Dark Age: Core Rules
Dark Age: Core Rules Rulebook
Table of Contents
Table of Contents
Concepts & Essentials
What You Need To Play
Battlefield: Dark Age is played on a 4 ft. x 4 ft. area called the battlefield.
20-Sided Dice: Dark Age uses 20-sided dice, abbreviated as d20. We recommend using multiple dice of different colors to make different rolls easier to distinguish and speed up play.
Dark Age Miniatures: To play the game you need a number of miniatures from the Dark Age range to represent your Force.
Terrain: Dark Age makes liberal use of terrain. See the Terrain Features section for more information.
Tape Measure: Dark Age uses a standard inches/foot tape measure. Measure all distances in inches.
Counters and Templates: Dark Age uses various counters and templates, provided at the back of this book.
Online Updates
To insure that every element of our game, from models to rules, is not only fun but balanced, we implement a seasonal online rules update.
This can range from rules errata, frequently asked questions, to tweaks in a model's stats or abilities. Always check to make sure both you and your opponent are using the current and updated rules for your models by checking the version number at the bottom of the card or document.
These are all available for download at www.dark-age.com.
Models
Each warrior in Dark Age is represented by a miniature as well as an associated Stat Card, which displays the model's unique stats and rules.
Stat Card
- Model Name: This displays the model's name, used to determine when a rule or effect includes this model.
- Action Points (AP): Action Points represent the number of actions a model can perform during its activation. Almost everything a model does, from moving, to attacking, to using abilities, or casting Psychogenics, requires expenditure of AP.
- Defense (DF): A model's defense represents its ability to avoid an attack.
- Armor (AR): Armor is the amount of protection a model has against loss of HP.
- Movement (MV): A model's movement represents its speed and swiftness.
- Psych (PS): A model's Psych indicates its overall bravery and willpower. Psych is also used to determine a model's defense against certain Psychogenics.
- Hit Points (HP): A model's HP stat is its overall health. When a model is reduced to 0 HP, it is killed and removed from the battlefield.
- Assault Group (AG): The various attacks a model can perform.
- Special Abilities: These represent a model's unique skills and talents. Each special ability has its own rules; see the Special Abilities and Weapon Abilities section.
- Squadlink (x)(y): Models with the same keywords can join together when activating; this is known as Squadlinking.
- Base Size: This represents the base the model should be fielded on. A model must be on its correct size base to be legal for play.
Sizes include, in ascending order: Small, Medium, Large, Huge, and Gigantic.
- Availability: This number indicates the maximum number of models of that Model Name allowed in a Force per instance of that point level. Some models have additional special restrictions regarding how many may be included in a Force, which is noted on that model's Stat Card by a [!] under its availability. See that model's Stat Card for specific restrictions. Models with a [C] are characters. Only one of each character can be included in a Force regardless of game size.
Assault Groups
Assault Groups make up the various attacks a model can perform. When a model spends AP to attack, it selects an Assault Group and makes an attack roll with all attacks in that Assault Group.
- Number of Attacks: This is the number of attacks with that weapon that can be made when its Assault Group is selected.
- Name: The name of the attack.
- Assault (AS): This number represents the model's proficiency at making the attack.
- Rate of Fire (RF): An attack's rate of fire is the maximum number of times in a round it may be used. A [∞] in this field means the attack has no limit to its number of uses per round.
- Power (PW): An attack's PW is its strength.
- Range (RN): The RN stat of an attack represents the maximum distance at which it can target an enemy.
- Malfunction (MAL): The MAL stat of an attack represents its potential to backfire on its user.
- Weapon Abilities: Some attacks have unique traits and abilities, listed under an attack's Weapon Abilities. Each weapon ability is unique and has its own special rules, found in the Special Abilities and Weapon Abilities section.
Term Definitions
Before looking into the rules of play, here is a list of game terms that many other rules will reference:
CHARACTER: This term refers to unique models that represent powerful and noteworthy individuals.
HIT: When an attack roll has succeeded, it is known as having "hit". Several effects may cause "automatic hits". There is no attack roll for an automatic hit – the attack is treated as being successful and the model hit suffers all effects as if it had been successfully hit.
CHARGE: This is a move action that brings a model into base contact with an enemy model.
Critical AR Success and Failure: When models make AR Saves, a result of 1 indicates a Critical AR Success and a result of 20 indicates a Critical AR Failure. A critical success means the model passes the check, regardless of the target number, and can override a critical failure. A critical failure means the model fails the check, regardless of the target number, and the model loses an additional 1 HP from the attack.
KILLED: When a model is reduced to 0 HP it is killed and removed from play; note that many effects trigger when a model has been killed but will resolve before it is physically removed from play.
MODEL: A model is the term used for a single miniature on the battlefield.
OWNER: This term indicates the player that included the model in question in his or her Force.
CRITICAL HIT: Rolling a 1 on an attack roll is a critical hit.
CRITICAL FAILURE: Rolling a 20 on an attack roll is a critical failure.
RE-ROLL: Sometimes an effect will call for a "re-roll". Disregard the first result, and roll the die again. A player can never re-roll a die more than once.
DEPLOY: To deploy a model is to place it on the battlefield.
ROUND: Dark Age is played over a series of rounds, each divided into four phases.
DIE ROLLS: Dark Age uses a d20 for all game determinations. Rolling lower is better than rolling higher.
SCATTER ROLL: A scatter roll is used to determine the direction an attack or effect deviates. Each side of a d20 is a triangle shape. The attack or effect scatters in the direction indicated by the top-most point of this triangle.
DISREGARD: When an ability or effect calls for a die roll to be disregarded, the result of that roll is ignored. Should an ability or attack be disregarded, it is ignored and cannot affect objects on the battlefield. Disregarded attacks still count against an attack's Rate of Fire.
SUCCESS: When the result on a die roll is equal to or less than its target number, that roll is a success.
TARGET NUMBER (TN): The number needed for a successful outcome on any die roll is the target number, abbreviated TN.
ENGAGED: A model is engaged when it is in base contact with an enemy model.
FACTION: The army or group that a Force is drawn from.
FAILURE: When the result on a die roll is greater than its target number, that roll is a failure.
FORCE: A Force is the total pool of models a player selects for a game of Dark Age.
HEAL: When a model is healed, it regains one or more HP.
Getting Started
Before playing Dark Age, the players need to decide the type of game they wish to play. This includes point level, scenario, and terrain.
Determining Point Level
The first step is to decide the maximum number of points available to each player's Force. Greater point levels create larger-sized conflicts, while lower point levels allow for quicker, more brutal matches. The recommended point levels for Dark Age are 500, 750, and 1000 points.
Create Force
Next, players choose the makeup of their individual Forces up to the agreed-upon point level. First, players determine which faction they will play. Your Force may only include models from your selected faction.
To include a model in a Force, note its associated Point Value as well as Availability, listed on its Stat Card. A model's Point Value indicates how much of a Force's total points are required to field the model. Availability is how many of that Model Name that you can include per point level.
Example: 500 Point Force
- [1] Helexa [PV:125] = 125
- [1] Red Hot [PV:110] = 110
- [1] Pod [PV:75] = 75
- [2] Broodhound [PV:50] = 100
- [2] Ratchet [PV:45] = 90
Total: 500/500
Example: 500 Point Force
- [1] Saint Mary [PV:130] = 130
- [3] Flense [PV:60] = 180
- [2] Clergy Ann [PV:60] = 120
- [1] Contradiction [PV:70] = 70
Total: 500/500
Example: 750 Point Force
- [3] Rend [PV:80] = 240
- [3] Menial Bot [PV:30] = 90
- [2] Grotesques [PV:50] = 100
- [1] Nexus [PV:80] = 80
- [1] Banshee [PV:100] = 100
- [1] TB-13 [PV:85] = 85
- [1] Ghost [PV:65] = 65
- [1] Legionary [PV:75] = 75
Total: 745/750
Choose Scenario
Players should then agree to a scenario (see the Scenarios section). Scenarios determine Deployment Zones and other set-up rules.
Battlefield Set Up
A large component of any tabletop war game is the battlefield. Dark Age is played on a 4 ft. x 4 ft. area with enough terrain to cover at least 25% of the board. Once enough terrain is selected, both players should determine the keywords for each terrain piece. (See the Battlefield Terrain section.)
Players then take turns placing each terrain piece anywhere they choose until all pieces are on the battlefield.
Deployment
Players deploy their models in their Deployment Zone, as outlined in the chosen scenario. After establishing Deployment Zones, each player rolls a d20. The player with the lowest roll chooses either to deploy all models with a particular Model Name, or to force the other player to deploy all of his models of a selected Model Name. Once done, both players take turns deploying all available models with the same Model Name until all models are on the battlefield.
Once deployment ends, Round 1 of the game begins.
Measuring
All measurements in Dark Age are in inches. A player may measure any distance at any time. When measuring the distance between two objects, always measure from the closest points between the objects.
Toward: Sometimes an effect will call for moving toward a model or point. When a model must be moved toward a model or point, it cannot end that movement further away from that model or point than it began.
Away: Sometimes an effect will call for moving away from a model or point. When a model must be moved away from a model or point, it cannot end that movement closer to that model or point than it began.
Directly Toward: Sometimes an effect will call for moving directly toward a model or point. Draw a line from the center of the model's base through the center of the targeted model or point. The model must move along that line as far as its movement allows, stopping only if it comes in contact with another model or a terrain feature it cannot move through.
Directly Away: Sometimes an effect will call for moving directly away from a model or point. Draw a line from the center of the targeted model or point through the center of the affected model's base and beyond it. The affected model must move along that line as far as its movement allows, stopping only if it comes in contact with another model or a terrain feature it cannot move through.
The Game Round
The game round is broken up into the following phases:
- Preparation Phase
- Initiative Phase
- Activation Phase
- Lingering Effects Phase
Once these four phases are complete, the game round ends and a new one begins.
Preparation Phase
Many special rules or effects trigger or come into play and are resolved during the Preparation Phase.
Initiative Phase
Initiative indicates the order in which players make their activations. Players determine this order by rolling a d20 and comparing the results. The player who rolled lowest chooses either to activate one of his models, or selects one of his opponent's models that his opponent must activate first. Re-roll all ties.
Activation Phase
During this phase, play passes from player to player in Initiative order, with each player activating a single model. A model may only activate once each round. If a player has no models left to activate, play passes to the next player in initiative order that still has models left to activate. This repeats until all models on the battlefield have activated. All models must activate each round.
Lingering Effects Phase
Many special abilities or effects come into play during the Lingering Effects Phase. Once all lingering effects are resolved, the game round ends and a new one begins.
Elements of Play
Action Points and Actions
Action Points (AP) indicate the number of actions a model can perform during its activation. A model may spend AP on a variety of actions, such as moving, using attacks, abilities, or casting Psychogenics, in any order the player chooses. (For example, a model with three AP may spend an AP on movement, spend an AP to attack, and then spend another AP to move again.) Once a model has used all its available AP, its activation ends. A model does not have to spend all its available AP – any unused AP are lost at the end of a model's activation.
Simultaneous Actions: If two abilities or actions of models controlled by opposing players would happen simultaneously, both players should roll a d20, with the lowest rolling player determining the order in which the effects will resolve. If two abilities or actions of models both controlled by the same player would happen simultaneously, that player may choose the order in which they resolve.
Line of Sight
The line of sight (LoS) rules determine if one model can see an object and if any other model or terrain feature lies between them. To determine LoS, select two objects. The first, the object you are checking line of sight for, is the viewer. The second, the object you want to confirm that the viewer can see, is the target. Once you have selected this object, draw an imaginary line connecting the left side of the viewer's base to the left side of the target's base, and then do the same for the right side. This defines the line of sight window. If an unobstructed straight line can be traced from the viewer's base to the target's base from anywhere within the line of sight window, the target is considered in line of sight. When checking line of sight, models or terrain of the same size or larger than the target block line of sight.
Example (diagram): A Large-sized wall obstructs the line from the (L) Large-sized model to the (M1) Medium-sized model behind it, as an unobstructed line from the (L) model to the (M1) model cannot be drawn. The (L) model can, however, target (M2) because it can draw an unobstructed line to its base.
Example (diagram): Because the (H) Huge-sized model is obstructing their view, neither the (M) Medium-sized model nor the (L) Large-sized model have line of sight to each other.
Example (diagram): The Blue (M) Medium-sized model does not have line of sight to the Brown (M) Medium-sized model, due to the three Red (M) Medium-sized models obstructing its line of sight.
Movement
A model may spend AP to move on the battlefield. For each AP spent on movement, a model may move up to its MV value in inches. If a model spends multiple AP on movement, it may move up to its MV value times the number of AP spent as one action. A model may move through friendly models of the same size or smaller, but may never move through enemy models, and may not end its movement overlapping another model's base.
Movement Penalties: Movement penalties represent certain effects that slow a model, wasting some of its movement. Movement penalties can never reduce a model's movement below 1. See the Terrain Features and Special Abilities and Weapon Abilities sections for more information.
Jumping: To jump a model may spend 1 additional AP when making a move action. While jumping a model ignores the Dangerous and Rough keywords of any terrain it crosses. In addition, some terrain features are listed as Jumpable, and allow special interactions. See the Terrain Features section.
Breaking Free: Once a model is engaged with an enemy, it may not voluntarily move for any reason unless it Breaks Free. To Break Free, a model must spend 2 AP. It may then move up to its MV value but may not engage models during this movement.
