Table of Contents

Special Abilities

ACID BLOOD

This model ignores the automatic hits from Acid and Acid Blood. When this model loses HP from melee attack all models in base contact suffer an automatic hit at PW: 2

ACROBATICS

This model does not have to pay the additional AP to Jump. Reduce the PW of any falling damage this model suffers by 2 to a minimum of 1.

AEROBATICS

This model does not have to pay the additional AP to Jump and may treat all areas of a terrain piece with the Levels keyword as having the Climbable keyword. Reduce the PW of any falling damage this model suffers by 2.

ALPHA PROGRAM

Friendly models that begin their activation within8 inches of this model ignore the Gamma Program special ability, and may use this model's PS Stat in place of their own for all purposes.

AMBUSH

Do not deploy this model as normal. During any Preparation Phase after Round 1 you may deploy this model by choose a point on the battlefield and performing a scatter roll from that point. Placing this model as close as as possible to the location of the scatter. Models with Ambush that share a squadlink value may deploy using 1 Scatter Roll, placing the first model on the point and the rest within 4“.

ANIMOSITY (x)

This model may not be included in any force that has a model named (x).

ART OF WAR

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

ASSASSINATION

This model does not deploy at the start of the game. During any Preparation Phase after round 1 this model may be deployed. When deployed, choose any point on the battlefield and place this model on that point.

AUGMENTED

This model may not be targeted by Grafting.

AURA OF DEATH

At the beginning of the Preparation Phase this model gains 1 Bio-Energy Counter. Only 1 model in your force may use this ability per round. See that model's appropriate Faction Document for more on Bio-Energy Counters.

BACKLASH

Any model that hits this model with a melee attack gains a Fire Counter. 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.

BACKSTAB

This model gains +2 AS and +2 PW to all attacks made against a model that has not activated this round.

BAD MOJO

Enemy models within 8 inches of this model suffer a -1 penalty to all target numbers. Bad Mojo is not cumulative.

BAIT AND SWITCH

Once per round, the first time an enemy engages this model, another model within 4 inches with Bait and Switch may switch positions with this model. If On Hold, the model that has switched positions may immediately roll for Get the Jump.

BANNERMAN OF JOHN

Friendly models beginning their activation within 8” of this model may automatically remove all Panic Counters for no AP cost. In addition, enemy effects can never modify their PS.

BERSERK

This model may spend 1 AP to gain a Berserk Counter. While a model has a Berserk Counter it gains +1 AS, +1 PW, an additional power multiplier to melee attacks, and the Never Panic special ability. After any activation in which a model with a Berserk Counter did not make a melee attack they gain an Exhaustion Counter. A model suffers-1 AP per Exhaustion Counter. If a model activates with 0 AP due to Exhaustion Counters, remove any Berserk and Exhaustion Counters and end their activation. A model may only have 1 Berserk Counter at any time.

BIO-ENHANCE (x)

During this models activation, you may discard 1 Bio-Energy Counter to trigger Bio-Enhance(x). If you do, this model gains (x) until the end of its activation. Each instance of Bio-Enhance may be triggered once per activation.

BIO-ENHANCED

When this model kills an enemy model, this model may permanently gain +1 MV, +1 HP, increase its AR Stat by 2, or give all melee attacks +2 PW. This model may gain this benefit multiple times, but may only increase each stat once per game.

BIO-GEN (x)

Before deployment, this model gains (x) Bio-Gens. See the model's appropriate Faction Document for more on Bio-Gens.

BITE REFLEX (x)

The first time this model becomes engaged each round it may immediately make a free attack with(x) before charge attacks are resolved.

BLADELORD

When this model is attacked, after that attack is resolved, you may discard 1 Vengeance Counter. If you do, this model may immediately perform 1 melee attack on the attacking model.

BLINDING SHOCKWAVE

This model may spend 1 AP to give all enemies within 2“ 1 Blind Counter and 1 Stun Counter. In addition, enemies with a smaller size are also knocked prone. Enemies at least two sizes smaller are automatically pushed directly away 6” as well.

Blind Counter: This model suffers -4 AS. Remove all Blind Counters at the end of this model's activation. A model may only have 1 Blind Counter at any time.

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

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.

BLOOD CULT

When a force contains a model with Blood Cult the following rules apply: When any Living model is killed place a Blood Counter in base contact with that model before it is removed. At the start of this model's activation check to see how many Blood Counters are within 8 inches. This model gains the following benefits based on the number of Blood Counters. These effects are cumulative:1+: +1 AS to all melee attacks5+: +1 PW to all melee attacks9+: This model gains the Cause Panic and Never Panic special abilities13+: This model gains a Berserk Counter

BLOOD DOMINANCE

Living models engaged with this model suffer -2AS.

