forsaken 2015

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    FIELD MEDIC

    Special AbilitiesHang In There Boys!Just a Flesh WoundThis 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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    SISTER OF COMPASSION

    Special AbilitiesHang 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 AbilitiesCommand (1)Furious ChargeNever PanicTough 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 AbilitiesSuperior 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

    BurstRestricted

    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 models owner may ignore the malfunction. This ability functions even if this model is killed.

  • Coil (6)

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    COIL

    Special AbilitiesNone

    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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    BANE LEADER

    Special AbilitiesField 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 AbilitiesField 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 AbilitiesNone

    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.

  • Firestorm (4)

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    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 ThrowerCauterizeFire

    [*] Spray

    Special AbilitiesField 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 the distance on the d20. The opponent then places a BL(2) Blast Marker over the model, so that the center hole is anywhere completely over the models base. All models under the template are automatically hit by an attack from (y). This attack cannot trigger Kaboom! on the model originally triggering Kaboom!

    Ravage (3)

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    RAVAGEAG#1 AS RF PW RN MAL[2] Mace

    KP(8)6 4 0 -

    AG#2 AS RF PW RN MAL

    [*] FragBL(2) KP(10)

    6 1 * 8 19 [1] Grenade

    [*] IncendiaryBL(1)Cauterize Fire

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