Climbing: Some terrain features have different levels, and means to climb between those levels. In order to climb a model must be in base contact with a terrain feature with the Climbable keyword. It may move between levels of that terrain feature for 3 inches of movement per level. When placing a model on a new level place the model on the closest point from the level it started its move on. If a model does not have enough movement to move between levels it may not climb.
Falling: A model whose base is moved completely off a level of terrain falls down. The model will suffer an automatic PW 5 hit for each level it fell. Fallen models are prone. If a model happens to fall onto another model, both models suffer the automatic hit(s) and are prone.
Prone
A model may go prone willingly or due to certain special abilities or weapon abilities. While a model is prone, the following rules apply:
Prone Models:
- A prone model's MV value is reduced by ½.
- A prone model may not climb or jump.
- Ranged attacks against a prone model suffer a -2 AS penalty.
- Melee attacks against a prone model gain a +2 AS bonus.
- Prone models making melee attacks suffer a -2 AS penalty.
- A prone model may not gain the benefits of charging.
- Reduce the size of a prone model by 1 category.
A model may go prone or stand up by spending 1 AP.
Stat Check
Sometimes an ability or effect will call for a model to make a Stat Check, such as an AS Check or PS Check. To make a Stat Check roll a d20. The roll succeeds if the result is equal to or less than the highest value of that stat on a model's Stat Card. The roll fails if the result is greater than the highest value of that stat on a model's Stat Card.
Squadlink (x) (y)
Some models have trained to coordinate with their comrades and need not act alone in battle. When a model with Squadlink activates, a number of additional models may activate. The total number of activating models cannot exceed the highest value of (Y) in the chosen models. Each model you wish to activate as part of a Squadlink must share (x) value with all other models in the Squadlink and must be within 4 inches of another one of the Squadlinking models. Resolve each individual Squadlinked model's full activation before resolving the next, continuing until all models in the Squadlink have activated.
Example (diagram): Saint Mark [L1] activates and decides to Squadlink. (L1) shares an (x) value with all the (M) models and has a Squadlink (y) value of "4", meaning that it and three of the (M) models can activate at once. Their owner chooses to activate (M1), (M2), and (M3) in addition to (L1). (M4) is unfortunately too far away from a squadlinking model to be able to be selected to activate.
Holding an Action
Unengaged models may spend their last 2 AP to go On Hold. A model On Hold is waiting to react to specific enemy actions, such as dodging ranged attacks or waiting until an enemy is close enough to attack. A model is On Hold until it chooses to use its held action or until it next activates. While On Hold, a model can take the following special actions:
- Get the Jump: When an enemy model spends AP to move while in range of an On Hold model's attacks, the On Hold model may immediately make an attack with any one Assault Group. If this triggers off of a model charging the On Hold model, then both players roll a d20 and add the models' DF to the roll. The lowest roll makes the first attack. This held action can be used to make a ranged attack against a model that has moved into base contact.
- Evade: When a model is targeted by a ranged attack or affected by a template attack, it may make a PS Check. If that check succeeds, the model may move up to its MV value or go prone before the attack resolves, using its new location to determine range and cover. If the model moves out from under a template, the model is automatically missed, but if it was the target of the template attack its original location is still used to determine placement of the template and an attack roll is still made to check for malfunction. If the target of a non-template attack moves out of line of sight or range from the attack, the attack may choose a new target for the attack.
Attacks
Attacks in Dark Age come in two varieties, ranged attacks and melee attacks, and each requires a successful attack roll to hit. Each type has its own special rules and restrictions. A model may not target friendly models when making attacks.
Attack Rules
Select Assault Group: Attacks are separated into Assault Groups, marked on the Stat Card as Assault Group 1, Assault Group 2, etc. Choose which Assault Group you would like the model to use each time you spend AP to attack. You may make an attack with any or all the attacks listed under that group and each attack lists the number of attacks it can make when selected. Once you have chosen your attacks, check each attack's Rate of Fire. You may not use an attack more times per round than its Rate of Fire.
Check for Malfunction: Most attacks have a Malfunction (MAL) value. After making an attack roll, compare the result to the attack's MAL value. If the roll equals or exceeds the MAL value, something has gone wrong with the attack, causing it to backfire on the user. The attack automatically misses, and the attacking model immediately suffers an automatic hit from the attack.
Critical Hit: A result of 1 on an attack roll is a critical hit. Critical hits automatically remove 1 HP with no AR Save. In addition, any rolls from weapon abilities from the attack automatically succeed.
Select a Target: For a target to be valid, it must be in range of the attack, and the attacker must have line of sight to the target. If the chosen Assault Group has multiple attacks listed, the attacking model may split those attacks among any valid targets. Make all attack rolls simultaneously.
Critical Failure: A result of 20 on an attack roll is a critical failure. Critical failures automatically miss. In addition, the attacker loses 1 AP.
Determine Target Number: To determine the attack's target number, add the attack's AS to the target's DF, then apply any modifiers to the attack roll, such as cover or range penalties.
Make Attack Roll: Roll a d20 for each attack. If the roll is greater than the target number, the attack fails to hit. If the roll is equal to or less than the target number, the attack has hit.
Target Makes AR Save: Once an attack roll has hit, the target must make an AR Save. Subtract the PW of the attack, plus any modifiers, from the target's AR. This generates the TN the target must roll equal to or below to avoid losing HP. Some attacks have a power multiplier listed after them (such as 6x2). This number indicates the number of AR Saves required to avoid losing HP. Note that an attack with a power multiplier only removes 1 HP, regardless of the number of AR Saves failed from the attack.
Example: A Bane, AR 18, is struck by a Death Disk, which has a PW of 6x2. The Bane must pass two AR Saves of 12 or less to avoid losing HP. The Bane rolls a 6 and a 17, failing one of the Checks and losing 1 HP. If it had failed both Checks, it still would have lost only 1 HP.
Critical AR Success: When making an AR Save, a roll of a 1 is a Critical AR Success. Rolling a Critical AR Success automatically succeeds on the AR Save regardless of the target number or results on any other die. A Critical AR Success overrides a Critical AR Failure.
Critical AR Failure: When making an AR Save, a roll of a 20 on any die is a Critical AR Failure. Rolling a Critical AR Failure automatically fails the AR Save regardless of the target number. In addition, the target loses 1 additional HP from the attack. Multiple Critical AR Failures on an AR Save are not cumulative.
Melee Attack Special Rules
A melee attack is any attack with a range of 0.
Charging: A charge attack occurs when a model spends AP on movement that brings it into base contact with an enemy model. At the end of that movement, the charging model makes a free attack with any Assault Group; these attacks receive +1 AS and +1 PW.
Ganging Up: An attacking model receives +1 AS and +1 PW on its melee attacks for every other friendly model engaged with the target.
Ranged Attack Special Rules
A ranged attack is any attack with a range greater than 0. A model may not make ranged attacks while engaged.
Distance Penalties: Ranged attacks become less accurate the farther away their target. Every full 4 inches between the attacker and their target confers a cumulative -1 AS penalty to the attacker.
Cover
Light Cover: Some terrain features or special abilities grant marginal protection against incoming ranged attacks. A model suffers -2 AS to its attack if a source of Light Cover is between an attacker and the target of its ranged attack. A model may ignore Light Cover from a terrain feature it controls.
Example: Saint Mark is shooting at a target 10 inches away. He suffers -2 AS to the attack due to range (-1 once the range hits 4.1, -2 once the range hits 8.1, but because there is not another full 4 inches after that he suffers no additional penalties).
Heavy Cover: Some terrain features or special abilities grant excellent protection against incoming ranged attacks. A model suffers -4 AS to its attack if a source of Heavy Cover is between an attacker and the target of its ranged attack. A model may ignore Heavy Cover from a terrain feature it controls.
Aiming: A model may spend 1 additional AP when making a ranged attack action to gain +2 AS to all attacks made in that action.
Cover Penalties: Cover penalties do not stack. When multiple sources of cover would give a penalty to a model, always use the highest penalty amongst those sources.
Firing into Melee: An attacking model suffers a cumulative -2 penalty to its AS for every friendly model engaged with the target of its ranged attack.
See the Battlefield Terrain section for information on controlling terrain features.
Special Attacks
Selective Fire: Sometimes an attack will have multiple ways it can be used. These are known as Selective Fire attacks. When you select an attack with Selective Fire to be used, you must choose one of the profiles listed below the attack name; that is the profile that will be used for the attack. If an attack with Selective Fire can be used multiple times a turn, a different profile may be used each time the attack is selected. Note that sometimes a Selective Fire attack will have weapon abilities listed under the primary attack and its different profiles. In this case the abilities listed under the primary attack are conferred to all of its profiles, while the abilities listed under its different profiles are only active when that profile is selected.
Reach (RE): Models with Reach may make melee attacks against models up to 2 inches away. A model with Reach may make a charge attack when it ends its movement within 2 inches of an enemy model, but may only make one charge attack per move action, and may only charge each model once per round. A model with Reach may gain the benefits of Ganging Up, but it does not contribute to the benefits unless it is in base contact with the enemy model.
Arc Attacks (Arc): Arc attacks are a special kind of melee attack made against multiple targets. They follow all the rules for Reach attacks with the following additions: Instead of targeting one model, the attack targets all enemy models within 2 inches of the attacking model and in line of sight. Select an eligible target and make an attack roll against that model. Once the attack is resolved, target another model and resolve an attack against it. A model may only be targeted once per arc attack. The arc attack suffers a cumulative -2 penalty to PW after resolving each attack, even if it misses. Continue making attack rolls until there are no more eligible targets or the PW of the attack reaches 0.
Sometimes an arc attack will have no PW, but only a weapon ability (such as Knock Prone). These arc attacks make an attack against all eligible targets in range, ignoring the rules for an arc attack reaching 0 PW.
Arc attacks can be used when charging, and follow all charging rules for Reach attacks.
Template Attacks
Template attacks are a special kind of ranged attack that covers a large area, indiscriminately damaging all models in that area.
Blast Attacks: Blast attacks are listed as BL: (X), where (X) indicates the size of the template (available in the back of this rulebook) used when making the attack. The following rules apply when making a blast attack:
- Targeting Blast Attacks: Models making blast attacks may target enemy models or a point on the table within the attack's maximum range. When targeting another model, make a ranged attack as normal. If the attack hits and does not malfunction, place the blast marker so that the center hole is anywhere completely over the target's base. All models under the template are hit by the attack. If the attack misses, the blast marker will scatter. When targeting a point, make an attack roll and check for malfunction. If the attack does not malfunction, the blast marker will scatter.
- Critical Hits and Malfunction: Unlike other attacks, blast attacks cannot critically hit. Should a blast attack malfunction, the opponent places the template's center hole anywhere completely over the attacking model's base. All models under the template are hit by the attack.
- Scatter Rolls: When making a scatter roll, roll a d20. Each facing is a triangle shape. The blast attack scatters in the direction indicated by the top-most point of this triangle. Blast attacks always scatter ½ the number on the scatter roll, up to a maximum of ½ the distance they were fired.
Spray & Stream Attacks: Spray attacks are short, cone shaped directional attacks. Stream attacks are longer, almost rectangular shaped directional attacks. The templates for these attacks can be found in the back of this book.
When making a spray or stream attack, select a target and lay down the spray/stream template with the short end touching the firing model's base and centered through the target's base. The firing model resolves a ranged attack against the target and then every other model under the template. Follow all the rules for ranged attacks, with the exception that spray/stream attacks ignore cover and range modifiers. Only the attack roll against the target may malfunction or gain the benefits of aiming.
Spray/Stream Attacks and Malfunction: If a MAL is rolled against the initial target of a spray/stream attack, instead of placing the template as normal, roll scatter and place the short end of the template touching the firing model's base, facing in the direction indicated by the scatter roll. The firing model resolves a ranged attack against all models under the template. Once completed, the firing model suffers an automatic hit from the attack.
Damage & Dying
Failed Armor Checks remove 1 HP from a model. Once a model has been reduced to 0 HP it is Killed and removed from the battlefield as a casualty.
Panic
Many special abilities and weapons cause panic in the enemy. These range from horrific killing moves, neurochemicals, to even natural responses to seeing something large and terrifying charging forth. This is represented by models gaining Panic Counters.
Models with a Panic Counter suffer -2 AS, -2 PS, and +2 DF. During its activation a model with a Panic Counter may spend 1 AP to make a PS Check, removing the Panic Counter on a success. Alternatively a friendly model within 8 inches may spend 1 AP during its activation to make a PS Check, removing the Panic Counter on a success. Once a model loses a Panic Counter it gains a Resolve Counter.
Models with a Resolve Counter cannot gain Panic Counters. A model may only have one Panic Counter and one Resolve Counter at any time.
Psychogenics
Some models have access to powerful mental abilities or advanced technologies. Though these effects go by many names they are all classified as Psychogenics and use the following rules:
Offensive Psychogenics: Offensive Psychogenics are special attacks and follow all the rules for an attack of their type, such as cover and malfunction. Note that some Offensive Psychogenics will have additional effects as part of the attack. Sometimes, instead of having a PW, an offensive Psychogenic will call for the targeted model to make a PS Check. If this check fails, the targeted model suffers the effects listed under the Psychogenic's description. Offensive Psychogenics may be aimed.
Augmentation Psychogenics: Augmentation Psychogenics are buffs or special abilities granted to a friendly model. If the augmentation targets a specific model, the player must select a target within line of sight when the augmentation is cast. Each augmentation lists the target number needed to successfully cast the Psychogenic. A model casting the Psychogenic must spend 1 AP and roll equal to or under this target number. If successful, the effects of the augmentation are applied.