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

BOUNTY HUNTER

Before deployment this model may select a Character from the opposing force. This model gains +2 AS to attacks against that Character.

BURROW

For 1 AP this model may gain or remove a Burrowed Counter. While this model has a Burrowed Counter is has -4 DF and +2 AR, but may not make attacks.

CABAL (x)

If this model begins its activation within 8 inches of (x) it may re-roll 1 attack roll that activation.

CANNIBAL

All Living models without the Never Panic special ability suffer -1 AS while engaged with a model with Cannibal.

CARRION

This model may spend 1 AP to kill any models with a Dying Counter that it is engaged with.

CAUSE PANIC

When a model becomes engaged with this model that model makes a PS Check. On a failure, it gains a Panic Counter.

CHILLING AURA

While within 2“ of this model, enemies suffer -2 AS.

COMBAT REFLEXES

When this model is hit and not prone, and fails their AR Save, they may make a PS Check. If the PS Check is successful disregard the attack roll, and this model is prone.

COMBAT TACTICS

This model has multiple Stat Cards. At the start of this model's activation it selects which Stat Card this model will use until its next activation.

COMMAND (x)

(x) is how many times per game Command maybe 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.

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.

COMMANDER

This model counts as having all Squadlink Keywords.

CONTROLLER (x)

During the Preparation Phase, this model gains (x) Control Counters. It may have a maximum of (x) Control Counters at any time. Control Counter: Control Counters are utilized by models with the Program(x) special ability. See those model's individual Stat Cards for more information.

COORINATED 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.

CULL THE WEAK

Once per round, this model may spend 1 AP to remove a friendly model with the Slave special ability within 2 inches from play. All friendly models with the Slave special ability gain +2 AS this round.

CULT OF METAMORPHOSIS

Once per round, when this model rolls a MAL and it does not have a Stun Counter, it may choose to ignore all effects of the MAL and gain a Stun Counter. When a model with a Stun Counter activates, it immediately loses 1 AP, and then the Stun Counter is removed. Stun Counters are not cumulative.

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.

DARKNESS CONSUME YOU!

Once per game, during the Preparation Phase, this model may make a PS Check. On a success, place 1 Blind Counter on up to 4 enemies.

DEFIANCE

This model may not be the target of psychogenics.

DEFLECTION

When this model is targeted by ranged 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.

DISTRACTION

While engaged with an enemy model other friendly models gain +1 AS and +1 PW to melee attacks against that model. Distraction is not cumulative.

DRUGGED (x)

After deployment, this model's owner may select up to (x) friendly non-Character models and place a Drugged Counter on each selected model. While a model has a Drugged Counter, it suffers -2 AS and -2 PS. When a model with a Drugged Counter would lose HP, remove the Drugged Counter instead of losing HP.

ECHOES OF DEATH

Each time this model kills an enemy model with a melee attack, it gains 1 Death Echo Counter.

Death Echo Counter: This model may spend 1 AP and resolve this counter to have all enemies within 2” make a PS Check. On a failure they gain 1 Panic Counter. If they already had a Panic Counter they instead suffer 1 automatic damage. A model may only have 1 Death Echo Counter at any time.

ELUSIVE

Ranged attacks against this model suffer double the normal range penalties. This model automatically passes the PS Check to Evade.

ENHANCE (x) (y)

When this model is deployed, choose up to 6 (x).Those models gain (y).

ENHANCED OPTICS

When this model Aims it gains an additional +1 AS, ignores Light Cover, and treats Heavy Cover as Light Cover for this attack.

ENVIRO FILTERS

This model ignores Smoke Clouds.

EXPLOSIVE END (x)

When this model is killed, place a Blast(2) template with the center hole anywhere completely over this model’s base. Each model under the template suffers an automatic hit from (x), and then this model is removed (this is a Template Attack).

EXTINGUISH

This mode may spend 1 AP to remove a Fire Counter from a model within 8 inches and Line of Sight.

FEROCIOUS ASSAULT

If a model is killed by a charge attack made by this model, all enemy models within 4 inches of that model gain a Panic Counter.

FIELD ORDER (x) (y)

This model has (y). While (x) is within 8 inches 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 select and perform 1 of its attacks before being removed.

FIRST CLAIM

During the Preparation Phase, this model may take 1 Scavenge Counter from a friendly model within 8“.

FLAMEPROOF

This model may never gain Fire Counters, and never suffers damage from attacks with the Fire weapon ability.

