted by psychogenics.


FIELD ORDER(x)(y): This model has (y). While (x) is within 8 of this model, it gains (y).
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
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.

Field Order (Grand Templar Marius)


(Enhanced Constitution)
My Blood For Your Blood

YAEL

ENVIRO FILTERS: This model ignores Smoke Clouds.

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.

I carry His protection!

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

TOUGH AS NAILS: This model ignores Critical AR Failure.

NABU
2

40mm

EXTREME DAMAGE: Models that fail an AR Save caused by this attack lose 2 HP.

Special Abilities

Field Order (Grand Templar Marius)


(Deance)
My Blood For Your Blood

Templar (2)

NEVER PANIC: This model may never gain Panic Counters.


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.

ESH, THE ANGEL OF JUDGEMENT


AG#1

4
4

[1] Nekros

Decapitate

AS RF PW RN MAL
8
*
*
8

Arc
6x2 RE

[*] Scythe Sweep


[*] Judgment Strike
Sunder Armor

16

By Gods judgment, you are found guilty.

Psychogenic Neophyte (Final Judgment)


Never Panic
Tough as Nails

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

[1] Dart Gun

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

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.

Special Abilities

Mark for Death


My Blood For Your Blood

10
1

Flock (2)

ARCHANGEL MICHAEL
AG#1

4
5
20
3
16

[1] Sword of Wrath


Cauterize
Fire

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

Blok Stopper Vault


Backlash
Flameproof
Goes Out With a Bang
Non-Living

ARCHANGEL GABRIEL
AG#1

4
5
20
3
16
3

[1] Hammer of Faith


Finishing Blow
Proximity Strike(1)

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

Goes Out With a Bang


Non-Living
Tremor
Vault

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

[1] Spear Strike


Pierce

AG#2

5
20
3
16

[1] Gods Judgment


Point Blank

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

[1] Shock Lance


Point Blank
Stun

[*] Powered Lance

3
14
3
14
1

Cauterize
Knockback(12)
Point Blank
Stun

6x2

SP

18

Guerilla Tactics
Power Generator
Skylancer Jets

3
16
2

[1] Shock Lance


Point Blank
Stun

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

! Availability: [1]1000. Skylancers gain Availability: [3]250


CAUTERIZE: HP lost by this attack may never be healed.
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.
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.
POINT BLANK: This Ranged Attack may target enemies this model is engaged with.

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.

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.
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.

Skylancer (4)

[1] Sigil Staff

AS RF PW RN MAL
4
6
0
-

60

Skylancer (3)

AG#1

14

[3]1000

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.

VOICE OF THE PREVAILERS


3

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.

[*] Powered Lance

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.

SIGHT OF THE PREVAILERS


3

40mm

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

AS RF PW RN MAL
7
2
6
6 20
7

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


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.
HANG IN THERE BOYS!: Living models reduced to 0 HP while within 8 of this model are not killed,
but instead gain 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.
NEVER PANIC: This model may never gain Panic Counters.
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.
RESTORATION: This attack may target, and automatically hit, friendly models. Friendly models hit
by this attack suffer no damage and instead heal 1 HP. A model may only be healed by Restoration
once per game.
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.

The path to heaven is paved with faith


and righteous vengeance.
Special Abilities

Goes Out With a Bang


Psychogenic Feedback
Psychogenic Master
Psychogenic Resolve(3)

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

[1] Crescent Swing

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

[1] Stun Rod


Stun

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: This model may never gain Panic Counters.


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.

No sin escapes her gaze,


no sinner her wrath.
Special Abilities

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.

Red Sisterhood (5)

AG#1

75

Red Sisterhood (4)

WARKNIGHT
3

[4]500

Never Panic
Rage
Retaliation

AG#1

30mm

Special Abilities

CRIMSON MOTHER
3

[1] War Trident


Pierce

AS RF PW RN MAL
6
6 RE
-

Ours is a duty most sacred.


Live for battle, battle for life.

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

[1] Net Launcher

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

ENTANGLE: Models hit by this attack gain 1 Entangle Counter.


Entangle Counter: While a model has an Entangled Counter it is Knocked Prone, and may
not spend AP on attacks. This model may spend 1 AP to remove 1 Entangled Counter.
A model may never have more Entangled Counters than their AP stat at any time.
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.

WARKNIGHT CAPTAIN
AG#1

[1] Tribute Strike


Finishing Blow

AS RF PW RN MAL
8
6
0
-

3
16
2

I shall lay them low, exposing


their sins for all to see.
Special Abilities

[1] Razor Club

AS RF PW RN MAL
3x2 0
4
-

Only through pain and suffering may you


be absolved of your sins.
Special Abilities

Psychogenic Neophyte (Penitence Blast)

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.

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