When using an Augmentation Psychogenic, a model may spend 1 additional AP to gain +2 to the effect's Target Number. If the Augmentation Psychogenic has a MAL value, and the roll for the TN Check equals or exceeds that MAL value, something has gone wrong. The psychogenic automatically fails, and the effects listed for malfunction on the psychogenic occur.
Battlefield Terrain
Terrain includes the features that litter the battlefield. Each terrain piece has keywords that describe its effect upon models within or near it. Before the game begins, both players should agree on the keywords for each terrain piece. A terrain piece must have a size or the "Does Not Block Line of Sight" keyword.
A model controls a terrain piece if the model is within 1 inch of that terrain piece while no enemy model is within 1 inch of that terrain piece.
Terrain Keywords
- Levels (x): (x) is how many floors this terrain piece has. There must be some means of climbing or moving between these levels. Models may not make attacks against models on different levels of a terrain feature while within that terrain feature. While not within a terrain feature with levels, a model with Reach or a size of Huge or bigger may make melee attacks against models up to one level above them, as long as they can draw line of sight to the target. When attacking a target outside of the terrain piece a model ignores all models on different levels than itself for line of sight.
- Blocks Line of Sight: Line of Sight may not be traced through this terrain piece.
- Climbable: This terrain piece is climbable (See "Climbing").
- Dangerous: A model entering or moving over this terrain piece suffers an automatic PW 4 hit.
- Does Not Block Line of Sight: This terrain piece does not block line of sight to models behind it.
- Jumpable: Models may jump from this terrain piece to another terrain piece with the Jumpable keyword as part of a move action. They must have enough movement to reach the terrain piece and may ignore models and terrain when making this move. If the model does not have enough movement to reach the terrain piece it falls (see "Falling"). Models making jumps from this terrain may move from a higher level on one terrain piece to a lower level on another terrain piece as part of their move action at no cost.
- Light Cover: This piece of terrain grants Light Cover if it is between an attacker and its target. A model may ignore Light Cover from a terrain feature it controls.
- Heavy Cover: This piece of terrain grants Heavy Cover if it is between an attacker and its target. A model may ignore Heavy Cover from a terrain feature it controls.
Terrain Examples
- Chest-High Barricade: Size Small, Light Cover, Wall
- Bubbling Swamp: Does Not Block Line of Sight, Dangerous, Rough
- Water Tower: Blocks Line of Sight, Levels (2), Impassable, Heavy Cover
- High Wall: Size Large, Heavy Cover, Wall, Impassable
- Minefield: Does Not Block Line of Sight, Dangerous
- Prevailer Statue: Size Large, Light Cover, Impassable
- Pile of the Dead: Size Medium, Light Cover, Rough
- Trench: Does Not Block Line of Sight, Heavy Cover
- Barbed Wire: Does Not Block Line of Sight, Dangerous, Wall, Rough
- Howler Corpse: Size Gigantic, Heavy Cover
- Heretic-burning Pit: Size Large, Dangerous, Light Cover, Rough
Complex Terrain
Complex Terrain, such as buildings, describes terrain pieces that can incorporate many different keywords that interact in various ways. When assigning keywords to this terrain, it may be beneficial to assign keywords to various pieces of the terrain, such as walls, windows, stairwells etc., rather than assign them to the entire structure. Each complex terrain piece will be different, but here are a few examples:
- Levels: 2
- Entire Structure: Obscuring
- Outer Walls: Block Line of Sight, Impassable
- Windows: Does Not Block Line of Sight, Light Cover, Rough
- Levels: 3
- Entire Structure: Obscuring
- Outer Walls: Block Line of Sight, Impassable
- Level 1: Dangerous, Rough
- Level 2: Windows: Does Not Block Line of Sight, Light Cover, Rough
- Level 3: Low Wall: Light Cover
Special Abilities
These are the unique abilities and skills each model possesses. Unless stated otherwise, all models have the Living Special Ability.
Ability names are shown in title case; the printed book sets them in capitals, and one heading is misspelt there ("COORINATED STRIKE", given here as Coordinated Strike). Other printed misspellings in the body text, such as "mode" for "model", are left as printed.
Acid Blood: This model ignores the automatic hits from Acid and Acid Blood. When this model loses HP from a melee attack all models in base contact suffer an automatic hit at PW: 2.
Acrobatics: This model does not have to pay the additional AP to Jump. Reduce the PW of any falling damage this model suffers by 2 to a minimum of 1.
Aerobatics: This model does not have to pay the additional AP to Jump and may treat all areas of a terrain piece with the Levels keyword as having the Climbable keyword. Reduce the PW of any falling damage this model suffers by 2.
Animosity (x): This model may not be included in any force that has a model named (x).
Alpha Program: Friendly models that begin their activation within 8 inches of this model ignore the Gamma Program special ability, and may use this model's PS Stat in place of their own for all purposes.
Art of War: This model has multiple Stat Cards. When selected in a force, choose one of these Stat Cards to be used.
Assassination: This model does not deploy at the start of the game. During any Preparation Phase after round 1 this model may be deployed. When deployed, choose any point on the battlefield and place this model on that point.
Augmented: This model may not be targeted by Grafting.
Aura of Death: At the beginning of the Preparation Phase this model gains 1 Bio-Energy Counter. Only 1 model in your force may use this ability per round. See that model's appropriate Faction Document for more on Bio-Energy Counters.
Backlash: Any model that hits this model with a melee attack gains a Fire Counter. When a model with a Fire Counter activates it may spend 1 AP to roll a d20. The Fire Counter is removed if the roll is equal to or under 10. The model may repeat this. After these rolls are made, a model possessing a Fire Counter suffers an automatic PW:7 hit with the Cauterize weapon ability. A model may only have 1 Fire Counter at any time.
Backstab: This model gains +2 AS and +2 PW to all attacks made against a model that has not activated this round.
Bad Mojo: Enemy models within 8 inches of this model suffer a -1 penalty to all target numbers. Bad Mojo is not cumulative.
Bait and Switch: Once per round, the first time an enemy engages this model, another model within 4 inches with Bait and Switch may switch positions with this model. If On Hold, the model that has switched positions may immediately roll for Get the Jump.
Berserk: This model may spend 1 AP to gain a Berserk Counter. While a model has a Berserk Counter it gains +1 AS, +1 PW, an additional power multiplier to melee attacks, and the Never Panic special ability. After any activation in which a model with a Berserk Counter did not make a melee attack they gain an Exhaustion Counter. A model suffers -1 AP per Exhaustion Counter. If a model activates with 0 AP due to Exhaustion Counters, remove any Berserk and Exhaustion Counters and end their activation. A model may only have 1 Berserk Counter at any time.
Bio-Enhanced: When this model kills an enemy model, this model may permanently gain +1 MV, +1 HP, increase its AR Stat by 2, or give all melee attacks +2 PW. This model may gain this benefit multiple times, but may only increase each stat once per game.
Bio-Gen (x): Before deployment, this model gains (x) Bio-Gens. See the model's appropriate Faction Document for more on Bio-Gens.
Bite Reflex (x): The first time this model becomes engaged each round it may immediately make a free attack with (x) before charge attacks are resolved.
Blok Stopper: This model always has Light Cover. This model grants Light Cover if it is between the target of an attack and the attacker.
Blood Cult: When a force contains a model with Blood Cult the following rules apply: When any Living model is killed place a Blood Counter in base contact with that model before it is removed. At the start of this model's activation check to see how many Blood Counters are within 8 inches. This model gains the following benefits based on the number of Blood Counters. These effects are cumulative:
- 1+: +1 AS to all melee attacks
- 5+: +1 PW to all melee attacks
- 9+: This model gains the Cause Panic and Never Panic special abilities
- 13+: This model gains a Berserk Counter
Blood Dominance: Living models engaged with this model suffer -2 AS.
Bounty Hunter: Before deployment this model may select a Character from the opposing force. This model gains +2 AS to attacks against that Character.
Burrow: For 1 AP this model may gain or remove a Burrowed Counter. While this model has a Burrowed Counter is has -4 DF and +2 AR, but may not make attacks.
Cabal (x): If this model begins its activation within 8 inches of (x) it may re-roll 1 attack roll that activation.
Cannibal: All Living models without the Never Panic special ability suffer -1 AS while engaged with a model with Cannibal.
Carrion: This model may spend 1 AP to kill any models with a Dying Counter that it is engaged with.
Cause Panic: When a model becomes engaged with this model that model makes a PS Check. On a failure, it gains a Panic Counter.
Combat Reflexes: When this model is hit and not prone, and fails their AR Save, they may make a PS Check. If the PS Check is successful disregard the attack roll, and this model is prone.
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.
Coordinated Strike: While squadlinking, this model gains +1 AS and +1 PW to all attacks against its target for each other model that has made an attack against that target this activation.
Crack Shot: This model ignores Light Cover, and treats Heavy Cover as Light Cover when making ranged attacks.
Cull the Weak: Once per round, this model may spend 1 AP to remove a friendly model with the Slave special ability within 2 inches from play. All friendly models with the Slave special ability gain +2 AS this round.
Cult of Metamorphosis: Once per round, when this model rolls a MAL and it does not have a Stun Counter, it may choose to ignore all effects of the MAL and gain a Stun Counter. When a model with a Stun Counter activates, it immediately loses 1 AP, and then the Stun Counter is removed. Stun Counters are not cumulative.
Dance of Death: Once per game, at the start of its activation, this model gains +2 AS, PW, and an additional power multiplier to all melee attacks until the end of this activation.
Defiance: This model may not be the target of psychogenics.
Deflection: When this model is targeted by ranged attacks, after attack rolls are made, this model may make an AS Check. If the check is successful you may disregard 1 non-critical hit against this model from those attacks.
Distraction: While engaged with an enemy model other friendly models gain +1 AS and +1 PW to melee attacks against that model. Distraction is not cumulative.
Drugged (x): After deployment, this model's owner may select up to (x) friendly non-Character models and place a Drugged Counter on each selected model. While a model has a Drugged Counter, it suffers -2 AS and -2 PS. When a model with a Drugged Counter would lose HP, remove the Drugged Counter instead of losing HP.
Elusive: Ranged attacks against this model suffer double the normal range penalties. This model automatically passes the PS Check to Evade.
Enhance (x) (y): When this model is deployed, choose up to 6 (x). Those models gain (y).
Enviro Filters: This model ignores Smoke Clouds.
Extinguish: This mode may spend 1 AP to remove a Fire Counter from a model within 8 inches and Line of Sight.
Ferocious Assault: If a model is killed by a charge attack made by this model, all enemy models within 4 inches of that model gain a Panic Counter.
Field Order (x) (y): This model has (y). While (x) is within 8 inches of this model, it gains (y).
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.
Fortitude: When this model is reduced to 0 HP, it is not immediately killed and removed from play. If this model activates while at 0 HP it is killed and removed from play at the end of that activation.
Float: This model may move through, but may not end its movement on, terrain with the Impassable keyword and may ignore the automatic hit from terrain with the Dangerous keyword. This model does not have to pay the additional AP to Jump, never suffers falling damage, and may never be prone.
Frenzied: At the end of any activation in which this model did not make a melee attack it must make a PS Check. If that check is failed it immediately activates again, and must spend all AP to make melee attacks on friendly models of a different Model Name. If unable, it must spend all AP to move toward the nearest friendly model with a different Model Name. This model can only gain 1 additional activation per round due to Frenzied.
Furious Charge: This model gains an additional +1 AS and +1 PW to charge attacks.
Gamma Program: If activating within 10 inches and line of sight of an enemy model this model must spend AP to make melee attacks on enemy models. If unable, it must spend all AP to move toward the nearest enemy model. This model may not Aim or go On Hold.
Ghost in the Machine: All enemy models within 4 inches of this model suffer a -2 to their MAL values. If an attack has a MAL of "-" it gains MAL "19". Ghost in the Machine does not affect Bio-Gens or Psychogenics.
Gliding Deployment: Do not deploy this model at the start of the game. During any Preparation Phase after Round 1 you may deploy this model. When deployed, choose a point on the battlefield and roll scatter, placing this model on that point. If a model's final deployment point is off the battlefield they will deploy at the point on the battlefield nearest to the edge. If the model's final deployment point is on another model place them with their base touching the model closest to the final deployment point. Models that have Gliding Deployment and share a Squadlink (x) value may deploy using 1 Scatter Roll, placing the first model on this point and the rest within 4 inches.
Goes Out With a Bang: When this model is killed place a BL(2) template with the center hole anywhere completely over this models base before it is removed. All models under the template suffer an automatic PW: 5x2 hit.
Grafting: This model may select 1 Grafting to be applied to up to 2 friendly models. Graftings identified as (U) are Unique and may only be applied to 1 model per force. See this model's Faction Document for more on Grafting.
Grapple: This model may treat all areas of a terrain piece with the Levels keyword as having the Climbable keyword. This model does not suffer the automatic hits or being prone from falling.
Gravitics: This model can never be Knocked Back, Knocked Prone, or Pulled. Ranged attacks against this model suffer -2 AS. This model never suffers damage from falling.
Guard: When a friendly model within 4 inches and line of sight is hit by a non-template, non-critical hit ranged attack, this model may make the AR Save instead, suffering all effects of the attack as if it had been the target.
Guerilla Tactics: Models with Guerilla Tactics may Squadlink from up to 8 inches away. This model only spends 1 AP to Break Away.
Hang In There Boys!: Living models reduced to 0 HP are not killed while within 8 inches of this model, but instead gain a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter.