FLOAT

This model may move through, but may not end its movement on, terrain with the Impassable keyword and may ignore the automatic hit from terrain with the Dangerous keyword. This model does not have to pay the additional AP to Jump, never suffers falling damage, and may never be prone.

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 inline of sight of this model, this model gains a Panic Counter.

FORTITUDE

When this model is reduced to 0 HP, it is not immediately killed and removed from play. If this model activates while at 0 HP it is killed and removed from play at the end of that activation.

FRENZIED

At the end of any activation in which this model did not make a melee attack it must make a PS Check. If that check is failed it immediately activates again, and must spend all AP to make melee attacks on friendly models of a different Model Name. If unable, it must spend all AP to move toward the nearest friendly model with a different Model Name. This model can only gain 1 additional activation per round due to Frenzied.

FUELED BY COMBAT

Once per round, when this model kills an enemy with this attack, it may make a PS Check. On a success, it may heal 1 HP.

FURIOUS CHARGE

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

GAMMA PROGRAM

If activating within 10 inches and line of sight of an enemy model this model must spend AP to make melee attacks on enemy models. If unable, it must spend all AP to move toward the nearest enemy model. This model may not Aim or go On Hold.

GHOST IN THE MACHINE

All enemy models within 4 inches of this model suffer a -2 to their MAL values. If an attack has a MAL of '-' it gains MAL '19'. Ghost in the Machine does not affect Bio-Gens or Psychogenics.

GLIDING DEPLOYMENT

Do not deploy this model at the start of the game. During any Preparation Phase after Round 1 you may deploy this model. When deployed, choose a point on the battlefield and roll scatter, placing this model on that point. If a model's final deployment point is off the battlefield they will deploy at the point on the battlefield nearest to the edge. If the model's final deployment point is on another model place them with their base touching the model closest to the final deployment point. Models that have Gliding Deployment and share a Squadlink(x)value may deploy using 1 Scatter Roll, placing the first model on this point and the rest within 4inches.

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: 5×2 hit.

GRAFTING

This model may select 1 Grafting to be applied to up to 2 friendly models. Graftings identified as (U)are Unique and may only be applied to 1 model perforce. See this model's Faction Document for more on Grafting.

GRAPPLE

This model may treat all areas of a terrain piece with the Levels keyword as having the Climbable keyword. This model does not suffer the automatic hits or being prone from falling.

GRAVITICS

This model can never be Knocked Back, Knocked Prone, or Pulled. Ranged attacks against this model suffer -2 AS. This model never suffers damage from falling.

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.

GUERILLA TACTICS

Models with Guerilla Tactics may Squadlink from up to 8 inches away. This model only spends 1 AP to Break Away.

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.

HARPY QUEEN

“Harpy” models this model squadlinks with may re-roll 1 attack roll this activation.

HATRED (x)

Attacks against (x) by this model gain +1 AS and+1 PW.

HEART OF THE FLAME

This model may never gain Fire Counters. Enemies hitting this model with melee attacks gain 1 Fire Counter at the end of their activation.

HIT AND RUN

When this model kills a model with an attack, it may immediately gain 1 AP to move. This move action ignores the rules for Breaking Free and may result in a charge.

HOLOFLAGE

This model cannot be targeted by ranged attacks from more than 8 inches away. All ranged attacks targeting this model suffer -1 AS.

HONOR BOUND

At the start of each Preparation Phase, gain 1 Vengeance Counter.

HONOR SEEKER

Whenever this model kills an enemy, gain 1 Vengeance Counter.

HOOK ANCHOR

This model may spend 1 AP to gain all Anchor Counters from all friendly models within 4 inches. This model may spend 1 AP to cause an automatic PW: 7 hit to all models with an associated Hook Counter, then remove all Hook and Anchor counters linked to this model.

HORRIFIC VISAGE

Enemies within 4” may not remove Panic Counters. Enemies with Panic Counters activating within 4“ must make a PS Check. On a failure they lose 1 AP.

HUMAN SHIELD

When this model is hit by a non-template attack it may force 1 friendly model within 4 inches to be hit by the attack instead. That attack gains an additional power multiplier for the hit.

I NEVER LOSE!

As long as this model is on the battlefield its owner wins all ties made from initiative rolls.

I'M THE BOSS!

All models with the Slave special ability remove all Panic Counters when activating within 4 inches of this model.

IMMACULATE MAINTENANCE

All MAL values of friendly models in this force are increased by '1'. If a MAL value is '20' then treat it as '-'.

IMMOLATE

This model may never have Fire Counters, and does not suffer damage from any attack with the Fire weapon ability. This model may spend 1 have all enemy models in base contact gain afire Counter, then this model is removed from play. This action may be used in place of making a charge attack.

