Special Abilities

ADAPTABILITY

Once per activation this attack can copy certain weapon abilities from a model in base contact. This attack retains the copied ability until the end of this model’s activation. Weapon abilities that may be copied are: Acid, Bleed, Brutal, Cauterize, ED(x), Fire, Paralyzing Poison, Poison, Reach, Rot, and Stun.

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.

AJAX OVERCHARGE

Each time this attack is selected, choose 1 of the following boosts to give this attack: +2 AS, +4 Power, or +4 Range. This model may spend additional AP when making this attack. For each additional AP, select 1 additional boost (each boost may be selected up to 2 times). These boosts only last for the current attack.

BLEED

When this attack hits a Living model place a Bleed Counter on that model. During the Lingering Effects Phase a model with a Bleed Counter must roll a d20. On a result of 11 or greater, the affected model loses 1 HP. If a 10 or lower is rolled remove the Bleed Counter. A model may only have 1 Bleed Counter at any time.

BLAST (x)

2“ Blast template.

BLIND

When this attack hits a model, place a Blind Counter on that model. Models with a Blind Counter suffer a -2 AS and double all range penalties they suffer. Blind Counters are removed at the end of a model’s activation. A model may only have 1 Blind Counter at any time.

If this attack kills an enemy, you may place this model anywhere within 6” after the attack is resolved.

BLOOD PATHOGENS

When this attack hits a Living model, place a Blood Pathogens Counter on that model. Models with a Blood Pathogens Counter must roll twice when rolling for Bleed Counters, removing the counter only if both rolls are 10 or lower. Remove the Blood Pathogens Counter when a Bleed Counter is removed.

BURST

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

BRUTAL

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

CAUTERIZE

HP lost by this attack may never be healed.

CHEM COCKTAIL

At the start of this model’s activation choose 1 of the following special abilities, this attack gains the chosen ability until the next Lingering Effects Phase: Acid, Blind, Cauterize, Paralyzing Poison, Poison(16), Rot.

COMBUSTION

If this attack hits a model with a Fire Counter this attack gains an additional power multiplier.

CONDUCTION

The model with the highest AR value hit by this attack suffers an additional power multiplier to the attack’s PW. In the case of a tie for highest AR, the attacking model decides who suffers the additional multiplier.

CRITICAL STRIKE (x)

This attack Critically Hits on Attack Rolls of (x) or less.

CRUSH

During this model’s activation, if this attack hits, all further attack rolls made with this attack against the same target automatically succeed, unless a malfunction is rolled. These automatic hits may not be Parried.

DECAPITATE

If this attack critically hits it gains ED(2) for that attack. If it already has ED(x) then (x) is increased by (+1) for that attack.

DETONATE

Once per activation, if this attacks hits and its target passes its AR Save, you may have the target immediately suffer an automatic PW: 4×2 hit. This automatic hit may not be Parried.

DEVASTATING CHARGE

This attack gains Extreme Damage when used as a charge attack.

DISRUPTION

Models hit by this attack gain 1 Disruption Counter. Disruption Counter: This model's attacks that have a MAL Value suffer -2 MAL per Disruption Counter. During the Lingering Effects Phase, roll 1d20 for each Disruption Counter, removing it on a roll of 10 or less.

EMBERSPARK

If an enemy model is killed by this attack, place 1 Ember model in base contact with the model before it is removed. The Ember may activate this round.

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.

ENTANGLE

When this attack hits a model, place an Entangled Counter on that model. While a model has an Entangled Counter it is prone, and may not spend AP on attacks. The model may spend 1 AP during its activation to remove an Entangled Counter. A model may never have more Entangled Counters than their AP stat.

ENTROPIC

This attack’s rate of fire is equal to this models current HP.

EXTREME DAMAGE

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

EXTREME DAMAGE (ED)(x)

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

FEAR TOXIN

When this attack hits a Living model, place a Panic Counter and a Fear Toxin Counter on that model. Panic Counters cannot be removed from a model with a Fear Toxin Counter.

FINISHING BLOW

This attack gains an additional power multiplier and Extreme Damage when targeting models that are Knocked Prone.