Hatred (x): Attacks against (x) by this model gain +1 AS and +1 PW.
Hit and Run: When this model kills a model with an attack, it may immediately gain 1 AP to move. This move action ignores the rules for Breaking Free and may result in a charge.
Holoflage: This model cannot be targeted by ranged attacks from more than 8 inches away. All ranged attacks targeting this model suffer -1 AS.
Hook Anchor: This model may spend 1 AP to gain all Anchor Counters from all friendly models within 4 inches. This model may spend 1 AP to cause an automatic PW: 7 hit to all models with an associated Hook Counter, then remove all Hook and Anchor counters linked to this model.
Human Shield: When this model is hit by a non-template attack it may force 1 friendly model within 4 inches to be hit by the attack instead. That attack gains an additional power multiplier for the hit.
I'm the Boss!: All models with the Slave special ability remove all Panic Counters when activating within 4 inches of this model.
Immaculate Maintenance: All MAL values of friendly models in this force are increased by "1". If a MAL value is "20" then treat it as "-".
Immolate: This model may never have Fire Counters, and does not suffer damage from any attack with the Fire weapon ability. This model may spend 1 AP to have all enemy models in base contact gain a Fire Counter, then this model is removed from play. This action may be used in place of making a charge attack.
I Never Lose!: As long as this model is on the battlefield its owner wins all ties made from initiative rolls.
Inferno Shards: While not engaged with an enemy model, this model may spend 1 AP to lay down a BL(2) Inferno Shard Field in base contact. The field is a terrain feature with the Does Not Block LoS, Fiery, and Rough Keywords. During each Lingering Effects Phase roll a d20, removing the Inferno Shard Field on a result of 11 or greater.
Infiltrate: This model is deployed only after all other non-Infiltrating models have been deployed. This model may be deployed anywhere on the battlefield that is at least 12 inches from an enemy deployment zone.
Inspire: When this model uses Command, the activated model, and any model it squadlinks with, gain +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.
Just a Flesh Wound: This model may spend 1 AP while in base contact with a Living model to heal 1 HP on that model. Models may only be affected by Just a Flesh Wound once per game.
Kaboom! (x) (y): When a model with this ability is hit by an attack, roll a d20. If the result is equal to or higher than (x), roll scatter, moving the model directly toward that direction 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!
Life Drain: If an enemy model is killed within 1 inch of this model, this model may make a PS Check. If the check is successful, it gains 1 Bio-Energy Counter. Only 1 PS Check may be made when a model is killed, regardless of the number of models with Life Drain within 1 inch.
Living: Living is a keyword that may other special abilities and weapon abilities trigger off of. Unless otherwise stated, all models have the Living special ability.
Luck: Once per game you may re-roll 1 attack roll or AR Save this model makes.
Mark for Death: During the Preparation Phase, select 1 enemy model within 12 inches and line of sight to this model. Models gain +1 AS and +1 PW to attacks made against that model this round.
Massive: This model cannot be Knocked Prone, Knocked Back, or Pulled by models with a smaller size.
Master Grafter: "Grafters" gain an availability of 1/500 in a force containing this model.
Master of Change: Friendly models with the Cult of Metamorphosis special ability that are within 8 inches of this model gain the Never Panic special ability.
Master of Death: At the start of the Preparation Phase, this model gains 1 Bio-Energy Counter. See the model's appropriate Faction Document for more on Bio-Energy Counters.
Matching Set (x): (x) is the model this model must be fielded with. Should 1 of the models be removed from play, the other models in the Matched Set gains a Berserk Counter. While a model has a Berserk Counter it gains +1 AS, +1 PW, an additional power multiplier to melee attacks, and the Never Panic special ability. After any activation in which a model with a Berserk Counter did not make a melee attack they gain an Exhaustion Counter. A model suffers -1 AP per Exhaustion Counter. If a model activates with 0 AP due to Exhaustion Counters, remove any Berserk and Exhaustion Counters and end their activation. A model may only have 1 Berserk Counter at any time.
Menial: This model may be used to satisfy any requirement of Menial models that must be included in a force.
Morphine Gun: This model may spend 1 AP to target a friendly Living model within 8 inches and line of sight. That model heals 1 HP but gains a Morphine Counter. While a model has a Morphine Counter it suffers -2 AS to all attacks. A model may only have 1 Morphine Counter at any time, and may only be healed by Morphine Gun once per game.
Morphine Injector: The first time this model would be killed, instead it heals 1 HP and gains a Morphine Counter. While this model has a Morphine Counter it suffers -2 AS.
My Blood for Your Blood: If a friendly model within 4 inches of this model would lose HP this model may lose the HP instead. This model may not lose more HP than its HP Stat.
My Pretty Toys: When this model is deployed it may upgrade up to 6 "Buzzblades" to either "Charity's Might" or "Charity's Zeal". All upgraded models must be upgraded in the same way, and are still treated as "Buzzblades".
My Toys Are Better: This model may upgrade up to 6 "Charity's Might" or "Charity's Zeal" to "Dominique's Playthings". These models are still treated as "Buzzblades".
Network Deployment: This model may squadlink from anywhere on the battlefield.
Never Panic: This model may never gain Panic Counters.
Non-Living: This model does not have the Living special ability, and may never gain Panic Counters.
Now Is Our Time: Once per game, during the Preparation Phase, this model may make a PS Check. If the check is successful this model's owner wins Initiative this round, but must activate this model before any others. If the check is failed then this model's owner loses Initiative this round.
Obsessed: After all models have been deployed, this model's owner may select a Model Name from the opposing force. This model gains +2 AS and +2 PW to any melee attacks made against models with that Model Name.
On the Job: Friendly models with the Bounty Hunter special ability gain the benefits of Bounty Hunter against all enemy Characters.
Parry: When this model is targeted by melee attacks, after attack rolls are made, this model may make an AS Check. If the check is successful you may disregard 1 non-critical hit against this model from those attacks.
Playing Possum: Once per game when this model would be killed it instead gains a Possum Counter. While a model possesses a Possum Counter they are prone, reduced to 0 AP, and may only be targeted by melee attacks. While a model has a Possum Counter, it is immediately killed if it ever loses HP. During the Preparation Phase the model may stand up, heal to 1 HP, and remove its Possum Counter. When this model gains a Possum Counter, all other models that share a Squadlink (x) value within 8 inches gain a Berserk Counter, and cannot end their activation more than 8 inches from this model while they have the Berserk Counter. Remove the Berserk Counter when the Possum Counter is removed.
Pop Smoke: Once per activation, this model may place the center of a BL(3) Smoke Cloud in base contact. A Smoke Cloud is a terrain piece with the Heavy Cover keyword. In addition, all models under the template suffer -4 AS to melee attacks. During each Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a result on 11 or greater.
Power Generator (x, y): During each Preparation Phase, this model may choose to power (x) or (y). If an assault group is selected all attacks in that group gain an additional power multiplier, MAL: 17, and the Cauterize, ED(2), and KP(15) weapon abilities. If a MAL is rolled, in addition to the effects of the MAL this attack immediately loses the benefits of Power Generator, and this ability may not be used next round. If AR is selected then this model rolls an additional d20 when making AR Saves, the highest roll being disregarded. If, after that die has been disregarded, there is a result of 17 or higher, the AR immediately loses the benefits of Power Generator, suffers an automatic PW: 6x2 hit, and this ability may not be used next round.
Prototype (AG#x): If an attack from this assault group malfunctions no more attacks may be made using that assault group this round.
Psychogenic Invoker: Once per activation, this model may cast 1 Psychogenic from their applicable Psychogenic List.
Psychogenic Master: Twice per activation, this model may cast 1 Psychogenic from their applicable Psychogenic List.
Pud Control (x): When this model is deployed also deploy (x) Puds. If a Pud begins its activation within 8 inches of this model it may activate normally, instead of moving towards the nearest enemy. This model may spend 1 AP to have all non-Dying Puds within 4 inches immediately activate. Each Pud may only gain 1 additional activation from Pud Control each round.
Pud Powers: This model may only be fielded if the force contains at least 1 model with the Pud Control Special Ability. At the end of each Preparation Phase, this model activates. During this model's activation it must spend AP to make melee attacks on enemy models. If unable, it must spend all AP to move toward the nearest enemy model. This model may never gain bonuses from Ganging Up, may never count towards other models Ganging Up bonus. Enemy models do not have to spend AP when Breaking Free from this model, and may engage enemy models during that move.
Push: When this model is selected as part of a squadlink all models in that squadlink may gain 1 additional AP, which must be spent on movement. If this is done these models cannot make attacks that activation.
Quick Draw: This model may spend 1 AP to make an aimed ranged attack, or move up to their MV value and make a ranged attack.
Rage: This model gains +2 PW to all melee attacks for each HP it has lost.
Razor Wire: Any model that hits this model with a melee attack suffers an automatic PW: 2x2 hit.
Regeneration: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead, give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately stand up for no AP cost.
Repair: This model may spend 1 AP while in base contact with a friendly model to heal 1 HP on that model. A model can only be healed by Repair once per game. While in base contact with a model with a Wreck Counter, this model may spend 1 AP to reactivate the model. The reactivated model keeps its original stats with the following exceptions: AP: 1 MV: 4 HP: 1.
Retaliation: When an enemy model misses this model with a melee attack this model may select 1 melee attack and make an attack against the enemy model.
Righteous Charge: Once per round, when this model charges an enemy, but before charge attacks are resolved, you may move up to 2 friendly, unengaged models within 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.
Ritual Caster (x): (x) represents the psychogenic this model may use. If this model has squadlinked, increase the TN of any Augmentation Psychogenics by 1 for each model in that Squadlink.
Ritual Engine: This model may not be the target of Kukulkani Rituals. While this model is on the battlefield, each time an enemy model is killed within 8 inches, give this model a Skull Counter. Models with Ritual Engine have multiple versions, and an associated Stat Card linked to how many Skull Counters it currently possesses. Use the Stat Card associated with the highest number of Skull Counters this model currently possesses.
Scatter Shards: While not engaged with an enemy, this model may spend 1 AP to lay down a BL(1) Shard Field in base contact. Any model that enters the Shard Field or begins its activation within the field must roll a d20. On a 10 or lower the model may continue moving as normal. On an 11+ the field explodes, causing an automatic PW: 9 hit. The Shard Field is then removed. Shard Fields may be targeted by ranged attacks and are hit automatically. Shard Fields that are hit are removed from play.
Scavenge: When a force contains a model with Scavenge the following rules apply: When any model is killed place a Scavenge Counter in base contact before it is removed. A model with Scavenge may pick up Scavenge Counters by moving over the counter. Each Scavenge Counter gives +1 AS and +1 PW to all attacks, as well as +1 AR. A model may drop any number of Scavenge Counters, placing them in base contact, for 1 AP. If a model holding a Scavenge Counter is killed it drops all Scavenge Counters in base contact before being removed. A model may only have 3 Scavenge Counters at any time.
Scion of Flame: This model may never have Fire Counters and does not suffer damage from any attack with the Fire weapon ability. Enemy models within 4 inches of this model cannot remove Fire Counters. If an enemy model within 4 inches is killed by the automatic hit from a Fire Counter, place 1 Ember model in base contact with that model before it is removed.
Scout: After all models have been deployed (including Infiltrating models), the player whose force contains at least 1 model with this special ability may redeploy up to 4 models in their force. Normal deployment and infiltrator rules apply for this redeployment.
Sear: This model may spend 1 AP while in base contact with a friendly model to remove a Bleed Counter.
Sedated: When this model is deployed give it a Sedated Counter. A model with a Sedated Counter ignores the Frenzied special ability, but cannot make attacks or interact with objectives. During any Preparation Phase, this model may remove its Sedated Counter. During each Lingering Effects Phase, roll a d20, removing the Sedated Counter on a result of 11 or greater.
Serpentine Body: This model may never be Entangled, Grabbed, Knocked Prone, or Crushed. This model ignores the automatic hit from the Dangerous keyword. This model may not Climb or Jump.
Shard Walk: This model ignores Shard Fields.
Sheer: This model may never have Acid, Fire, Bleed, Blood Pathogens, Frantic, Paralyzing Poison, or Poison Counters. Roll a d20 for any non-critical hit on this model, on a 10 or less the attack roll is disregarded.
Shield Formation: While not prone and within 1 inch of at least 1 other model with Shield Formation this model gains +2 AR.
Shielding: Other friendly models whose base is completely within 6 inches of this model gain +2 AR.
Shock Wave (x): This model may spend 1 AP to activate Shockwave. Shockwave affects all models within (x). All models gain a Stun Counter. All models two or more sizes smaller than the originating model are automatically Knocked Back. All models 1 size smaller are automatically Knocked Prone. When a model with a Stun Counter activates, it immediately loses 1 AP, and then the Stun Counter is removed. A model may only have 1 Stun Counter at a time.
Sidestep: When this model is hit by a non-critical hit from a melee or template attack, roll a d20. On a 12 or less the model suffers no damage from the attack, and is not affected by any weapon abilities from this attack.
Skarrd Mother: When this model is deployed choose 1 of the following special abilities. This model gains the selected Special Ability:
- Enhance (Buzzblade) (+1 to Cannibal TN modifier)
- Enhance (Bolas) (Coordinated Strike)
- Enhance (Harpy) (Hit and Run)
Slave: Instead of activating normally, this model activates at the end of each Preparation Phase.
Slimy: This model may never have Fire Counters.
Soul Link: When a model with Soul Link loses HP from a non-critical hit another friendly model with Soul Link within 8 inches may lose the HP instead. A model may not lose more HP than its HP Stat.