IMMUNE (x)

This model may never be affected by (x).

IMPROVED CLIMB

This model may treat all areas of a terrain piece with the Levels keyword as having the Climbable keyword.

INCITE

When this model Squadlinks, all other non-Character models in that link gain +2 AS to melee attacks this activation.

INFERNO SHARDS

While not engaged with an enemy model, this model may spend 1 AP to lay down a BL(2) Inferno Shard Field in base contact. The field is a terrain feature with the Does Not Block LoS, Fiery, and Rough Keywords. During each Lingering Effects Phase roll a d20, removing the Inferno Shard Field on a result of 11 or greater.

INFILTRATE

This model is deployed only after all other non-Infiltrating models have been deployed. This model may be deployed anywhere on the battlefield that is at least 12 inches from an enemy deployment zone.

INSPIRE

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

INSPIRING

Other non-Character models this model Squadlinks with gain +1 AS to all attacks, and an additional +1 PW to melee attacks.

INSTIGATE

Friendly non-Character models within 8 inches of this model gain +2 AS to all melee attacks.

JURY RIG

This model may discard 1 Scavenge Counter to re-roll a failed attack roll (the Scavenge Counter benefit still applies for that attack).

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.

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 model's base. All models under the template are automatically hit by an attack from (y). This attack cannot trigger Kaboom! on the model originally triggering Kaboom!

LIFE DRAIN

If an enemy model is killed within 1 inch of this model, this model may make a PS Check. If the check is successful, it gains 1 Bio-Energy Counter. Only 1 PS Check may be made when a model is killed, regardless of the number of models with Life Drain within 1 inch.

LIVING

Living is a keyword that may other special abilities and weapon abilities trigger off of. Unless otherwise stated, all models have the Living special ability.

LUCK

Once per game you may re-roll 1 attack roll or AR Save this model makes.

LUCKY

This model begins the game with 1 Luck Counter. Luck Counter: This model may discard this counter at any time to re-roll 1 attack roll or AR Save it performs.

LYNETTES GUARDIANS

Once per round, if Lynette is within 8” and targeted by an attack, place this model in contact with Lynette. It becomes the new target of the attack. This ability cannot be used if there is no space to place this model.

MARIUS CHARUB (x)

While within 4“ of this model, Grand Templar Marius gains (x).

MARK FOR DEATH

During the Preparation Phase, select 1 enemy model within 12 inches and line of sight to this model. Models gain +1 AS and +1 PW to attacks made against that model this round.

MASOCHIST (x)

At the start of this activation, this model may gain (x). If it does so, it loses 1 HP at the end of this activation.

MASSIVE

This model cannot be Knocked Prone, Knocked Back, or Pulled by models with a smaller size.

MASTER GRAFTER

'Grafters' gain an availability of 1/500 in a force containing this model.

MASTER HERDER

When Lynette is fielded, all friendly Vrock, Moloki, and Dust Bulls gain the Cabal (Lynette) special ability.

MASTER OF AIR

Enemies never gain bonuses for Charging or Gang-Up against this model. This model may never be knocked prone by enemies and ignores the Rough and Dangerous keywords of terrain pieces.

MASTER OF CHANGE

Friendly models with the Cult of Metamorphosis special ability that are within 8 inches of this model gain the Never Panic special ability.

MASTER OF DEATH

At the start of the Preparation Phase, this model gains 1 Bio-Energy Counter.

MATCHED SET (x)

This model may only be included in a force that also includes (x).

MATCHING SET (x)

(x) is the model this model must be fielded with. Should 1 of the models be removed from play, the other models in the Matched Set gains a Berserk Counter. While a model has a Berserk Counter it gains +1 AS, +1 PW, an additional power multiplier to melee attacks, and the Never Panic special ability. After any activation in which a model with a Berserk Counter did not make a melee attack they gain an Exhaustion Counter. A model suffers-1 AP per Exhaustion Counter. If a model activates with 0 AP due to Exhaustion Counters, remove any Berserk and Exhaustion Counters and end their activation. A model may only have 1 Berserk Counter at any time.

MAXIMO'S GUARDIAN

Once per round, if Maximo is within 8” and targeted by an attack, place this model in contact with Maximo. It becomes the new target of the attack. This ability cannot be used if there is no space to place Phadras. When Maximo is killed, or gains a Possum Counter, this model gains 1 Rage Counter. Rage Counter: This model suffers -2 AS, but gains +2 PW to all melee attacks. A model may only have 1 Rage Counter at any time.

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.

MEDIC

Other friendly, Living, models reduced to 0 HP while within 8“ of this model are not killed, but instead gain 1 Dying Counter.

