forsaken 2015

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4 5 14 2 14 2 FIELD MEDIC Special Abilities •Hang In There Boys! •Just a Flesh Wound •This Will Make It All Better AG#1 AS RF PW RN MAL [1] Laser Scalpel •Cauterize 3 2 - “Always protect your Medic” -Saint John 0 [1]1000 55 30mm M CAUTERIZE: HP lost by this attack may never be healed. HANG IN THERE BOYS!: Living models reduced to 0 HP are not killed while within 8 inches of this model, but instead gain a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter. JUST A FLESH WOUND: This model may spend 1 AP while in base contact with a Living model to heal 1 HP on that model. Models may only be affected by Just a Flesh Wound once per game. 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. 4 4 16 2 16 2 SISTER OF COMPASSION Special Abilities •Hang In There Boys! •Hatred (Marionette/Sister of Wrath) •Morphine Gun AG#1 AS RF PW RN MAL [1] Needle Fist •Numb 6 6 0 20 AG#2 AS RF PW RN MAL [1] Needler •Numb 6 2 6 8 20 [1]1000 70 30mm M 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. 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. 4 3 18 3 16 2 WARWIND Special Abilities •Command (1) •Furious Charge •Never Panic •Tough as Nails AG#1 AS RF PW RN MAL [2] Katana 8 8 0 - AG#2 AS RF PW RN MAL [1] Heavy Pistol •KP(10) 6 2 6 12 18 [1]1000 95 30mm M 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. 3 6 14 3 14 2 WEAPONSMITH Special Abilities •Superior Maintenance (3) AG#1 AS RF PW RN MAL [1] Rifle Stock 3 4 0 - AG#2 AS RF PW RN MAL [1] Rifle Shot •Restricted 7 2 7 16 20 AG#3 AS RF PW RN MAL [3] Rifle Burst •Burst •Restricted 5 1 6 12 20 [1]1000 70 30mm M 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 model’s owner may ignore the malfunction. This ability functions even if this model is killed.

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dark age

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Page 1: Forsaken 2015

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FIELD MEDIC

Special Abilities•Hang In There Boys!•Just a Flesh Wound•This Will Make It All Better

AG#1 AS RF� PW RN MAL[1] Laser Scalpel

•Cauterize3 2 -

“Always protect your Medic” -Saint John

0

[1] 1000 5530mmM

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

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

JUST A FLESH WOUND: This model may spend 1 AP while in base contact with a Living model to heal 1 HP on that model. Models may only be affected by Just a Flesh Wound once per game.

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.

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4

16

2

16

2

SISTER OF COMPASSION

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

AG#1 AS RF� PW RN MAL[1] Needle Fist

•Numb6 6 0 20

AG#2 AS RF� PW RN MAL[1] Needler

•Numb6 2 6 8 20

[1] 1000 7030mmM

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.

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.

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WARWIND

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

AG#1 AS RF� PW RN MAL[2] Katana 8 8 0 -

AG#2 AS RF� PW RN MAL[1] Heavy Pistol

•KP(10)6 2 6 12 18

[1] 1000 9530mmM

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.

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WEAPONSMITH

Special Abilities•Superior Maintenance (3)

AG#1 AS RF� PW RN MAL[1] Rifle Stock 3 4 0 -

AG#2 AS RF� PW RN MAL[1] Rifle Shot

•Restricted7 2 7 16 20

AG#3 AS RF� PW RN MAL[3] Rifle Burst

•Burst•Restricted

5 1 6 12 20

[1] 1000 7030mmMBURST: 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 model’s owner may ignore the malfunction. This ability functions even if this model is killed.

Page 2: Forsaken 2015

Coil (6)

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COIL

Special Abilities•None

AG#1 AS RF� PW RN MAL[1] Morning Club

•KP(6)5 3 0 -

AG#2 AS RF� PW RN MAL[1] Death Disk 6 1 6x2 12 19

[6] 250 4530mmM

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.

Bane (6)

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1

BANE LEADER

Special Abilities•Field Order (Bane)(Guard)

AG#1 AS RF� PW RN MAL[2] Double Mace

•KP(8)7 4 0

‘Follow me to glory!”

[1] 500 6030mmM

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

GUARD: When a friendly model within 4 inches and line of sight is hit by a non-template, non-critical hit ranged attack, this model may make the AR Save instead, suffering all effects of the attack as if it had been the target.

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

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COIL LEADER

Special Abilities•Field Order (Coil)(Crack Shot)

Coil (6)

AG#1 AS RF� PW RN MAL[1] Morning Club

•KP(8)5 3 0 -

AG#2 AS RF� PW RN MAL[1] Death Disk 7 1 6x2 12 19

[1] 500 6030mmM

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.