Spotter: Enemy models may not be deployed within 8 inches of this model.
Stitch: This model may spend 1 AP to target a friendly model within 1 inch and line of sight. That model heals 1 HP but gains a Stitched Counter. While a model has a Stitched Counter it suffers -2 AS to all attacks. A model may only have 1 Stitched Counter at any time, and may only be healed by Stitch once per game.
Strider: This model ignores the movement cost of terrain with the Rough keyword. This model may stand up from prone for no AP cost.
Superior Gang-Up: Increase this model's Gang-Up Bonus by +1.
Superior Maintenance (x): (x) times per game, when a malfunction is rolled, this model's owner may ignore the malfunction. This ability functions even if this model is killed.
Survivalist: If this model spends all AP on movement it gains the Elusive special ability and has Light Cover until its next activation.
Swarm: This model loses an additional HP from failed AR Saves caused by all template attacks. Swarms do not count for any Gang-Up Bonuses. The number of attacks per assault group this model has is reduced by the number of lost HP on the model.
Technomancy (x): This model can cast Kukulkani Rituals. See the Kukulkani Faction Document for more information.
This Will Make It All Better: This model may spend 1 AP when in base contact with a model to remove all Poison and Numb Counters.
Tough as Nails: This model does not lose an additional HP for rolling a critical failure on an AR Save.
Toxic Cult: This model may never have Paralyzing Poison, Poison, Frantic Toxin, or Fear Toxin Counters. This model ignores Toxic Clouds.
Toxic Miasma: This model always has Light Cover. Any Living model without the Enviro Filters special ability that begins its activation engaged with this model receives a Poison (16) Counter, and suffers -2 AS to all melee attacks.
Tracking: Before deployment, this model's owner may choose any 1 enemy model with the Infiltrate Special Ability. That model loses the Infiltrate Special Ability.
Tremor: This model may spend 1 AP to place a BL(2) Blast Marker in base contact. All models under the template suffer KP(14).
Uber Blok Stopper: This model always has Heavy Cover. This model grants Heavy Cover if it is between the target of an attack and the attacker.
Unnatural Climb: This model may treat all areas of a terrain piece with the Levels keyword as having the Climbable keyword, and only forfeits 2 inches of movement to move between levels.
Upgrade (x): (x) is the amount of Upgrades this model may select. Upgrades identified as (U) are Unique and may only be applied to 1 model per force. See this model's Faction Document for more information on Upgrades.
Vault: Once per activation, this model may spend 1 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.
Virulent Fumes: Any Living model moving into base contact, or activating while in base contact with this model immediately suffers an automatic PW: 4 hit.
Wall of Blades (x): During any activation in which this model does not make attacks with (x) it gains Parry and Deflection until the beginning of its next activation.
Weapon Abilities
Adaptability: Once per activation this attack can copy certain weapon abilities from a model in base contact. This attack retains the copied ability until the end of this model's activation. Weapon abilities that may be copied are: Acid, Bleed, Brutal, Cauterize, ED(x), Fire, Paralyzing Poison, Poison, Reach, Rot, and Stun.
Acid: When this attack hits a model place an Acid Counter on that model. During each Lingering Effects Phase a model with an Acid Counter suffers an automatic PW: 4 hit, removing the Acid Counter on a successful AR Save. A model may only have 1 Acid Counter at any time.
Bleed: When this attack hits a Living model place a Bleed Counter on that model. During the Lingering Effects Phase a model with a Bleed Counter must roll a d20. On a result of 11 or greater, the affected model loses 1 HP. If a 10 or lower is rolled remove the Bleed Counter. A model may only have 1 Bleed Counter at any time.
Blind: When this attack hits a model, place a Blind Counter on that model. Models with a Blind Counter suffer a -2 AS and double all range penalties they suffer. Blind Counters are removed at the end of a model's activation. A model may only have 1 Blind Counter at any time.
Blood Pathogens: When this attack hits a Living model, place a Blood Pathogens Counter on that model. Models with a Blood Pathogens Counter must roll twice when rolling for Bleed Counters, removing the counter only if both rolls are 10 or lower. Remove the Blood Pathogens Counter when a Bleed Counter is removed.
Burst: All ranged attacks made from this assault group must target the same model. Attacks with Burst may not be aimed.
Brutal: The Parry special ability may not be used against this attack.
Cauterize: HP lost by this attack may never be healed.
Chem Cocktail: At the start of this model's activation choose 1 of the following special abilities, this attack gains the chosen ability until the next Lingering Effects Phase: Acid, Blind, Cauterize, Paralyzing Poison, Poison(16), Rot.
Combustion: If this attack hits a model with a Fire Counter this attack gains an additional power multiplier.
Conduction: The model with the highest AR value hit by this attack suffers an additional power multiplier to the attack's PW. In the case of a tie for highest AR, the attacking model decides who suffers the additional multiplier.
Crush: During this model's activation, if this attack hits, all further attack rolls made with this attack against the same target automatically succeed, unless a malfunction is rolled. These automatic hits may not be Parried.
Decapitate: If this attack critically hits it gains ED(2) for that attack. If it already has ED(x) then (x) is increased by (+1) for that attack.
Detonate: Once per activation, if this attacks hits and its target passes its AR Save, you may have the target immediately suffer an automatic PW: 4x2 hit. This automatic hit may not be Parried.
Emberspark: If an enemy model is killed by this attack, place 1 Ember model in base contact with the model before it is removed. The Ember may activate this round.
Empower: This attack receives a cumulative +1 power multiplier each time it is used after the first. This additional power multiplier lasts until the end of the Lingering Effects Phase.
Entangle: When this attack hits a model, place an Entangled Counter on that model. While a model has an Entangled Counter it is prone, and may not spend AP on attacks. The model may spend 1 AP during its activation to remove an Entangled Counter. A model may never have more Entangled Counters than their AP stat.
Entropic: This attack's rate of fire is equal to this models current HP.
Extreme Damage (ED) (x): (x) represents the amount of HP lost by a failed AR Save caused by this attack.
Fear Toxin: When this attack hits a Living model, place a Panic Counter and a Fear Toxin Counter on that model. Panic Counters cannot be removed from a model with a Fear Toxin Counter.
Fire: When this attack hits a model, place a Fire Counter on that model. When a model with a Fire Counter activates it may spend 1 AP to roll a d20. The Fire Counter is removed if the roll is equal to or under 10. The model may repeat this. After these rolls are made, a model possessing a Fire Counter suffers an automatic PW:7 hit with the Cauterize weapon ability. A model may only have 1 Fire Counter at any time.
Frantic Toxin: When this attack hits a Living model, place a Frantic Counter on that model. When a model with a Frantic Counter activates it makes a PS check at -4. If the test is successful remove the Frantic Counter. Otherwise roll scatter, the affected model immediately spends AP to move directly towards that direction, ignoring Breaking Free. If the affected model comes into base contact with a model it will use all remaining AP to make melee attacks on that model, using a random assault group. Frantic Counters are removed at the end of a model's activation.
Grab: When this attack hits a model, that model is Grabbed. While Grabbed, all attacks against that model from this model automatically succeed unless a malfunction is rolled. Nether model may spend AP to move. This model may end the effects of Grab at any point during its activation. The enemy model may spend 1 AP to end the effects of Grab. If an effect would force either model to move, the effects of Grab immediately end.
Hobble: When this attack reduces an enemy unit to 0 HP you may have that model gain a Hobbled Counter instead of being killed. While a model has a Hobbled Counter it is prone and reduced to 1 AP. If a model with a Hobbled Counter is ever hit by an attack, that model is killed. If a model with a Hobbled Counter is ever healed, remove the Hobbled Counter.
Hook: When this attack hits a model, place a Hook Counter on that model, and an Anchor Counter on this model. The model with the Anchor Counter may spend AP to cause automatic hits with this attack against the model with the Hook Counter. If a model with a Hook Counter moves, it must move towards the model with the Anchor Counter. A model with a Hooked Counter may spend 1 AP to suffer an automatic hit from this attack, and then remove the Hook Counter. When the Hooked Counter is removed, also remove the Anchor Counter. While a model has an Anchor Counter it may not make ranged attacks against models that do not have the associated Hook Counter.
Horrible Death: If a model is killed by this attack, all enemy models within 4 inches receive a Panic Counter.
Indirect: This attack may fire at targets out of its line of sight if another friendly model has line of sight to the target. If using this ability, this attack suffers -4 AS.
Ingest: When this attack hits a Living model, place an Pud Counter on the model hit. During the Lingering Effects Phase a model with an Pud Counter makes an AR Save. If the save is failed the affected model automatically loses an HP. On a critical failure place (x) Puds in base contact with the model, where (x) is the model's HP Stat, then that model is removed from play. When a model with an Infection Counter is killed, place a Pud in base contact before it is removed.
Knock Back (KB) (x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled is equal to or under (x) then the model hit is moved directly back d20/2 inches from the attacker and is prone. Melee attacks suffer -2 to TN for every size smaller the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target.
Knock Prone (KP) (x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smaller the attacking model is than the target and +2 to the TN for every size larger the attacking model is than the target.
Latch On (x): Attacks from this assault group may only be used against a model if they are hit by all attacks under AG#(x) during 1 attack action. The first time this is done, this model may make 1 free attack with this assault group against the model hit. All attacks made with this assault group against that model automatically hit this activation, and may not be Parried.
Launch Smoke (x): Launch Smoke is a Blast Attack. Place the center of a BL(x) Smoke Cloud where this attack hits. A smoke cloud is a terrain piece with the Does Not Block LoS and heavy Cover keywords. In addition, all models with their any part of their base over the terrain piece suffer -4 AS to melee attacks. During each Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a result on 11 or greater.
Limited (x): (x) is how many times per game this attack may be used.
Numb: When this attack hits a Living model, place a Numb Counter on the model hit. A model with a Numb Counter suffers a -2 AS to all attacks. A model may only have 1 Numb Counter at any time.
Paralyzing Poison: When a Living model is hit by this attack, place a Paralyzing Poison Counter on that model. When a model with Paralyzing Poison Counters activates, it immediately loses 1 AP per Paralyzing Poison Counter, and then all Paralyzing Poison Counters are removed. A model may never have more Paralyzing Poison Counters than its AP stat.
Pierce: When on a melee attack, if the target is hit and fails its AR Save, this model may make an attack against another model within 1 inch of the targeted model. This attack suffers -2 PW. When on a ranged attack, draw a line from the center of the attacking model's base through the center of the target's base, continuing up to the attack's maximum range. If the target is hit and fails its AR Save, make an attack against the next model in the line. Continue making attacks down the line until an attack misses or a model passes its AR Save. Reduce the PW of the attack by 2 per previous model hit. Only the attack roll against the initial target may malfunction, or gain the benefits of aiming.
Pin: When this attack hits a prone model place a Pinned Counter on that model. While a model has a Pinned Counter it may not stand up, and may not spend AP on assault groups or movement. Ranged attacks against a model with a Pinned Counter do not suffer -2 for the model being prone. Melee attacks against a model with a Pinned Counter hit automatically. The model may spend 1 AP during its activation to remove the Pinned Counter. A model may only have 1 Pinned Counter at any time.
Point Blank: This ranged attack may be used against enemy models this model is engaged with. These attacks never gain PW bonuses for charging, ganging up, or any abilities that modify the PW of melee attacks.
Poison (x): When this attack hits a Living model place a Poison Counter on that model. During the Lingering Effects Phase a model with a Poison Counter must roll a d20. On a result of (x) or greater the affected model loses 1 HP, otherwise, remove the Poison Counter. HP lost by Poison cannot be healed. A model may never have more Poison Counters than its HP Stat.
Proximity Strike (x): When this attack targets a model place a BL(x) Blast Marker with the center anywhere completely over the target's base. Make attacks against all models, except the attacking model, under the blast marker. Only the attack roll against the initial target may malfunction, or gain the benefits of aiming or charging.
Pull (x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled is equal to or under (x) then the model hit is moved directly toward this model until it is in base contact or comes in contact with another model or a terrain piece it cannot cross. Reduce (x) by 2 for every size smaller the attacking model is than the target and increase (x) by 2 for every size larger the attacking model is than the target.
Purge: This attack may target friendly models. All friendly models hit by this attack may remove any counters on them.
Restricted: A model may only use 1 assault group containing an attack with Restricted per round.
Ricochet: If a model targeted by this attack passes its AR Save roll scatter. The first model within 4 inches in the direction of the roll suffers an automatic hit by this attack.
Rot: A model hit by this attack gains a Rot Counter. A model suffers -2 AR per Rot Counter. During the Lingering Effects Phase, a model with a Rot Counter must roll a d20 for each Rot Counter. For each result of a 10 or lower a Rot Counter is removed.
Stomp: This attack may only target prone models.
Stun: A model hit by this attack gains a Stun Counter. At the beginning of that model's next activation, it immediately loses 1 AP, and then the Stun Counter is removed. A model may only have 1 Stun Counter at any time.
Sunder Armor: If a model is hit by this attack give it a Sundered Armor Counter. Models with a Sundered Armor Counter suffer -2 AR. A model may only have 1 Sundered Armor Counter at any time.
Toxic Cloud: Place a BL(x) Toxic Cloud where this attack hits. A Toxic Cloud is a Smoke Cloud with the following special rules: Any Living model without the Toxic Cult or Enviro Filters special abilities that enters the cloud or begins their activation in the cloud receives a Poison (16) Counter. They will receive another Poison (16) Counter for every AP they spend while within the cloud. A Smoke Cloud is a terrain piece with the Does Not Block LoS and Heavy Cover keywords. In addition, all models with any part of their base over the terrain piece suffer -4 AS to melee attacks. During each Lingering Effects Phase, roll a d20, removing the Smoke Cloud on a result on 11 or greater.