Dying Counter: This model is prone and may not activate. If this model would ever lose HP, it is killed. At the start of the Lingering Effects Phase, if a friendly, non-dying, model with Medic is not within 8”, kill this model. Remove this Counter if this model is ever healed.

MENIAL

This model may be used to satisfy any requirement of Menial models that must be included in a force.

All friendly (x) models use this model's PS in place of their own PS for all PS Checks, taking into effect all current modifiers on both models.

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. A model may only have1 Morphine Counter at any time, and may only be healed by Morphine Gun once per game.

MORPHINE INJECTOR

The first time this model would be killed, instead it heals 1 HP and gains a Morphine Counter. While this model has a Morphine Counter it suffers -2 AS.

MY BLOOD FOR YOUR BLOOD

If a friendly model within 4 inches of this model would lose HP this model may lose the HP instead. This model may not lose more HP than its HP Stat.

MY PRETTY TOYS

When this model is deployed it may upgrade up to 6 'Buzz blades' to either 'Charity's Might' or 'Charity's Zeal'. All upgraded models must be upgraded in the same way, and are still treated as 'Buzz blades'.

MY TOYS ARE BETTER

This model may upgrade up to 6 'Charity's Might' or 'Charity's Zeal' to 'Dominique's Playthings'. These models are still treated as 'Buzz blades'.

NETWORK DEPLOYMENT

This model may squadlink from anywhere on the battlefield.

NEVER PANIC

This model may never gain Panic Counters.

NIGHTMARE AURA

Any model moving into base contact or starting their activation within 1“ of this model must pass a PS Check or gain 1 Panic Counter. Models that already possess a Panic Counter that fail this check suffer an automatic PW: 4 hit.

NON-LIVING

This model does not have the Living special ability, and may never gain Panic Counters.

NOW IS OUR TIME!

Once per game, during the Preparation Phase, this model may make a PS Check. On a success, you automatically win Initiative this round, but must activate this model first. This model may not squadlink during this activation.

OATH OF FURY

Each time a model with Oath of Fury is killed, all other models with Oath of Fury gain 1 Oath Counter. Models gain bonuses based on the number of Oath Counters they have (these effects are not cumulative). 1 Counter: +2 AS to all attacks. 2 Counter: +1 AP, +2 AS, and the Unstoppable special ability

OBSESSED

After all models have been deployed, this model's owner may select a Model Name from the opposing force. This model gains +2 AS and +2 PW to any melee attacks made against models with that Model Name.

ON THE JOB

Friendly models with the Bounty Hunter special ability gain the benefits of Bounty Hunter against all enemy Characters.

ORDER (x) (y)

When this model squadlinks with (x), those models gain (y) this activation.

OUR VENGEANCE IS ETERNAL!

Once per game, during the Preparation Phase, this model may make a PS Check. On a success, all friendly Trueborn models may re-roll 1 failed attack roll when making charge attacks this round.

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.

PLAYING POSSUM

Once per game when this model would be killed it instead gains a Possum Counter. While a model possesses a Possum Counter they are prone, reduced to 0 AP, and may only be targeted by melee attacks. While a model has a Possum Counter, it is immediately killed if it ever loses HP. During the Preparation Phase the model may stand up, heal to1 HP, and remove its Possum Counter. When this model gains a Possum Counter, all other models that share a squadlink(x) value within 8 inches gain a Berserk Counter, and cannot end their activation more than 8 inches from this model while they have the Berserk Counter. Remove the Berserk Counter when the Possum Counter is removed.

POP SMOKE

Once per activation, this model may place the center of a BL(3) Smoke Cloud in base contact. A Smoke Cloud is a terrain piece with the Heavy Cover keyword. In addition, all models under the template suffer -4 AS to melee attacks. During each Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a result on 11 or greater.

POWER GENERATOR

When this model activates it may power either its armor or specific attacks. If armor is selected, roll 1 additional d20 when making AR Saves, discarding the highest result. After this is done, if there is a result of 16 or higher, this model automatically fails its AR Save and loses 1 additional HP. If attack is selected, the attack must use the profile listed under its “Powered” version. These benefits last until the beginning of this model’s next activation.

POWER GENERATOR (x,y)

During each Preparation Phase, this model may choose to power (x) or (y). If an assault group is selected all attacks in that group gain an additional power multiplier, MAL: 17, and the Cauterize, ED(2), and KP(15) weapon abilities. If a MAL is rolled, in addition to the effects of the MAL this attack immediately loses the benefits of Power Generator, and this ability may not be used next round. If AR is selected then this model rolls an additional d20 when making AR Saves, the highest roll being disregarded. If, after that die has been disregarded, there is a result of 17 or higher, the AR immediately loses the benefits of Power Generator, suffers an automatic PW: 6×2 hit, and this ability may not be used next round.