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BANE

Special Abilities•None

Bane (6)

AG#1 AS RF� PW RN MAL[2] Double Mace

•KP(8)6 4 0

“� e shield of the Forsaken”

-

[6] 250 4030mmM

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.

Page 3: Forsaken 2015

Firestorm (4)

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6

13

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1

FIRESTORM LEADER

AG#1 AS RF� PW RN MAL[1] Stock 4 3 0 -

AG#2 AS RF� PW RN MAL

[*] Stream

* 1 4x2 * 18 [1] Flame Thrower•Cauterize•Fire

[*] Spray

Special Abilities•Field Order (Firestorm)(Guerilla Tactics)•Kaboom! (15)(Flame Thrower)

6 ST

SP 8

[1] 500 6030mmMCAUTERIZE: 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.

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

KABOOM!(x)(y): When a model with this ability is hit by an attack, roll a d20. If the result is equal to or higher than (x), roll scatter, moving the model directly toward that direction ½ the distance on the d20. The opponent then places a BL(2) Blast Marker over the model, so that the center hole is anywhere completely over the model’s base. All models under the template are automatically hit by an attack from (y). This attack cannot trigger Kaboom! on the model originally triggering Kaboom!

Ravage (3)

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2

RAVAGEAG#1 AS RF� PW RN MAL[2] Mace

•KP(8)6 4 0 -

AG#2 AS RF� PW RN MAL

[*] Frag•BL(2) •KP(10)

6 1 * 8 19 [1] Grenade

[*] Incendiary•BL(1)•Cauterize •Fire

[*] Smoke•Launch Smoke (3)

Special Abilities•Pop Smoke

4x2

6x2

-

[3] 500 7530mmMCAUTERIZE: 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.

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 (4)

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RAVAGE LEADERAG#1 AS RF� PW RN MAL[2] Mace

•KP(8)7 4 0 -

AG#2 AS RF� PW RN MAL

[*] Frag•BL(2) •KP(10)

6 1 * 8 19 [1] Grenade

[*] Incendiary•BL(1)•Cauterize •Fire

[*] Smoke•Launch Smoke (3)

Special Abilities•Field Order (Ravage)(Quick Draw)•Pop Smoke

4x2

6x2

-

[1] 1000 9030mmMCAUTERIZE: 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.

Firestorm (3)

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FIRESTORM

AG#1 AS RF� PW RN MAL[1] Stock 4 3 0 -

AG#2 AS RF� PW RN MAL

[*] Stream

* 1 4x2 * 18 [1] Flame Thrower•Cauterize•Fire

[*] Spray

Special Abilities•Kaboom! (15)(Flame Thrower)

5 ST

SP 7

[3] 500 4530mmMCAUTERIZE: 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.

KABOOM!(x)(y): When a model with this ability is hit by an attack, roll a d20. If the result is equal to or higher than (x), roll scatter, moving the model directly toward that direction ½ the distance on the d20. The opponent then places a BL(2) Blast Marker over the model, so that the center hole is anywhere completely over the model’s base. All models under the template are automatically hit by an attack from (y). This attack cannot trigger Kaboom! on the model originally triggering Kaboom!

Page 4: Forsaken 2015

Strike (4)

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STRIKE LEADER

Special Abilities•Elusive•Field Order (Strike)(Retaliation)•Furious Charge

AG#1 AS RF� PW RN MAL[2] Gauntlet Strike 7 2x2 0

AG#2 AS RF� PW RN MAL[1] Claymore 8 6x2 0

-

-

[1] 1000 9030mmM

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.

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.

Coil (6)

3

6

16

3

14

2

COIL DISKMASTER

Special Abilities•Crack Shot•Field Order (Coil)(Coordinated Strike)•Never Panic

AG#1 AS RF� PW RN MAL[2] Twin Launcher 6 2 6x2 12 20

“� e trick is shooting where they’re going to be.”

[1] 1000 7530mmMCOORDINATED 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.

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3

16

2

DEACONAG#1 AS RF� PW RN MAL[1] Anointed Blade

•Acid6 ∞ 6 0 -

AG#2 AS RF� PW RN MAL

[*] Blessed Oil•Purge

6 1 * 8 19 [1] Reckoner•BL(2)

[*] Flameburst•Cauterize •Fire

[*] Acidic •Acid

Special Abilities•Command(1)•Defi ance

•Inspire•Never Panic

-

3x2

6

[1] 1000 7030mmMACID: 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.

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.

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.

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.

Strike (3)

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3

12

3

14

2

STRIKE

Special Abilities•Elusive•Furious Charge

AG#1 AS RF� PW RN MAL[2] Gauntlet Strike 6 2x2 0 -

AG#2 AS RF� PW RN MAL[1] Claymore 7 6x2 0 -

[3] 500 7030mmM

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.