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.

FRANTIC TOXIN

When this attack hits a Living model, place a Frantic Counter on that model. When a model with a Frantic Counter activates it makes a PS check at -4. If the test is successful remove the Frantic Counter. Otherwise roll scatter, the affected model immediately spends AP to move directly towards that direction, ignoring Breaking Free. If the affected model comes into base contact with a model it will use all remaining AP to make melee attacks on that model, using a random assault group. Frantic Counters are removed at the end of a model’s activation.

GRAB

When this attack hits a model, that model is Grabbed. While Grabbed, all attacks against that model from this model automatically succeed unless a malfunction is rolled. Nether model may spend AP to move. This model may end the effects of Grab at any point during its activation. The enemy model may spend 1 AP to end the effects of Grab. If an effect would force either model to move, the effects of Grab immediately end.

HOBBLE

When this attack reduces an enemy unit to 0 HP you may have that model gain a Hobbled Counter instead of being killed. While a model has a Hobbled Counter it is prone and reduced to 1 AP. If a model with a Hobbled Counter is ever hit by an attack, that model is killed. If a model with a Hobbled Counter is ever healed, remove the Hobbled Counter.

HOOK

When this attack hits a model, place a Hook Counter on that model, and an Anchor Counter on this model. The model with the Anchor Counter may spend AP to cause automatic hits with this attack against the model with the Hook Counter. If a model with a Hook Counter moves, it must move towards the model with the Anchor Counter. A model with a Hooked Counter may spend 1 AP to suffer an automatic hit from this attack, and then remove the Hook Counter. When the Hooked Counter is removed, also remove the Anchor Counter. While a model has an Anchor Counter it may not make ranged attacks against models that do not have the associated Hook Counter.

HORRIBLE DEATH

If a model is killed by this attack, all enemy models within 4 inches receive a Panic Counter.

IMMOBILIZE

Models hit by this attack gain 1 Immobilized Counter. Immobilized Counter: This model suffers -1 MV per Immobilized Counter. Remove all Immobilized Counters at the end of a model’s activation.

INDIRECT

This attack may fire at targets out of its line of sight if another friendly model has line of sight to the target. If using this ability, this attack suffers -4 AS.

INGEST

When this attack hits a Living model, place an Pud Counter on the model hit. During the Lingering Effects Phase a model with an Pud Counter makes an AR Save. If the save is failed the affected model automatically loses an HP. On a critical failure place (x) Puds in base contact with the model, where (x) is the model’s HP Stat, then that model is removed from play. When a model with an Infection Counter is killed, place a Pud in base contact before it is removed.

KNOCK BACK (KB) (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 moved directly back d20/2 inches from the attacker and is prone. Melee attacks suffer -2 to 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.

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.

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 (x) for every size smaller the attacking model is than the target and +2 to (x) for every size larger the attacking model is than the target.

LATCH ON (x)

Attacks from this assault group may only be used against a model if they are hit by all attacks under AG#(x) during 1 attack action. The first time this is done, this model may make 1 free attack with this assault group against the model hit. All attacks made with this assault group against that model automatically hit this activation, and may not be Parried.

LAUNCH SMOKE (x)

Launch Smoke is a Blast Attack. Place the center of a BL(x) Smoke Cloud where this attack hits. A smoke cloud is a terrain piece with the Does Not Block LoS and heavy Cover keywords. In addition, all models with their any part of their base over the terrain piece suffer -4 AS to melee attacks. During each Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a result on 11 or greater.

LIFE SIPHON

If this attack kills an enemy, add 1 Bio-Energy to your Bio-Energy Pool.

LIMITED (x)

(x) is how many times per game this attack may be used.

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.

PARALYSIS

Models hit by this attack gain 1 Paralyzed Counter. Paralyzed Counter: When this model activates, roll a d20. On a 11 or greater it loses 1 AP and must roll again, continuing until a 10 or less is rolled, or it runs out of AP. Once this is complete, remove all Paralyzed Counters.