PROGRAM (x)

This model may remove 1 Controller Counter from a friendly model it is squadlinking with. If it does so, it gains (x) this activation. Each Program may only be selected once per activation.

PROTOTYPE (x)

If an attack from this assault group malfunctions no more attacks may be made using that assault group this round.

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 INVOKER

Once per activation, this model may cast 1Psychogenic from their applicable Psychogenic List.

PSYCHOGENIC MASTER

Twice per activation, this model may cast 1Psychogenic from their applicable Psychogenic List.

PSYCHOGENIC NEOPHYTE (x)

Once per activation, this model may spend 1 AP to cast the (x) psychogenic.

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).

PUD CONTROL (x)

When this model is deployed also deploy (x) Puds. If a Pud begins its activation within 8 inches of this model it may activate normally, instead of moving towards the nearest enemy. This model may spend1 AP to have all non-Dying Puds within 4 inches immediately activate. Each Pud may only gain 1additional activation from Pud Control each round.

PUD POWERS

This model may only be fielded if the force contains at least 1 model with the Pud Control Special Ability. At the end of each Preparation Phase, this model activates. During this model's activation it must spend AP to make melee attacks on enemy models. If unable, it must spend all AP to move toward the nearest enemy model. This model may never gain bonuses from Ganging Up, may never count towards other models Ganging Up bonus. Enemy models do not have to spend AP when Breaking Free from this model, and may engage enemy models during that move.

PUSH

When this model is selected as part of a squadlink all models in that squadlink may gain 1 additional AP, which must be spent on movement. If this is done these models cannot make attacks that activation.

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.

RAGE

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

RAZOR WIRE

Any model that hits this model with a melee attack suffers an automatic PW: 2×2 hit.

RECONSTRUCTION

Models of Large size or larger with the Non-Living special ability reduced to 0 HP while within 8” of this model places 1 30mm Scrap Counter in base contact with it before being removed from play. Scrap Counter: Any model with the Reconstruction special ability in contact with this Counter can spend 1 AP to remove it and place a new Menial Bot model anywhere in base contact with it.

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, instead, give it 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. When this model loses a Dying Counter, it may immediately standup for no AP cost.

REPAIR

This model may spend 1 AP while in base contact with a friendly model to heal 1 HP on that model. A model can only be healed by Repair once per game. While in base contact with a model with a Wreck Counter, this model may spend 1 AP to reactivate the model. The reactivated model keeps its original stats with the following exceptions: AP: 1 MV: 4HP: 1.

RESOURCEFUL

Once per round, while in contact with an Objective Marker, this model may make a PS Check. If that check is successful it gains 1 Scavenge Counter.

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.

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 8inches into base contact with the enemy model. If a model cannot move into base contact then it may not be moved by Righteous Charge.

RIPOSTE (x)

This model adds (x) to all AS Checks for the Parry special ability. When it successfully Parries, it may immediately make 1 melee attack against the attacking enemy.

RITUAL CASTER (x)

(x) represents the psychogenic this model may use. If this model has squadlinked, increase the TN of any Augmentation Psychogenics by 1 for each model in that Squadlink.

RITUAL ENGINE

This model may cast Kukulkani Rituals, and may select 1 additional Ritual to have active (and may switch these Rituals as per the Technomancy rules). At the start of each Preparation Phase, add 1 Bio-Energy Counter to your Bio-Energy pool. When this model is killed, add 4 Bio-Energy Counters to your Bio-Energy Pool.

RITUAL SACRIFICE

When this model is killed, it may make a PS Check. On a success add 1 Bio-Energy to your Bio-Energy pool.

SADISTIC

This model's melee attacks gain +2 PW when targeting a model with a Panic Counter.

SCATTER SHARDS

While not engaged with an enemy, this model may spend 1 AP to lay down a BL(1) Shard Field in base contact. Any model that enters the Shard Field or begins its activation within the field must roll ad20. On a 10 or lower the model may continue moving as normal. On an 11+ the field explodes, causing an automatic PW: 9 hit. The Shard Field is then removed. Shard Fields may be targeted by ranged attacks and are hit automatically. Shard Fields that are hit are removed from play.