Page 5: Forsaken 2015

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10

1 Flock (6)

FLOCK

Special Abilities•Final Strike•Push Beyond Limits

AG#1 AS RF� PW RN MAL[1] Saw Strike 4 4 - 0

“We are the guardians! We are the faithful!”

[6] 500 2530mmM

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.

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4

12

3

12

2 Flock (6)

SHEPHERD

Special Abilities•Field Order (Flock)(Berserk)•Field Order (Flock)(+2 PS)•Final Strike

AG#1 AS RF� PW RN MAL[1] Saw Strike 6 4 - 0

“Ours is a duty most sacred. Live for battle, battle for life.”

[1] 500 5030mmMBERSERK: 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.

Militia (6)

3

6

14

3

12

1

MILITIA

AG#1 AS RF� PW RN MAL[1] Mace 5 0 -

AG#2 AS RF� PW RN MAL[1] Scrap Bomb 4 6 18 1

•Blast(1)

Special Abilities•Quick Draw

4

3x2

[6] 500 3030mmM

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.

Page 6: Forsaken 2015

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AG#3 AS RF� PW RN MAL[1] Mark’s Judgment 10 * 18* 2

[*] Dragon’s Breath

[*] God’s Light

•Brutal•Crush

•Knockback(14)•Pulse(1)

•Cauterize

•Fire•Point Blank

•Empower

SP5x2

1610

AG#1 AS RF� PW RN MAL[2] Ravage 10 RE -

AG#2 AS RF� PW RN MAL[1] Blowback Missiles 8 * 19

8

4 1

SAINT MARKHARBINGER OF JUDGMENT

C 20080mmHBRUTAL: The Parry special ability may not be used against this attack.

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

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.

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.

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.

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6

20

3

16

5

Special Abilities•Cause Panic•Crack Shot•Command(2)•Enviro Filters•Flameproof•Inspire•Never Panic•Strider

SAINT MARKHARBINGER OF JUDGMENT

C 20080mmHCAUSE 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.

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

Special Abilities•Never Panic•Tough as Nails

AG#1 AS RF� PW RN MAL[1] Smite Mace

•Brutal•ED(2)

8 8 0 -

“We deliver His judgement.”

Junker (3)

3

5

15

3

15

2

[3] 500 6530mmMBRUTAL: 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.

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.

Coil (5)

4

4

18

3

16

3

SAINT MARK

Special Abilities•Command (2)•Crack Shot•Enviro Filters•Inspire•Never Panic

AG#1 AS RF� PW RN MAL[1] Cutter Arm 10 6x2 0 19

AG#2 AS RF� PW RN MAL[1] God’s Light

•Cauterize•Empower

10 2 9 16 18

C 13030mmMCOMMAND(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.

EMPOWER: This attack receives a cumulative +1 power multiplier each time it is used after the fi rst. This additional power multiplier lasts until the end of the Lingering Effects Phase.

ENVIRO FILTERS: This model ignores Smoke Clouds.

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

NEVER PANIC: This model may never gain Panic Counters.

Page 7: Forsaken 2015

Shade (5)

4

3

14

3

15

2

HEPHZIBAH

Special Abilities•Command (1)•Crack Shot•For Saint and Glory (Saint Mark)•Infi ltrate

AG#1 AS RF� PW RN MAL[1] Katana Strike 8 7 0 -

[1] Dagger Strike•Paralyzing Poison

8 2x2 0 -

AG#2 AS RF� PW RN MAL[1] Dagger Throw

•Paralyzing Poison8 2x2 6 -

! 9530mmM! Availability: Character. Counts as a “Reaver” for availability.

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

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

FOR SAINT AND GLORY(x): While within line of sight of (x), this model has the Never Panic Special Ability. If (x) is killed while in line of sight of this model, this model gains a Panic Counter.

INFILTRATE: This model is deployed only after all other non-Infi ltrating models have been deployed. This model may be deployed anywhere on the battlefi eld that is at least 12 inches from an enemy deployment zone.

NEVER PANIC: This model may never gain Panic 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 would perform an action, it instead removes 1 Paralyzing Poison Counter. A model may never have more Paralyzing Poison Counters than its AP stat.

Shade (4)

4

3

14

3

14

1

SHADE

Special Abilities•Crack Shot•Infi ltrate

AG#1 AS RF� PW RN MAL[1] Saber 5 5 0 -

AG#2 AS RF� PW RN MAL[1] Injection Bow

•Poison (16)6 1 4x2 8 -

[4] 1000 5030mmMCRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making ranged attacks.

INFILTRATE: This model is deployed only after all other non-Infi ltrating models have been deployed. This model may be deployed anywhere on the battlefi eld 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.