PARALYZING POISON

When a Living model is hit by this attack, place a Paralyzing Poison Counter on that model. When a model with Paralyzing Poison Counters activates, it immediately loses 1 AP per Paralyzing Poison Counter, and then all Paralyzing Poison Counters are removed. A model may never have more Paralyzing Poison Counters than its AP stat.

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. When on a ranged attack, draw a line from the center of the attacking model’s base through the center of the target’s base, continuing up to the attack’s maximum range. If the target is hit and fails its AR Save, make an attack against the next model in the line. Continue making attacks down the line until an attack misses or a model passes its AR Save. Reduce the PW of the attack by 2 per previous model hit. Only the attack roll against the initial target may malfunction, or gain the benefits of aiming.

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.

POINT BLANK

This ranged attack may be used against enemy models this model is engaged with. These attacks never gain PW bonuses for charging, gangingup, or any abilities that modify the PW of melee attacks.

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.

PROXIMITY STRIKE (x)

When this attack targets a model place a BL(x) Blast Marker with the center anywhere completely over the target’s base. Make attacks against all models, except the attacking model, under the blast marker. Only the attack roll against the initial target may malfunction, or gain the benefits of aiming or charging.

PULL(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 moved directly toward this model until it is in base contact or comes in contact with another model or a terrain piece it cannot cross. Reduce (x) by 2 for every size smaller the attacking model is than the target and increase (x) by 2 for every size larger the attacking model is than the target.

PURGE

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

REACTION STRIKE

Once per round, when an enemy comes within range of this attack, this model may perform this attack for free against that enemy. This free attack occurs before charge attacks are resolved.

REND

If all attacks from this assault group hit the same target, they gain 1 additional power multiplier for this attack.

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.

RESTRICTED

A model may only use 1 assault group containing an attack with Restricted per round.

RICOCHET

If a model targeted by this attack passes its AR Save roll scatter. The first model within 4 inches in the direction of the roll suffers an automatic hit by this attack.

ROT

A model hit by this attack gains a Rot Counter. A model suffers -2 AR per Rot Counter. During the Lingering Effects Phase, a model with a Rot Counter must roll a d20 for each Rot Counter. For each result of a 10 or lower a Rot Counter is removed.

STOMP

This attack may only target prone models.

STUN

A model hit by this attack gains a Stun Counter. At the beginning of that model’s next activation, it immediately loses 1 AP, and then the Stun Counter is removed. A model may only have 1 Stun Counter at any time.

SUNDER ARMOR

If a model is hit by this attack give it a Sundered Armor Counter. Models with a Sundered Armor Counter suffer -2 AR. A model may only have 1 Sundered Armor Counter at any time.

TOXIC

Models hit by this attack gain 1 Toxic Counter. Toxic Counter: This model suffers penalties based on the number of Toxic Counters on it. All Toxic Counters are removed at the end of this model's activation. All negatives are cumulative. 1+ Counters: -2 AS to all attacks 2+ Counters: -2 PW to all attacks 3+ Counters: Each time this model spends AP on attacks, it suffers 1 automatic PW: 2 hit before resolving those attacks.

TOXIC CLOUD

Place a BL(x) Toxic Cloud where this attack hits. A Toxic Cloud is a Smoke Cloud with the following special rules: Any Living model without the Toxic Cult or Enviro Filters special abilities that enters the cloud or begins their activation in the cloud receives a Poison (16) Counter. They will receive another Poison (16) Counter for every AP they spend while within the cloud. 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.

THROW PUD

This attack may only be used if there is a Pud within 4 inches of this model. This is a BL(1) Blast Attack with the following rules: When this attack is used, remove a Pud within 4 inches of this model. Once the final position of the template has been determined place the Pud with its base at least partially under the template. If there is no room for the base place it as close to the template as possible. Once placed, 1 model in base contact with the Pud suffers an automatic 4×2 hit.

UNSTABLE

If this attack malfunctions all models in base contact with this model suffer the effects of the malfunction.

VICTIMIZE

Models hit by this attack gain 1 Panic Counter.

WHIPLASH

If the target of this attack passes its AR Save, it gains a Whiplash Counter. At the beginning of that model’s next activation, it immediately loses 1 AP per Whiplash Counter, and then any Whiplash Counters are removed.


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