SCAVENGE

When a force contains a model with Scavenge the following rules apply: When any model is killed place a Scavenge Counter in base contact before it is removed. A model with Scavenge may pick up Scavenge Counters by moving over the counter. Each Scavenge Counter gives +1 AS and +1 PW to all attacks, as well as +1 AR. A model may drop any number of Scavenge Counters, placing them in base contact, for 1 AP. If a model holding a Scavenge Counter is killed it drops all Scavenge Counters in base contact before being removed. A model may only have 3 Scavenge Counters at anytime.

SCION OF FLAME

This model may never have Fire Counters and does not suffer damage from any attack with the Fire weapon ability. Enemy models within 4 inches of this model cannot remove Fire Counters. If an enemy model within 4 inches is killed by the automatic hit from a Fire Counter, place 1 Ember model in base contact with that model before it is removed.

SCION OF THE MOON

This model may cast Kukulkani Rituals. In addition to its chosen Ritual, this model always has access to the Gaze of the Moon Goddess ritual.

SCOUT

After all models have been deployed (including Infiltrating models), the player whose force contains at least 1 model with this special ability may redeploy up to 4 models in their force. Normal deployment and infiltrator rules apply for this redeployment.

SEAR

This model may spend 1 AP while in base contact with a friendly model to remove a Bleed Counter.

SEDATED

When this model is deployed give it a Sedated Counter. A model with a Sedated Counter ignores the Frenzied special ability, but cannot make attacks or interact with objectives. During any Preparation Phase, this model may remove its Sedated Counter. During each Lingering Effects Phase, roll a d20, removing the Sedated Counter on a result of 11 or greater.

SERPENTINE BODY

This model may never be Entangled, Grabbed, Knocked Prone, or Crushed. This model ignores the automatic hit from the Dangerous keyword. This model may not Climb or Jump.

SERVANT OF THE FLAME

Friendly models with Emberspark within 4“ may: • Kill this model when they suffer damage to prevent 1 damage. • Kill this model to re-roll 1 failed attack roll. • Kill this model when they hit an enemy with a melee attack to give that attack +2 PW.

SHARD SCATTER (x)

Once per activation, this model may spend 1 AP to place 1 Shard Field(x) anywhere completely within 2” inches. This may be done as an On-Hold Action. Shard Field(x): This terrain piece is represented by a Blast(1) Template. Any model entering, or beginning their activation within, the Shard Shield suffers (x), and then the Shard Field is removed.

SHARD WALK

This model ignores Shard Fields.

SHEER

This model may never have Acid, Fire, Bleed, Blood Pathogens, Frantic, Paralyzing Poison, or Poison Counters. Roll a d20 for any non-critical hit on this model, on a 10 or less the attack roll is disregarded.

SHIELD FORMATION

While not prone and within 1 inch of at least 1 other model with Shield Formation this model gains +2AR.

SHIELDING

Other friendly models whose base is completely within 6 inches of this model gain +2 AR.

SHOCK WAVE (x)

This model may spend 1 AP to activate Shockwave. Shockwave affects all models within (x). All models gain a Stun Counter. All models two or more sizes smaller than the originating model are automatically Knocked Back. All models 1 size smaller are automatically Knocked Prone. When a model with a Stun Counter activates, it immediately loses 1 AP, and then the Stun Counter is removed. A model may only have 1 Stun Counter at a time.

SHOCKWAVE

This model may spend 1 AP to give all enemies within 2“ 1 Stun Counter. In addition, enemies with a smaller size are also knocked prone. Enemies at least two sizes smaller are automatically pushed directly away 6” as well.

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.

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 this attack.

SKARRD MOTHER

When this model is deployed choose 1 of the following special abilities. This model gains the selected Special Ability:Enhance (Buzz blade) (+1 to Cannibal TN modifier)Enhance (Bolas) (Coordinated Strike)Enhance (Harpy) (Hit and Run)

SKYLANCER JETS

If Armor is selected from the Power Generator ability, in addition to the normal benefits, this model also gains +2 MV and may ignore terrain and models while moving.

SLAVE

Instead of activating normally, this model activates at the end of each Preparation Phase.

SLIMY

This model may never have Fire Counters.

SMOKE BOMB

This model may spend 1 AP to place 1 Smoke Cloud anywhere completely within 6“ inches. This may be done as an On-Hold Action.

Smoke Cloud: This terrain piece is represented by a Blast(3) Template. Models in a Smoke Cloud gain Heavy Cover. All melee attacks targeting models in a Smoke Cloud suffer -4 AS. Remove this terrain piece at the end of the next Lingering Effects Phase.

SNIPER (x)

When this model Aims, its ranged attacks gain Critical Strike(x), where (x) is equal to this model’s Sniper(x) value.

When a model with Soul Link loses HP from anon-critical hit another friendly model with SoulLink within 8 inches may lose the HP instead. A model may not lose more HP than its HP Stat.