4

3

15

3

14

2

AG#1 AS RF� PW RN MAL[1] Serrated Claymore 8 0 -

AG#2 AS RF� PW RN MAL[1] Flechette Pistol 8 SP 19

•Horrible Death

1 •Poison(16)

Special Abilities•Cause Panic•Elusive•Hit and Run•Infi ltrate

4x2

6x2

THE SENTINAL THE EYE OF MARK

8530mmM CCAUSE 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.

Shade (5)

4

3

14

3

15

2

REAVER

Special Abilities•Crack Shot•Infi ltrate

AG#1 AS RF� PW RN MAL[1] Katana Strike 7 7 0 -

[1] Dagger Strike•Poison (16)

7 2x2 0 -

AG#2 AS RF� PW RN MAL[1] Dagger Throw

•Poison (16)7 2x2 6 -

[1] 1000 7530mmMCRACK SHOT: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making ranged attacks.

INFILTRATE: This model is deployed only after all other non-Infi ltrating models have been deployed. This model may be deployed anywhere on the battlefi eld 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.

Page 8: Forsaken 2015

Arsenal, Stinger (5)

4

3

20

3

18

3

SAINT LUKE (DRAGON)

Special Abilities•Art of War•Command (2)•Enviro Filters•Guerilla Tactics•Never Panic•Pop Smoke

C 13040mmLART 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.

SAINT LUKE (DRAGON) CARD B

Arsenal, Stinger (5)

4

3

20

3

18

3

SAINT LUKE (MANTIS)

Special Abilities•See Card B (Mantis)

AG#1 AS RF� PW RN MAL[1] Breaching Spear

•Detonate•Pierce

10 6 RE -

AG#2 AS RF� PW RN MAL[1] Spear Sweep

•KP(12)- 1 - Arc -

AG#3 AS RF� PW RN MAL[1] Skewer

•ED(2) •Pin •Stomp

10 1 5x2 RE -

C 13040mmL

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

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

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

PIERCE: When on a melee attack, if the target is hit and fails its AR Save, this model may make an attack against another model within 1 inch of the targeted model. This attack suffers -2 PW.

PIN: When this attack hits a prone model place a Pinned Counter on that model. While a model has a Pinned Counter it may not stand up, and may not spend AP on assault groups or movement. Ranged attacks against a model with a Pinned Counter do not suffer -2 for the model being prone. Melee attacks against a model with a Pinned Counter hit automatically. The model may spend 1 AP during its activation to remove the Pinned Counter. A model may only have 1 Pinned Counter at any time.

STOMP: This attack may only target prone models.

SAINT LUKE (MANTIS) CARD A

Arsenal, Stinger (5)

4

3

20

3

18

3

SAINT LUKE (MANTIS)

Special Abilities•Art of War•Command (2)•Enviro Filters•Guerilla Tactics•Never Panic•Parry•Pop Smoke•Vault

C 13040mmLART 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.

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 (DRAGON)

4

3

20

3

18

3

AG#1 AS RF� PW RN MAL

Special Abilities•See Card B (Dragon)

[1] Grenade LauncherAG#2 AS RF� PW RN MAL

[*] Frag•BL(2) •KP(10)

8 1 * 16 18

[*] Incendiary•BL(1) •Cauterize •Fire

[*] Smoke•Launch Smoke (3)

4x2

6x2

-

[1] Combat Shotgun•KP(12) •Point Blank

8 2 6x2 SP 18

•Indirect

C 13040mmL

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 fi 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.

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

Page 9: Forsaken 2015

4

6

20

3

16

5

Special Abilities•Command(2)•Enviro Filters•Never Panic•Parry•Pop Smoke•Strider•Tough as Nails

SAINT LUKE \BASTION OF WISDOM

C 20080mmHCOMMAND(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

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.

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.

TOUGH AS NAILS: This model ignores Critical AR Failure.

4

4

18

2

14

2 Arsenal (4)

Special Abilities•Enviro Filters •Pop Smoke•Guerilla Tactics•Immaculate Maintenance•Med Pack(2)

AG#1 AS RF� PW RN MAL[1] Modifi ed Shotgun

•Knockdown(12)•Point Blank

8 19SP

“I can � x that.”

2 7x2

ZURIEL THE ARTIFICER OF LUKE

10030mmM CENVIRO 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.

4

6

20

3

16

5

AG#1 AS RF� PW RN MAL[1] Breaching Spear 10 RE -

AG#3 AS RF� PW RN MAL[1] Rotary Shotgun 8 SP 18

•Detonate•Pierce

8

6x2

SAINT LUKE \BASTION OF WISDOM

[1] Piston Horns 8 RE -5x2 •Pierce

2 •Knockdown(12)•Point Blank

AG#2 AS RF� PW RN MAL[1] Lance of Loginus 8 RE 20 8 1

•Cauterize•Conduction•Proximity Strike(2)

C 20080mmHCAUTERIZE: HP lost by this attack may never be healed.