Throw Pud: This attack may only be used if there is a Pud within 4 inches of this model. This is a BL(1) Blast Attack with the following rules: When this attack is used, remove a Pud within 4 inches of this model. Once the final position of the template has been determined place the Pud with its base at least partially under the template. If there is no room for the base place it as close to the template as possible. Once placed, 1 model in base contact with the Pud suffers an automatic 4x2 hit.
Unstable: If this attack malfunctions all models in base contact with this model suffer the effects of the malfunction.
Victimize: When this attack hits a model you may give that model a Panic Counter or remove a Resolve Counter from that model.
Whiplash: If the target of this attack passes its AR Save, it gains a Whiplash Counter. At the beginning of that model's next activation, it immediately loses 1 AP per Whiplash Counter, and then any Whiplash Counters are removed.
Faction Documents
The flavour paragraphs that open each faction document are omitted. Special rules, sub-faction lists, and the upgrade, Bio-Gen, graft and psychogenic cards are transcribed in full. Unit stat-card numbers are not reproduced where the card's stat icons have no printed key in the book; the weapon profiles and abilities on each card are given.
The C.O.R.E.
Special Rules
- Follow the Code: A CORE force may not contain more models without the Gamma Program special ability than those with it.
- Entropic Battery: All CORE models are treated as having the Living special ability when they are killed or removed from play.
- Foundation Is Key: For every 250 points in a CORE force it must contain at least 75 points of models with the Menial special ability.
- Upgrade and Adapt: Some CORE models can take Upgrades. Before deployment a model with Upgrade(x) may select a number of Upgrades equal to (x), gaining the assault group or benefit listed under that Upgrade. Each Upgrade can only be taken once per model, unless otherwise stated.
- The Code Cannot Die: All CORE models have the Non-Living special ability.
- Shattered Husks: All Large, Huge, or Gigantic sized CORE models are not immediately removed from play upon being killed. Instead, place a Wreck Counter on that model and leave it in play. A model with a Wreck Counter is a terrain piece with the same size as the model that was killed and the Rough and Heavy Cover keywords.
Sub-Factions: None
CORE Upgrade Cards
- Shield Generator (Upgrade): When this model is deployed give it 3 Shield Counters. A model with a Shield Counter receives +1 AR per counter. Remove 1 Shield Counter each time this model passes an AR Save.
- Self-Repair System (Upgrade): The first time this model is killed instead give it a Self-Repair Counter. A model with a Self-Repair Counter cannot be attacked and cannot activate. During the Lingering Effects Phase roll a d20, removing the Self-Repair Counter on a result of 10 or lower and healing the model to 1 HP.
- Broadband Network (Upgrade): When this model is deployed it gains the Network Deployment special ability.
- Alpha Override (Upgrade): When this model is deployed it gains the Alpha Program special ability.
- Rending Saw (Upgrade): AG#1, [1] Rending Saw, ·Sunder Armor. AS 6, RF 1, PW 4x2, RN 0, MAL 20. Description: This upgrade may be chosen multiple times. Each time it is selected increase the number of Rending Saw attacks by [+1].
- Rock Drill (Upgrade): AG#1, [1] Rock Drill, ·Pierce. AS 6, RF 1, PW 3x3, RN RE, MAL 19. Description: This upgrade may be chosen multiple times. Each time it is selected increase the number of Rock Drill attacks by [+1].
- Flamethrower (Upgrade): AG#1, [1] Flamethrower, ·Cauterize, ·Fire. AS 7, RF 1, PW 4x2, RN SP, MAL 17. Description: None.
- Autonomous Combat Drones (Upgrade): When this model is deployed also deploy 3 Autonomous Combat Drones. See the Autonomous Combat Drone Stat Card for more information.
- Autonomous Combat Drone (unit card, Combat Drone (5)): AG#1, [1] Combat Claw. AS 2, RF ∞, PW 2, RN 0, MAL -. Special Abilities: Gamma Program, Slave, Vault. Card quote: "It don't LOOK dangerous..." – Last words, Nicoli, Salt Flats Pixer.
The Dragyri
Special Rules
- One with the Elements: A Dragyri Force must align itself with an Elemental Caste. When it does so it gains access to the models listed under their Sub-Faction List. In addition all models with the Psychogenic Invoker or Psychogenic Master special abilities must select Psychogenics from that caste's Psychogenic List.
- Honor Before Combat: A Dragyri force may contain up to 3 models with the Slave special ability for each Dragyri Trueborn model included in that force.
Sub-Factions
- Air Caste: Yovanka, Spirit Lord of the Air Caste, Greater Storm Elemental, Squalls, Zephyr, Cyclone, Death's Device (Air Caste), Whisper, Tempest, Wail, Guard Slave (Ice Caste), Disk Slave.
- Fire Caste: Rath'zhi, Spirit Lord of the Fire Caste, Greater Fire Elemental, Ember, Brimstone, Inferno, Pyre, Volcanic Helot, Volcanic Phalanx, Enforcer of Judgment, Artificer of the Alteghran, Cinder Slave, Razor Slyth, Cavewing Slyth.
- Ice Caste: Luck'kit'kaii, Spirit Lord of the Ice Caste, Ice Elemental, Hail-Kin, Blizzard, Frostbite, Death's Device (Ice Caste), Soul Searcher, Soul Splitter, Guard Slave (Ice Caste), Dah'vid, the Arctic Wind.
The printed book includes Psychogenic cards for the Ice Caste and the Air Caste only; no Fire Caste psychogenic cards appear in this edition.
Ice Psychogenic Cards
- Ice Patch: AG#1, [1] Frozen Wasteland, ·BL(3), ·KP(14). AS 6, RF 1, PW -, RN 12, MAL 18. Description: None.
- Obscuring Fog: TN 14, RF 1, RN -, MAL -. Description: Center a BL(3) Freezing Cloud over this model. This Freezing Cloud moves with the casting model, always remaining centered over it. A Freezing 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. Friendly models and models with the Enviro Filters special ability may ignore this cloud. This cloud is removed at the end of the model's next activation.
- Freezing Strike: TN 14, RF 1, RN -, MAL -. Description: Until the end of its next activation this model's melee attacks gain +2 PW and the Cauterize and Numb weapon abilities.
- Hail Storm: TN 14, RF 1, RN 12, MAL 18. Description: Remove up to 6 friendly unengaged Hail Kin within 12 inches from play. Place a BL(3) Blast Marker anywhere completely within range, then place each removed Hail Kin anywhere with their base completely in the template. Any Hail Kin that cannot be placed as killed and removed from play. Once all Hail Kin are placed each enemy model under the template suffers an attack using the following profile for each Hail Kin they are engaged with; these attacks do not gain Gang Up bonuses automatic PW: 6x2 hit. Malfunction: Caster suffers an automatic PW: 6x2 hit. Hail Strike profile: AG#1, [1] Hail Strike. AS 6, RF -, PW 6x2, RN 0, MAL -.
- Ice Storm: AG#1, [1] Ice Storm, ·BL(2). AS 6, RF 1, PW 6, RN 8, MAL 18. Description: The BL(2) Blast Marker created by this attack is not immediately removed from play. Until the end of the next Lingering Effects Phase enemy models treat the BL(2) as a terrain piece with the Rough and Does Not Block LoS keywords.
- Glacial Spike: AG#1, [1] Glacial Spike, ·Cauterize, ·Pierce. AS 6, RF 1, PW 8, RN 12, MAL -. Description: None.
- Ice Wall: TN 14, RF 2, RN 8, MAL 20. Description: Place an Ice Wall template anywhere completely within range. Ice Walls are a terrain piece with the Impassable and Blocks Line of Sight keywords. This Ice Wall is removed at the end of the next Lingering Effects Phase.
Air Psychogenic Cards
- Lightning: AG#1, [1] Lightning, ·BL(2), ·Conduction. AS 6, RF 1, PW 6, RN 8, MAL 19. Description: None.
- Tornado: AG#1, [1] Tornado, ·BL(1), ·KP(10). AS 6, RF 1, PW 4x2, RN 8, MAL 18. Description: The BL(1) Blast Marker created by this attack is not immediately removed from play. During the Lingering Effects Phase roll a d20, removing the template on a roll of 11 or higher. Any model beginning their activation or moving over the template suffer a 4x2 hit and KP(10). The caster may spend 1 AP to move the template 4 inches in any direction.
- Gust: AG#1, [1] Gust, ·KP(14). AS *, RF 1, PW -, RN *, MAL 20. [+] Spray: AS 8, RN SP. [+] Stream: AS 6, RN ST. Description: None.
- Storm Forge: TN 14, RF 1, RN -, MAL -. Description: Remove 1 of each "Thunder", "Lightning", and "Wind" model within 12 inches from play. Place 1 "Greater Storm Elemental" into play within 12 inches of the caster. The Greater Storm Elemental has HP equal to the combined totals of the removed models at the time they were removed. At the end of any Lingering Effects Phase of a round in which the Greater Storm Elemental suffered damage it must make a PS Check. If this check is failed place 1 of each "Thunder", "Lightning", and "Wind" model within 4 inches, then the Greater Storm Elemental is removed from play. The remaining models then suffer damage equal to the amount of lost HP on the Greater Storm Elemental, distributed by their owner.
- Shifting Crosswinds: TN 16, RF 1, RN -, MAL 20. Description: All friendly models within 6 inches of the caster gain the Elusive special ability and have Light Cover until the end of the next Lingering Effects Phase. Malfunction: Caster suffers an automatic PW: 4 hit.
- Screaming Gale: TN 14, RF 1, RN -, MAL 20. Description: All enemy models within 4 inches of the caster gain a Panic Counter. Malfunction: Caster is prone.
- Spinning Dervish: TN 14, RF 1, RN -, MAL 20. Description: Until the end of this activation all the caster's melee attacks gain +2 PW and a range of Arc. Malfunction: Caster is prone.
The Forsaken
Special Rules
- Holy Crusade: A Forsaken force may align itself with a Saint. If it does so it gains access to the models listed under that Saint's Sub-Faction.
- For the Right Price: A Forsaken force may include models with the Bounty Hunter special ability.
Sub-Factions
- Saint Mark: Saint Mark, Shade, Junker, Reaver, Hephzibah.
- Saint John: Saint John, Haniel, Faithful, Banger, Deathstryke.
- Saint Mary: Saint Mary, Clergy Ann, Flense, Contradiction, Judah.
- Saint Luke: Saint Luke, Arsenal, Stinger, Sister of Wrath, Marionette.
Followers of the Heretic
Special Rules
- Blasphemous Origins: This force counts as Forsaken for scenario and mission purposes.
- Birth of Metamorphosis: Some models in the Followers of the Heretic force have access to the Grafting special ability. The available Grafts which may be selected are as follows:
- +1 to MV Stat
- +1 AS to melee attacks
- Enviro Filters special ability
- (U) +1 to AR Stat and the Tough as Nails special ability
- 1 AS to ranged attacks
- (U) Berserk special ability
- (U) Morphine Injector special ability
- Strider special ability
- Scions of Metamorphosis: Some models have a unique version only available to the Followers of the Heretic. Those models are included in the list below: Quietus, Dominique, Dexus, Grafter, Sister of Charity, Worm Shepard.
- Legion of the Scorpion Saint: These models may be included in a Followers of the Heretic force: Saint Johann, Bane, Bane Leader, Coil, Coil Leader, Warwind, Firestorm, Firestorm Leader, Ravage, Ravage Leader, Strike, Strike Leader, Weaponsmith, Drillhead.
Sub-Factions: None
The Outcast
Special Rules
- For the Right Price: An Outcast force may include models with the Bounty Hunter special ability.
Sub-Factions
- Slavers of Chains Barrow:
- Under No Man: Forces of this sub-faction cannot include Brutes, Brute Anchors, Brute Pushers, Hoj, or Mongo.
- Tyrants of Chains Barrow: Each force must include The Warden, a Slavemaster, or a Coffersman.
- We Have Our Ways: Enemy models lose the Never Panic special ability.
The Kukulkani
Special Rules
- Obey Thy Masters: Every Kukulkani force must include either a Supreme War Captain or a War Priest.
- Slaves for the Reaping: One model with the Technomancy(x) ability may begin the game with Bio-Energy Counters equal to (x).
- The Conquest: During each Preparation Phase 1 Supreme War Captain or War Priest may force 1 model within 8 inches to activate. That model may squadlink. During this activation the activating models may spend 1 AP on movement, and then their activation ends. This does not interfere with their normal activation that round.
- Technomancy: At the start of the Preparation Phase, any model(s) with the Technomancy(x) special ability can spend a number of Bio-Energy Counters to cast Kukulkani Rituals. To use a Ritual, models with Technomancy(x) must discard enough Bio-Energy Counters to meet the Ritual's associated Bio-Energy Cost. Multiple models may discard Bio-Energy Counters to pay this cost. See each Ritual for description on its effects. Each Ritual may only be cast once per round, and a model can only be affected by each Ritual once per game.
Sub-Factions: None.
Kukulkani Rituals
- Quake Beneath Our Shadow!: AG#1, [1] Earthquake, ·BL(x), ·Hobble, ·KP(10). AS 6, RF 1, PW 2x2, RN 20, MAL -. Description: If 1 Bio-Energy Counter is spent for this ritual it gains BL(1). If 2 Bio-Energy Counters are spent for this ritual it gains BL(2). Bio-Energy Cost: 1-2.