SPIKE SHOWER

Once per activation, this model may spend 1 AP to give all enemies within 2” 1 Blind Counter.

SPOTTER

Enemy models may not be deployed within 8 inches of this model.

STIM INJECTION

When this model Squadlinks, any non-Character model it links with may receive +1 MV this activation. If this is done, that model gains 1 Stun Counter at the end of its activation.

STITCH

This model may spend 1 AP to target a friendly model within 1 inch and line of sight. That model heals 1 HP but gains a Stitched Counter. While a model has a Stitched Counter it suffers -2 AS to all attacks. A model may only have 1 Stitched Counter at any time, and may only be healed by Stitch once per game.

STRIDER

This model ignores the movement cost of terrain with the Rough keyword. This model may stand up from prone for no AP cost.

SUPERIOR GANG-UP

Increase this model's Gang-Up Bonus by +1.

SUPERIOR MAINTENANCE (x)

(x) times per game, when a malfunction is rolled, this model's owner may ignore the malfunction. This ability functions even if this model is killed.

SUPPRESSION (x)

While within 8“ of this model, the (x) ability is ignored on models.

SURVIVALIST

If this model spends all AP on movement it gains the Elusive special ability and has Light Cover until its next activation.

SWARM

This model loses an additional HP from failed AR Saves caused by all template attacks. Swarms do not count for any Gang-Up Bonuses. The number of attacks per assault group this model has is reduced by the number of lost HP on the model.

TASKMASTER (x)

Other non-Trueborn models this model squadlinks with may gain (x) this activation. If this is done, that model must make a PS Check at the end of its activation. On a failure, it loses 1 HP. A model may only benefit from Taskmaster once per activation.

TECHNOMANCY

This model can cast Kukulkani Rituals.

THE GOOD STUFF

At the start of this model's activation, it may give 1 friendly model within 8” 1 Stiff Drink Counter.

Stiff Drink Counter: This model suffers -2 AS but gains +2 PW to all melee attacks. Remove this Counter at the end of this model's activation.

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.

TOUGH AS NAILS

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

TOXIC CULT

This model may never have Paralyzing Poison, Poison, Frantic Toxin, or Fear Toxin Counters. This model ignores Toxic Clouds.

TOXIC MIASMA

This model always has Light Cover. Any Living model without the Enviro Filters special ability that begins its activation engaged with this model receives a Poison (16) Counter, and suffers -2 AS to all melee attacks.

TRACKING

Before deployment, this model's owner may choose any 1 enemy model with the Infiltrate Special Ability. That model loses the Infiltrate Special Ability.

TREMOR

This model may spend 1 AP to place a BL(2) Blast Marker in base contact. All models under the template suffer KP(14).

UBER BLOK STOPPER

This model always has Heavy Cover. This model grants Heavy Cover if it is between the target of an attack and the attacker.

UNNATURAL CLIMB

This model may treat all areas of a terrain piece with the Levels keyword as having the Climbable keyword, and only forfeits 2 inches of movement to move between levels.

UNSTOPPABLE

Whenever this model would be reduced to 0 HP, it may make a PS Check. On a success, this model remains at 1 HP, but gains 1 Weakened Resolve Counter. Weakened Resolve Counter: This model suffers -4 PS. Weakened Resolve Counters are cumulative.

UPGRADE (x)

(x) is the amount of Upgrades this model may select. Upgrades identified as (U) are Unique and may only be applied to 1 model per force. See this model's Faction Document for more information on Upgrades.

VAULT

Once per activation, this model may spend 1 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.

VENGEANCE

Once per round, when another friendly model within 2“ is attacked, after that attack is resolved, this model may move up to 2” and make 1 melee attack on the attacking enemy.

VIGILANCE

If this model ends its activation unengaged it automatically goes On Hold.

VIRULENT FUMES

Any Living model moving into base contact, or activating while in base contact with this model immediately suffers an automatic PW: 4 hit.

VOLATILE AUGMENTATION (x)

Once during this model’s 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.

VOLATILE ENHANCEMENT (x)

Other non-Character models this model squadlinks with may gain (x) this activation. If this is done, that model loses 1 HP at this end of this activation. A model may only benefit from Volatile Enhancement once per activation.

WALL OF BLADES (x)

During any activation in which this model does not make attacks with (x) it gains Parry and Deflection until the beginning of its next activation.

WE ARE THE WIND!

Once per game, during the Preparation Phase, this model may make a PS Check. On a success, select up to 6 friendly Trueborn models. They may each immediately make 1 move action (this cannot result in a charge).


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