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 attacker selects which enemy suffers the additional multiplier.

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 target’s 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.

Page 10: Forsaken 2015

Strike (5)

4

2

14

3

16

2

MARIONETTE

AG#1 AS RF� PW RN MAL[1] Stun Baton

•Cauterize•Stun

8 5 0 19

Special Abilities•Command (1)•Field Order (Strike) (Guerilla Tactics)•Furious Charge•Sear•Sidestep

AG#2 AS RF� PW RN MAL[1] Baton Overload 10 1 5x2 Arc 17

•Cauterize•Stun

! 10030mmM! Availability: Character. Counts as a “Sister of Wrath” for availability.

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.

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.

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

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

SIDESTEP: When this model is hit by a non-critical hit from a melee or template attack, roll a d20. On a 12 or less the model suffers no damage from the attack, and is not affected by any weapon abilities from those attacks.

STUN: A model hit by this attack gains a Stun Counter. 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.

Stinger (6)

4

4

18

3

14

1

STINGER

Special Abilities•Enviro Filters •Parry •Vault•Guerilla Tactics •Pop Smoke

AG#1 AS RF� PW RN MAL[1] Breaching Spear

•Detonate•Pierce

7 6 RE -

AG#2 AS RF� PW RN MAL[1] Spear Sweep

•KP(12)- 1 - Arc -

AG#3 AS RF� PW RN MAL[1] Skewer

•ED(2) •Pin •Stomp

7 1 5x2 RE -

[6] 1000 6530mmMDETONATE: 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.

Arsenal (4)

4

4

18

2

14

1

ARSENAL

Special Abilities•Enviro Filters •Guerilla Tactics•Pop Smoke

AG#1 AS RF� PW RN MAL

[1] Grenade LauncherAG#2 AS RF� PW RN MAL

[*] Frag•BL(2) •KP(10)

6 1 * 16 18

[*] Incendiary•BL(1) •Cauterize •Fire

[*] Smoke•Launch Smoke (3)

4x2

6x2

-

[1] Combat Shotgun•KP(12) •Point Blank

7 2 6x2 SP 18

•Indirect

[4] 1000 7530mmMENVIRO 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 fi 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.

Strike (5)

4

2

14

3

16

2

SISTER OF WRATH

Special Abilities•Field Order (Strike)(Backstab)•Furious Charge•Sear

AG#1 AS RF� PW RN MAL[1] Stun Baton

•Cauterize•Stun

8 5 0 -

“� ey will pay for their sins.”

[1] 1000 8030mmMBACKSTAB: This model gains +2 AS and +2 PW to all attacks made against a model that has not activated this round.

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

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

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

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

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.

Page 11: Forsaken 2015

4

6

20

4

18

5

AG#3 AS RF� PW RN MAL[1] Nail Gun * * 18* 2 [*] Spray 10 SP5x2

[*] Stream 8 ST3x2

SAINT MARY

AG#1 AS RF� PW RN MAL[1] Vindicator 10 Arc -

AG#2 AS RF� PW RN MAL[1] Impaling Horn 8 RE -

•Knockdown(12)

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

6x2

6

HERALD OF VENGEANCEC 20080mmH

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

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.

4

6

20

4

18

5

Special Abilities•Blok Stopper•Boundless Fury•Command(2)•Defi ance•Enviro Filters•Field Order (Forsaken)(Furious Charge)•Never Panic•Strider

SAINT MARYHERALD OF VENGEANCE

C 20080mmHBLOK 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.

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.

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 (4)

3

3

14

3

14

2

CLERGY ANN

Special Abilities•Never Panic•Rage

AG#1 AS RF� PW RN MAL[1] Chain Flail 6 2x2 0 -

[1] Pistol Whip 6 2 0 -

AG#2 AS RF� PW RN MAL[1] Angel Tear Pistol 6 2 6 12 19

[4] 1000 6030mmM

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.

Clergy Ann (5)

4

4

20

3

18

3

SAINT MARY

AG#1 AS RF� PW RN MAL[1] Power Flail

•KP(10)10 5x2 0 -

AG#2 AS RF� PW RN MAL

[*] Spray* 2 * * 18 [1] Nail Gun

[*] Stream

Special Abilities•Command (2) •Righteous Charge•Defi ance •Rage•Enviro Filters •Never Panic•Hatred (Skarrd)

10 5x2 SP

ST 3x2 8

C 13030mmMCOMMAND(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.

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.