- Death Is Not the End: Description: When this ritual is cast select 1 model on the battlefield. That model gains the Fortitude special ability. Bio-Energy Cost: 3.
- Fuel the Ritual Engine: Description: This ritual may target models with the Ritual Engine special ability. When this ritual is cast select 1 model with the Ritual Engine special ability and place 1 Skull Counter on that model. Bio-Energy Cost: 1.
- Kukulkans Last Laugh: Description: When this ritual is cast select a Model Name. All models with that Model Name gain the Goes Out With a Bang special ability. Bio-Energy Cost: 1.
- Gravitic Blessing: Description: When this ritual is cast select a Model Name. All models with that Model Name gain the Gravitics and Vault special abilities. Bio-Energy Cost: 2.
- Flame of the Three Sungods: AG#1, [1] Sunfire, ·BL(x), ·Cauterize, ·Fire. AS 6, RF 1, PW 4x2, RN 20, MAL -. Description: If 2 Bio-Energy Counters are spent for this ritual it gains BL(1). If 3 Bio-Energy Counters are spent for this ritual it gains BL(2). Bio-Energy Cost: 2-3. (This card is printed twice in the book.)
- Binding of New Wounds: Description: When this ritual is cast select a Model Name. All models with that Model Name gain the Regeneration special ability. Bio-Energy Cost: 3.
The Skarrd
Special Rules
- Follow the Cult: A Skarrd Force may align itself with a Cult. If it does so it gains access to the models listed under their Sub-Faction, and any model with the Psychogenic Invoker or Psychogenic Master special abilities gains the Blood Cult, Toxic Cult, or Cult of Metamorphosis special abilities, depending on the cult chosen. In addition, those models may only cast psychogenics from the chosen cult's Psychogenic List.
Sub-Factions
- Toxic Cult: Father Curwen, Toxic Mistress, Kaustic, Hoodoo, Chitin, Leisa, Toxic Abomination.
- Blood Cult: Father Mayhem, Blood Mistress, Blood Reign, Red, Keepsake, Puppet, Blood Abomination.
- Cult of Metamorphosis (printed "Cult of Metmorphosis"): Father Johann, Quietus, Dexus, Dominique, Fallen Angel, Grafter's Apprentice, Thrall, Juggernaut, Nightmare Juggernaut.
Unaligned Psychogenic Cards
- Bone Wrack: AG#1, [1] Bone Wrack. AS 8, RF 1, PW PS-2, RN 8, MAL 19. Description: Target loses 1 HP and gains a Wrack Counter. A model with a Wrack Counter has -1 MV. A model may only have 1 Wrack Counter at any time. Malfunction: Caster suffers an automatic PW: 4 hit and gains a Wrack Counter.
- Cataclysmic Aneurysm: AG#1, [1] Aneurysm. AS 6, RF 1, PW PS-2, RN 8, MAL 19. Description: Target loses 1 HP. If the target is killed by this attack place a BL(2) Blast Marker with the center anywhere completely over the target's base. All enemy models under the template gain a Panic Counter. Malfunction: Caster suffers an automatic PW: 4 hit and gains a Panic Counter.
- Provoking Ridicule: AG#1, [1] Ridicule. AS 8, RF 1, PW PS-4, RN 8, MAL 19. Description: During its next activation the target model must spend all AP to make melee attacks on the caster. If unable, it must spend all AP to move towards the caster. The target may not engage other enemy models during this move and its melee attacks gain +2 PW during this activation. If the caster is killed before the target's next activation this effect is ignored. Malfunction: Caster suffers an automatic PW: 4 and is prone.
- Friendly Animosity: AG#1, [1] Animosity. AS 6, RF 1, PW -, RN 8, MAL 19. Description: Target gains an Animosity Counter. When a model with an Animosity Counter activates it must make a PS Check at -2. If this test is successful remove the Animosity Counter, otherwise, the opposing player gains control of this model for this activation, then the Animosity Counter is removed. That model may attack friendly models this activation. If squadlinking, this model's activation is completed before any other models in that squadlink. Malfunction: Caster suffers an automatic PW: 4 hit and gains an Animosity Counter.
- Rooted Fear: AG#1, [1] Fear. AS 8, RF 1, PW PS-4, RN 8, MAL 19. Description: During the target's next activation it suffers -2 AS and -1 MV. Malfunction: Caster suffers an automatic PW: 4 and is prone.
- Angers Enthusiasm: TN 16, RF 1, RN -, MAL 19. Description: All friendly models that begin their activation within 6 inches of the caster gain +2 PW to melee attacks until the end of their activation. Malfunction: Caster's activation immediately ends.
Blood Psychogenic Cards
- Well of Blood: TN 16, RF 1, RN -, MAL 20. Description: Target 1 Blood Counter on the battlefield. Until the end of the next Lingering Effects Phase all models with the Blood Cult special ability gain the Regeneration special ability while they are within 8 inches of this counter. Malfunction: Caster suffers an automatic PW: 4 hit and is prone.
- Vampiric Touch: AG#1, [1] Transfusion. AS 10, RF 1, PW -, RN 0, MAL 20. Description: When this attack hits a living model that model loses 1 HP and the caster may heal 1 HP. Malfunction: Target heals 1 HP and the caster loses 1 HP.
- Infection: AG#1, [1] Blood Corruption, ·Bleed, ·Blood Pathogens. AS 8, RF 1, PW -, RN 8, MAL 19. Description: None.
- Incite Bloodlust: TN 16, RF 2, RN -, MAL 19. Description: When this psychogenic is cast select 1 of the following effects: Remove 1 Blood Counter within 8 inches of the caster from the battlefield. Target friendly model within 8 inches of the caster gains a Berserk Counter until the end of its next activation. The caster may not be the target of this effect. Or: Remove 1 Blood Counter within 8 inches of the caster from the battlefield. Place a BL(2) Blast Marker anywhere completely within 8 inches of the caster. All friendly living models under the template gain the Blood Cult special ability. Malfunction: Caster suffers an automatic PW: 4 hit and is prone.
- Blood Rush: TN 14, RF 2, RN 8, MAL 20. Description: Target living model gains 1 additional AP during its next activation. A model may only be targeted by Blood Rush once per round. Malfunction: Caster loses 1 AP.
- Blood Feast: TN 14, RF 1, RN -, MAL 20. Description: Until the end of the Lingering Effects Phase all models with the Blood Cult special ability treat all Blood Counters on the battlefield as being within 8 inches. Malfunction: Caster loses 1 HP.
Toxic Psychogenic Cards
- Tainted Blood: TN 16, RF -, RN 8, MAL 19. Description: Place a BL(2) Blast Marker anywhere completely within range. All friendly living models under the template gain the Toxic Cult special ability and the Poison (16) weapon ability to all melee attacks. Malfunction: Center a BL(2) Blast Marker over the caster. All models under the template suffer an automatic PW: 4 hit.
- Poisons Calling: TN 16, RF 2, RN -, MAL 19. Description: When this psychogenic is cast, select 1 of the following effects: Until the end of the next Lingering Effects Phase, all friendly models with the Toxic Cult special ability that begin their activation within 6 inches of the caster gain +2 AS to melee attacks against models with a Poison (x) Counter. Or: Until the end of the next Lingering Effects Phase, all enemy models within 8 inches of the caster may receive Poison (x) Counters, even if a special ability or effect would normally prevent this. Malfunction: Caster suffers an automatic PW: 4 hit and is prone.
- Corruption: TN 16, RF 1, RN 8, MAL 20. Description: Target 1 model with the Toxic Cult special ability within range. When that model next activates place a BL(2) Blast Marker with the center anywhere completely over that model's base. All enemy models under the template gain a Poison (16) Counter. Malfunction: Caster's activation immediately ends.
- The Uncleans Stigma: AG#1, [1] Spread Toxin, ·BL(2). AS 8, RF 1, PW -, RN 8, MAL 19. Description: The PW of this attack is equal to the total number of Poison (x) Counters on models under the template. Malfunction: Center a BL(2) Blast Marker over the caster. All models under the template suffer an automatic PW: 4 hit.
- Toxic Cloud: AG#1, [1] Miasma, ·BL(2), ·Toxic Cloud. AS 8, RF 1, PW 2x2, RN 8, MAL 19. Description: None.
- Pollutions Persistence: AG#1, [1] Contamination. AS 8, RF 1, PW -, RN 8, MAL 18. Description: Target model gains a Pollutant Counter. While a model has a Pollutant Counter it may not remove Poison (x) Counters. Malfunction: Caster suffers an automatic PW: 4 hit and is prone.
Metamorphosis Psychogenic Cards
- Telekenetic Shrapnel: AG#1, [1] Telekenetic Burst, AS *, RF 1, PW *, RN 8, MAL 19. Selective profiles: [+] Small, ·BL(1), AS 6, PW 6x2. [+] Medium, ·BL(2), AS 4, PW 4x2. [+] Large, ·BL(3), AS 3, PW 2. Description: None.
- Machines Promise: TN 16, RF 1, RN 8, MAL -. Description: Target 1 friendly model with the Cult of Metamorphosis special ability. Until the end of the next Lingering Effects Phase if that model's attacks malfunction they are instead treated as rolling a critical success.
- Energize: TN 14, RF 2, RN 8, MAL 20. Description: Target model gains 1 additional AP during its next activation. A model may only be targeted by Energize once per round. Malfunction: Caster loses 1 AP.
- Possess Machine: AG#1, [1] Possession. AS 8, RF 1, PW -, RN 8, MAL 20. Description: If this attack hits give the target a Possession Counter. Malfunction: Casters suffers an automatic hit with PW equal to the highest PW on any of its attacks.
- Master of Metal: AG#2, [1] Magnetism, AS 8, RF 1, PW -, RN *, MAL 20. Selective profiles: [+] Pull, ·Pull(12), RN 8. [+] Push, ·KB(12), RN 0. Description: None. Malfunction: Caster suffers an automatic PW: 4 hit and is prone.
- Machines Lie: AG#1, [1] Corrupt Machine, ·BL(2). AS 8, RF 1, PW -, RN 8, MAL 20. Description: Until the end of the next Lingering Effects Phase all models hit by this attack lower the MAL Value of all attacks by 2. If an attack had a MAL Value of "-" it becomes MAL: 19. Malfunction: Caster suffers an automatic PW: 4 hit and is prone.
The Brood
Special Rules
- Guidence of the Brood Mere: All Brood models have the Never Panic special ability.
- Broodspawn: When building a Force you may select a Broodspawn. When a Broodspawn is selected only the models listed in that Broodspawn's Forcelist may be chosen, but they gain the benefits listed under that Broodspawn.
- Bio-Gens: Some Brood models can take Bio-Gens. Before deployment a model with Bio-Gen(x) may select a number of Bio-Gens equal to (x), gaining the assault group or benefit listed under that Bio-Gen. Each Bio-Gen can only be taken once per model, unless otherwise stated.
Broodspawn Erradicate
- Forcelist: Mean Jellybean (must be included in force), Mandible, Sawblades, Alpha Broodling, Broodling, Broodhound, Grist, Numbskull, Pud Thrower, Ratchet, Alpha Pud, Mucous Bloatlings.
- Benefits:
- All models gain the Furious Charge special ability to the first charge attack made each round.
- Before deployment, select 1 Model Name. All models with that Model Name gain +1 AR, the Stun weapon ability to all melee attacks, or the Brutal weapon ability to all melee attacks.
Sub-Factions
- Broodspawn Guile:
- Forcelist: Helexa (must be included in force), Scion, Lashers, Alpha Broodling, Broodling, Gazelle, Red Hot, POD, Pud Swarm, Pud Thrower, Ratchet, Broodhound, Alpha Pud, Mucous Bloatlings.
- Benefits: All models gain the Elusive special ability. Before deployment, select 1 Model Name. All models with that Model Name gain +1 MV, the Infiltrate special ability, or the Backstab special ability.
- Broodspawn Terrorize:
- Forcelist: Murtros (must be included in force), Bloat, Broodhound, Grist, POD, Plight, Howler, Ratchet, Alpha Broodling, Broodling, Pud Swarm, Pud Thrower, Alpha Pud.
- Benefits: All models gain the Ferocious Assault special ability. Before deployment, select 1 of the following: Select 1 Model Name. All models with that Model Name gain the Victimize weapon ability to all melee attacks; or 1 Large-size or smaller model gains the Assassinate special ability.
Bio-Gen Cards
- Goo: AG#1, [1] Goo Blast, ·BL(3), ·Indirect. AS 6, RF 1, PW -, RN 12, MAL 19. Description: Place the center of a BL(3) Goo Pit where this attack hits. A Goo Pit is a terrain piece with the Does Not Block LoS and Rough keywords. In addition, all non-Brood models that begin their activation within or move over this terrain piece suffer an automatic PW: 2 hit. During each Lingering Effects Phase roll a d20, removing the Goo Pit on a result on 11 or greater.
- Parasitic Leech: AG#1, [1] Leech. AS 8, RF 1, PW 6x2, RN 12, MAL -. Description: This attack can only be used if this model does not have a Parasite Counter. On a failed AR Save, instead of losing HP the target gains a Leech Counter and this model gains a Parasite Counter. While a model has a Leech Counter it suffers -2 AR and +2 DF. While a model has a Parasite Counter it gains +2 AR and -2 DF. A model with a Leech Counter may spend 1 AP and suffer an automatic PW: 4x2 hit to remove the Leech Counter. When the Leech Counter is removed also remove the Parasite Counter. If either model is killed or removed from the battlefield remove both the Leech Counter and the Parasite Counter.