RIGHTEOUS CHARGE: Once per round, when this model charges an enemy, but before charge attacks are resolved, you may move up to 2 friendly, unengaged models within 8 inches into base contact with the enemy model. If a model cannot move into base contact then it may not be moved by Righteous Charge.

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

Page 12: Forsaken 2015

4

2

14

3

16

2

JUDAH

Special Abilities•Defi ance•Luck•Sidestep•Righteous Charge

AG#1 AS RF� PW RN MAL[1] Heavy Saber 8 4 0 -

AG#2 AS RF� PW RN MAL[1] Shotgun

•KP(8)8 2 6 SP 20

! 9030mmM! Availability: Character. Counts as a “Contradiction” for availability.

DEFIANCE: This model may not be the target of psychogenics.

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

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

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.

3

6

18

3

16

2 Bane (6)

Special Abilities•Defi ance•Field Order (Bane)(Hatred: Non-Forsaken)•Psychogenic Neophyte (Precognition) •Rage

AG#1 AS RF� PW RN MAL[1] Retribution Strike

•Empower7 6 - 0

“� is will be your � nal battle. I have forseen it.”

THE ORACLE OF MARY JOAN C 8530mmM

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.

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.

Flense (6)

-

0

4

3

12

3

14

1

FLENSE

Special Abilities•Dance of Death•Hatred (Golab)•Never Panic

AG#1 AS RF� PW RN MAL[3] Beatdown 7 2 0

AG#2 AS RF� PW RN MAL[1] Saw Stick

•ED(2)7 1 6 0

[6] 1000 6030mmM

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

4

14

3

16

2

CONTRADICTION

Special Abilities•Command (1)•Inspire•Instigate

AG#1 AS RF� PW RN MAL[1] Heavy Saber 6 4 0 -

AG#2 AS RF� PW RN MAL[1] Shotgun

•KP(8)7 2 6 SP 20

[1] 1000 7030mmMCOMMAND(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.

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.

Page 13: Forsaken 2015

4

6

22

3

16

5

AG#3 AS RF� PW RN MAL[1] Griffon’s Screech 8 * 202 1

AG#1 AS RF� PW RN MAL[1] Lawbringer 10 RE 18

AG#2 AS RF� PW RN MAL[2] Claws 7 RE -

•Cauterize•Extreme Damage•Knockdown(14)

8x2

6 [1] Beak 7 RE -4x2

•Pulse(2)•Stun•Whiplash

•Sunder Armor

SAINT JOHN \AEGIS OF FAITH

C 20080mmHCAUTERIZE: HP lost by this attack may never be healed.

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.

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.

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.

4

6

22

3

16

5

Special Abilities•Command(3)•Command Insight•Enviro Filters•Never Panic•Power Generator•Strider

SAINT JOHN \AEGIS OF FAITH

C 20080mmHCOMMAND(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 specifi c 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 profi le listed under its “Powered” version.

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.

Faithful (4)

4

6

18

2

14

2

FAITHFUL

Special Abilities•For Saint and Glory (Saint John)

AG#1 AS RF� PW RN MAL[2] Thunder Hammer

•Stun7 6 0 -

“For saint and glory!”

[6] 1000 7530mmM

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.

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.

Faithful (6)

4

6

22

2

16

3

Special Abilities•Command (2)•Enviro Filters•Never Panic•Power Generator (AR/AG#1)

AG#1 AS RF� PW RN MAL[1] Maul 10 8 0 -

AG#2 AS RF� PW RN MAL[1] Death Disk 7 1 6x2 12 19

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

10 8x2 0 17

SAINT JOHN C 13030mmMCAUTERIZE: 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.

ENVIRO FILTERS: This model ignores Smoke Clouds.

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

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

NEVER PANIC: This model may never gain Panic Counters.

POWER GENERATOR: When this model activates it may power either its Armor, or specifi c 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 profi le listed under its “Powered” version.

Page 14: Forsaken 2015

4

4

16

3

15

2

BANGER

Special Abilities•For Saint and Glory (Saint John)

AG#1 AS RF� PW RN MAL[1] Headbutt 5 4 0 -

AG#2 AS RF� PW RN MAL[1] Machine Pistols

•Point Blank•Proximity Strike (2)

6 2 5 8 19

[1] 1000 8030mmM

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.

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

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

4

4

16

3

15

2

DEATHSTRYKE

Special Abilities•Crack Shot•Hatred (Saint Mark)•Infi ltrate

AG#1 AS RF� PW RN MAL[1] Headbutt 5 4 0 -

AG#2 AS RF� PW RN MAL[1] Machine Pistols

•Point Blank•Proximity Strike (2)

8 2 5 8 19

! 10030mmM! 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-Infi ltrating models have been deployed. This model may be deployed anywhere on the battlefi eld that is at least 12 inches from an enemy deployment zone.

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

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

3

4

12

3

14

2

AG#1 AS RF� PW RN MAL[1] Skinning Knife 6 0 -

AG#2 AS RF� PW RN MAL[1] Bonecraft Bow 8 8 -

•Cauterize

2 •Cauterize•Stun

Special Abilities•Assassinate•Backstab•Crack Shot•Regeneration

4

6

ELIJAH THE HUNTER OF JOHN

8030mmM CASSASSINATE: 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.

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.

Haniel (4)

3

4

16

3

14

1

HANIEL

AG#1 AS RF� PW RN MAL[1] Pig Sticker 6 4 0 -

AG#2 AS RF� PW RN MAL

[*] Flechette

7 1 * * 19 [1] Storm Rifle

[*] Armor Piercing

Special Abilities•For Saint and Glory (Saint John)•Quick Draw

2x2 SP

8 6x2

[4] 1000 6530mmM

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.

Page 15: Forsaken 2015

4

6

20

2

18

3 Templar (5)

GRAND TEMPLAR MARIUS

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

AG#1 AS RF� PW RN MAL[1] Repenter 10 - RE

“I will bring purity to this world!”

•Brutal•Extreme Damage

8

C 18040mmL

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

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.

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

ENVIRO FILTERS: This model ignores Smoke Clouds.

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.

TOUGH AS NAILS: This model ignores Critical AR Failure.

2

3

10

5

10

1 Templar (2)

NABU

Special Abilities•Field Order (Grand Templar Marius) (Enhanced Constitution) •My Blood For Your Blood

AG#1 AS RF� PW RN MAL[1] Dart Gun 5 19 6

“I carry His protection!”

•Poison(16)12

C 030mmS! Availability: This model may only be deployed when fielding Grand Templar Marius.

ENHANCED CONSTITUTION: At the beginning of this model’s 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).

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.

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.

2

3

10

5

10

1 Templar (2)

YAEL

Special Abilities•Field Order (Grand Templar Marius) (Defi ance) •My Blood For Your Blood

AG#1 AS RF� PW RN MAL[1] Dart Gun 5 19 6

“I carry His word!”

•Poison(16)12

C 030mmS! Availability: This model may only be deployed when fielding Grand Templar Marius.

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.

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.

3

3

14

3

16

2

PREVAILER LILITH

AG#1 AS RF� PW RN MAL[1] Katana 8 0 -

AG#2 AS RF� PW RN MAL[1] Chem Gun 8 8 20 2

•Chem Cocktail

Special Abilities•Command( )•Human Shield•Parry•Volatile Augmentation (Berserk Counter)

6

1x3

C30mmM 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 model’s 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 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.

Page 16: Forsaken 2015

2

3

10

5

10

1 Flock (2)

ZEPHON

Special Abilities•Mark for Death •My Blood For Your Blood

AG#1 AS RF� PW RN MAL[1] Dart Gun 5 19 6

“All will return to dust...”

•Poison(16)12

C 030mmS! Availability: This model may only be deployed when fielding Esh, the Angel of Judgment.

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.

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.

4

5

20

3

16

3

ARCHANGEL MICHAEL

AG#1 AS RF� PW RN MAL[1] Sword of Wrath 10 RE -

AG#2 AS RF� PW RN MAL[1] Purgation 8 0 19

•Cauterize•Fire•Proximity Strike(3)

8

Special Abilities•Blok Stopper •Vault •Backlash•Flameproof•Goes Out With a Bang•Non-Living

1

•Cauterize•Fire

4x2

C 15040mmLBACKLASH: 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 model’s 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 target’s 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.

4

5

20

3

16

3

ARCHANGEL GABRIEL

AG#1 AS RF� PW RN MAL[1] Hammer of Faith 8 0 -

AG#2 AS RF� PW RN MAL[1]Angelic Choir 10 SP 19

•Knockdown(12)•Point Blank•Stun

7

Special Abilities•Goes Out With a Bang•Non-Living•Tremor•Vault

1

•Finishing Blow•Proximity Strike(1)

4x2

C 15040mmLFINISHING 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 model’s 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 target’s 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.

Flock (6)

4

4

16

3

16

3

ESH, THE ANGEL OF JUDGEMENT

AG#1 AS RF� PW RN MAL[1] Nekros 8 * -

•Decapitate*

Special Abilities•Psychogenic Neophyte (Final Judgment)•Never Panic•Tough as Nails

[*] Scythe Sweep Arc8[*] Judgment Strike RE6x2

“By God’s judgment, you are found guilty.”

•Sunder Armor

C 12530mmLDECAPITATE: 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.

Page 17: Forsaken 2015

3

3

14

3

14

1 Skylancer (3)

SKYLANCER

Special Abilities•Guerilla Tactics•Power Generator •Skylancer Jets

AG#1 AS RF� PW RN MAL[1] Shock Lance

•Point Blank•Stun

7 6 20 62

[*] Powered Lance 7 18 SP6x2 •Cauterize•Knockback(12)•Point Blank•Stun

1

[3]1000 6030mmMCAUTERIZE: 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 specifi c 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 profi le listed under its “Powered” version.

POINT BLANK: This Ranged Attack may target enemies this model is engaged with.

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 benefi ts, this model also gains +2 MV and may ignore terrain and models while moving.

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2 Skylancer (4)

SIGHT OF THE PREVAILERS

Special Abilities•Guerilla Tactics•Power Generator•Psychogenic Neophyte (Fury of the Heavens)•Skylancer Jets

AG#1 AS RF� PW RN MAL[1] Shock Lance

•Point Blank•Stun

8 6 20 62

[*] Powered Lance 8 18 SP1 6x2 •Cauterize•Knockback(12)•Point Blank•Stun

! 8030mmM! 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 specifi c 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 profi le listed under its “Powered” version.POINT BLANK: This Ranged Attack may target enemies this model is engaged with. 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 benefi ts, this model also gains +2 MV and may ignore terrain and models while moving.

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VOICE OF THE PREVAILERS

Special Abilities•Goes Out With a Bang•Psychogenic Feedback•Psychogenic Master•Psychogenic Resolve(3)

AG#1 AS RF� PW RN MAL[1] Sigil Staff 6 4 - 0

“� e path to heaven is paved with faith and righteous vengeance.”

[1] 1000 8530mmMGOES OUT WITH A BANG: When this model is killed, place a Blast(2) template with the center hole anywhere completely over this model’s 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).

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ARCHANGEL RAPHAEL

AG#1 AS RF� PW RN MAL[1] Spear Strike 8 RE -

AG#2 AS RF� PW RN MAL[1] God’s Judgment *

•Pierce

6

Special Abilities•Goes Out With a Bang•Hang In There Boys!•Non-Living•Vault

[*] Damnation ST8•Cauterize

19

[*] Benediction 6-•Restoration

-

2

2

****•Point Blank

8

*

C 15040mmLCAUTERIZE: 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 model’s 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.

Page 18: Forsaken 2015

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2 Red Sisterhood (5)

CRIMSON MOTHER

Special Abilities•Never Panic•Psychogenic Neophyte (Mark of the Beast)•Rage•Retaliation•Tough as Nails

AG#1 AS RF� PW RN MAL[1] Stun Rod

•Stun8 6 - RE

“No sin escapes her gaze, no sinner her wrath.”

[1]1000 6530mmMNEVER 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.

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.

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1 Warknight (4)

WARKNIGHT

Special Abilities•Shield Formation•Push

AG#1 AS RF� PW RN MAL[1] War Trident

•Pierce6 6 - RE

“Ours is a duty most sacred. Live for battle, battle for life.”

[4] 500 5030mmMPIERCE: 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 (4)

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1

WARKNIGHT BONDSMAN

AG#1 AS RF� PW RN MAL[1] Launcher Strike 6 0 -

AG#2 AS RF� PW RN MAL[1] Net Launcher 8 6 - 1 -

•Blast(2)•Entangle

4

Special Abilities•Shield Formation•Push

[2] 750 5530mmMENTANGLE: 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.

Red Sisterhood (4)

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RED SISTER

AG#1 AS RF� PW RN MAL[1] Harrower 8 6x2 0 -

AG#2 AS RF� PW RN MAL[1] Crescent Swing 8 Arc -

•Decapitate

1 6 •Decapitate

Special Abilities•Never Panic•Rage•Retaliation

[4] 500 7530mmMDECAPITATE: 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.

Page 19: Forsaken 2015

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1 Repentant (4)

THE REPENTANT

Special Abilities•Psychogenic Neophyte (Penitence Blast)

AG#1 AS RF� PW RN MAL[1] Razor Club 4 3x2 - 0

“Only through pain and su� ering may you be absolved of your sins.”

[6] 750 3030mmMPSYCHOGENIC NEOPHYTE(x): Once per activation, this model may spend 1 AP to cast the (x) psychogenic.

Warknight (5)

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“I shall lay them low, exposing their sins for all to see.”

WARKNIGHT CAPTAIN

AG#1 AS RF� PW RN MAL[1] Tribute Strike 8 0 -

•Finishing Blow6

Special Abilities•Shield Formation•Psychogenic Neophyte (Weight of Sin)•Pushback

[1]1000 7530mmMEXTREME 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.

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

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.