- Acid Gland: AG#1, [1] Acid Spray, ·Acid, ·Cauterize. AS 8, RF 1, PW 3x2, RN SP, MAL 19. Description: None.
- Adrenaline Injector: TN 16, RF 2, RN -, MAL -. Description: 1 model within 8 inches of this model gains 1 additional AP during its next activation. A model may only be affected by Adrenaline once per round.
- Lasher Tendril: AG#1, [1] Lasher Hook, ·Pull (12). AS 8, RF 1, PW -, RN 8, MAL -. Description: None.
- Toxic Vapors: Description: This model gains the Blok Stopper special ability. Enemy models engaged with this model suffer -2 AS.
- Symbiotic Implantation: AG#1, [1] Symbiote. AS 7, RF 1, PW 6x2, RN 8, MAL -. Description: On a failed AR Save, instead of losing HP, the target gains a Symbiote Counter. When a model with a Symbiote Counter activates it must make a PS Check at -2. If this test is successful remove the Symbiote Counter, otherwise, the opposing player gains control of this model for this activation. That model may attack friendly models this activation. If squadlinking, this model's activation is completed before any other models in that squadlink. A model with a Symbiote Counter may spend 1 AP and suffer an automatic PW: 4x2 hit to remove a Symbiote Counter. A model may only have 1 Symbiote Counter at any time.
Extreme Tournament Rules
Extreme Tournament 2013
This is the official Dark Age tournament format used at events sponsored by or adjudicated by Cool Mini or Not, Dark Age Games, or The Legion.
Force List Composition
- Each force used in a Dark Age Extreme tournament must have an accompanying forcelist, which must be fully typed out or legibly hand written at time of entry.
Tournament Format
- The number of rounds in any Extreme Tournament is dependent on the number of players:
- 4-8 Players: 3 Rounds
- 9-24 Players: 4 Rounds
- 25-36 Players: 5 Rounds
- Forces may not contain more points than the set Point Level.
- A Time Limit for each round is in place, depending on the Point Level of the event:
- 500 Points: 60 Minutes
- 750 Points: 75 Minutes
- 1000 Points: 90 Minutes
- All models in a force must have had their rules published for at least 30 days at time of tournament.
- All models in a force must be represented by the appropriate Dark Age miniature. Proxies may not be used. Conversions for models are acceptable, but must be readily recognizable as the model in question, and must be composed primarily of Dark Age model components. Any infraction of the above rules will result in the offending model being removed from the player's force with no substitutions allowed. If this further makes any other model in the force illegal, they will also be removed.
- Each game is scored based on each player's ability to meet particular Mission Objectives.
- Each round will potentially earn the player up to 4 Tournament Points (TPs).
- Pairing for each round will be determined randomly or by matching like-Tournament Point scores together, at the Tournament Coordinator's discretion.
- The player with the most Tournament Points at the end of the event is declared the winner.
Round Set-Up
- Before the tournament begins, each player must create a deck of 12 Secondary Objective Cards (included below).
- The Primary Objective will list any rules needed to complete it.
- Each Secondary Objective card lists items to do during Deployment – be sure if a Secondary Objective lists items to do during this time they are noted clearly.
- At the beginning of each round the Tournament Coordinator will choose a mission from amongst the Primary Objectives (included below); all games that round will be played by the rules listed for that mission.
- Each Secondary Objective lists a "Reveal" time. The objective may be revealed any time this trigger is met – note that a Secondary Objective does not have to be revealed the first time its trigger is met.
- Players will then have an opposing roll of 1d20, the player rolling the lowest becoming Player A and the player that rolled the highest becoming Player B for the Primary Objective's scenario.
- Completing the Primary Objective is worth 2 Tournament Points.
- Players will the follow any set-up rules for the Primary Scenario.
- Completing a Secondary Objective is worth 1 Tournament Point.
- Regardless of Scenario, Objective Markers cannot be interacted with until the beginning of the second round.
- Players will then, in secret, draw two cards from their Secondary Objective Deck. The player may look at these cards at any time, but should keep them hidden from their opponent.
- Once a Secondary Objective has been drawn, it is discarded from that player's deck for the remainder of the event – even if it was not revealed or completed.
- Once these steps have been completed resume deployment as normal.
- Each game is composed of eight rounds, to be played until completion or until time is called.
Primary Objectives
Hidden Agendas
Your forces have come to the battlefield to complete a secret mission. Unfortunately it seems you have run across an enemy scouting party. It's now a rush to complete your mission while dealing with this new threat!
- Set-Up: Each player then takes turns, beginning with Player A, placing 3 additional objective markers each (for a total of 6 in play) anywhere in No Man's Land, as long as it is not placed within 4 inches of another objective marker. Objective Markers are a terrain feature with the "Does Not Block Line of Sight", "Impassable", and "Light Cover" keywords.
- Rules: Secondary Objectives are worth 2 Tournament Points for this scenario.
Diagram: battlefield layout with No Man's Land, 4 ft by 4 ft table, 6 in and 1 ft measurements.
Destroy Objective vs. Secure Objective
A powerful Kukulkani Relic has been found by a Player A's exploration party, and they mean to capture it for their cause. Unfortunately, Player B has decided that if they cannot control the relic then no one can!
- Set-Up:
- Place 1 Objective Marker in the center of the table; this is the Kukulkani Relic.
- Each player then takes turns, beginning with Player B, placing 2 additional objective markers each (for a total of 5 in play) anywhere in No Man's Land, as long as it is not placed within 4 inches of another objective marker.
- Objective Markers are a terrain feature with the "Does Not Block Line of Sight", "Impassable", and "Light Cover" keywords.
- Rules:
- Player A's models may spend 1 AP while in base contact with the Kukulkani Relic to place 1 Capture Counter on the objective.
- Player B's models may spend 1 AP while in Base-to-Base with the Kukulkani Objective to place 1 Bomb Counter on the Objective.
- Each model may spend 1 AP while in Base-to-Base with the Kukulkani Objective to remove an opposing counter.
- At the end of each round the player with the most counters on the Kukulkani Relic gains 1 victory point, then all counters are removed from the Kukulkani Relic.
- Victory: A player gains 3 victory points.
Marked for Death
The Kukulkani view life and death as potent energy sources to be harvested and used, and there is no denying their ability to harness this power! Seeking to do the same, both players' forces have met near the site of a field of mysterious Kukulkani Death Totems – It's now a race to see which side can harness their awesome power first!
- Set-Up: Beginning with Player A, each player takes turns placing 3 objective markers (for a total of 6 in play) anywhere within No Man's Land, as long as it is not placed within 4 inches of another objective marker. Objective Markers are a terrain feature with the "Blocks Line of Sight" and "Impassable" keywords.
- Rules:
- Any model may spend 1 AP while in base contact with an objective marker to become the Chosen of Death.
- Only 1 model may be the Chosen of Death at any time.
- Any model that kills the Chosen of Death becomes the new Chosen of Death.
- If the Chosen of Death is killed by any other means a model may spend 1 AP while in base contact with an objective marker to become the Chosen of Death.
- At the end of any round in which the Chosen of Death is not in base contact with an objective marker it loses 1 HP. This HP cannot be healed. It will suffer 1 additional wound each turn it does not end in base contact with an objective (ex. It would lose 2 HP after 2 rounds, 3 after 3 rounds, etc).
- Victory: You control the Chosen of Death at the end of the game.
Scavenge Skulls
The Kukulkani seem to store vast knowledge and power within the mystical crystal skulls adorning many of their warriors. Following the wake of a bloody battle both players forces have moved onto the battlefield to gather up as many of these sacred artifacts as possible!
- Set-Up:
- Place 1 objective marker in the center of the table. Then place 2 additional objective markers 24 inches from each player's table edge and 8 inches from the center objective marker on either side (so that the three form a line).
- Name each of these objective markers 1-3.
- After this, each player takes turns placing 1 additional objective marker each (for a total of 5 in play) anywhere in No Man's Land, as long as it is not placed within 4 inches of another objective marker.
- Objective Markers are a terrain feature with the "Does Not Block Line of Sight" and "Impassable" keywords.
- Rules:
- Any model may spend 1 AP while in base contact with an objective marker to pick up a numbered Crystal Skull Counter linked to that objective (ex: objective marker 1 gives a Crystal Skull Counter 1, objective marker 2 gives a Crystal Skull Counter 2).
- Crystal Skull Counters are destroyed if the model carrying them is killed.
- A model may spend 1 AP while in base contact with a friendly model to give them a carried Crystal Skull Counter.
- Victory: A single model possesses a Crystal Skull Counter 1, 2, and 3 at the end of any round.
Killing Floor
The Kukulkani are brutal and bloody in their training, often pitting their most capable fighters against each other in ritual combat. Each player's force has come across such a field and now their bravest and most deadly are compelled to show their might!
- Set-Up:
- Place 1 BL(3) Blast Marker in the center of the table. This is the Killing Floor.
- After this, each player takes turns placing 3 additional objective marker each (for a total of 6 in play) anywhere in No Man's Land, as long as it is not placed within 4 inches of another objective marker or within the BL(3) Blast Marker.
- Objective Markers are a terrain feature with the "Does Not Block Line of Sight", "Impassable", and "Light Cover" keywords.
- Rules: At the end of any round after the first in which a player has a model fully or partially within the Killing Floor while their opponent does not they receive 1 Victory Point.
- Victory: A player gains 3 victory points.
Open the Void Road
The Kukulkani technologies remain an imposing mystery to the armies of Samaria. Fortunately, it seems your force has come across some form of relay belonging to these alien invaders. Now it is a race between you and the enemy to see who can secure these points first!
- Set-Up:
- Place 1 objective marker in each corner of No Man's Land. These are the Kukulkani Relay Markers.
- After this, each player takes turns placing 1 additional objective marker each (for a total of 6 in play) anywhere in No Man's Land, as long as it is not placed within 4 inches of another objective marker.
- Objective Markers are a terrain feature with the "Blocks Line of Sight" and "Impassable" keywords.
- Rules: At the end of any round in which you have a model in base contact with at least 2 of the Kukulkani Relay Markers these markers you gain 1 victory point.
- Victory: Obtain at least 3 victory points and have more victory points at the end of any round than your opponent.
Secondary Objectives
The following cards are for creating your Secondary Objective Deck for use in the Extreme Tournament Format. Obvious misprints on the printed cards (such as "Couner", "preformed", "Kull") are corrected here; the wording is otherwise as printed.
Burn It Down
- Deployment: Select 2 objective markers.
- Reveal: Beginning of any Preparation Phase.
- Rules:
- Friendly models may attack the selected objective markers as though they were enemy models.
- These objective markers have the following profiles: DF: 10, AR: 18.
- Models attacking these objectives do not benefit from Gang-Up.
- If the selected objective marker fails an AR Save, instead of dealing damage, give it a Burning Counter. If an objective has a Burning Counter on it at the end of the Lingering Effects Phase, give it a Ruined Counter.
- Enemy models may spend 1 AP while in base contact with the selected objectives to remove a Burning Counter.
- Victory: Both objectives have a Ruined Counter on them at the end of any round.
Grisly Reminders
- Deployment: None.
- Reveal: When an enemy model is killed.
- Rules:
- Whenever an enemy model is killed place a Head Counter in base contact with that model before it is removed.
- Friendly models automatically pick up Head Counters by moving over them.
- Enemy models automatically destroy Head Counters by moving over them.
- A friendly model may spend 1 AP to drop any/all Head Counters.
- If a model carrying Head Counters is killed, the Head Counters are destroyed.
- A model with a Head Counter may spend 1 AP while in base contact with an objective marker to place 1 Head Counter on that marker.
- Victory: 3 objective markers have Head Counters.
Revenge
- Deployment: None.
- Reveal: When a friendly model would be killed by an enemy.
- Rules:
- When this objective is revealed, anytime an enemy model kills a friendly model give the enemy model a Revenge Counter.
- A model loses a Revenge Counter after the end of its next activation.
- Victory: 3 models with Revenge Counters have been killed.
Dead Drop
- Deployment: Choose 3 friendly models and 1 objective marker.
- Reveal: Start of Round 1.
- Rules:
- When this objective is revealed give the selected models 1 Package Counter each.
- If a model carrying a Package Counter would be killed place the Package Counter in base contact before it is removed.
- Friendly models may spend 1 AP while in base contact with a Package Counter to pick it up. This action may not be preformed if an enemy model is also in base contact with the counter.
- Beginning on Round 3, a friendly model carrying a Package Counter may spend 1 AP while in base contact with the chosen objective marker to place the counter on that objective.
- Victory: 3 Package Counters are on the chosen objective marker.
Patrol
- Deployment: Select 1 friendly model.
- Reveal: When the selected model activates or would be killed.
- Rules:
- When this objective is revealed give the selected model a Patrol(0) Counter.
- Beginning with the round after this objective was revealed a model with a Patrol(x) Counter may, once per activation, spend 1 AP while in base contact with an objective marker to increase (x) by (+1).
- If a model carrying a Patrol(x) Counter is killed, place the Patrol(x) Counter in base contact before it is removed. (x) is reduced to (0).
- Victory: A model possesses a Patrol(2) Counter at the end of any round.
Cleave and Quarter
- Deployment: None.
- Reveal: When an enemy model would be killed.
- Rules:
- When this scenario is revealed, place 3 Body Part Counters in base contact with the enemy model before it is removed.
- Any model may pick up a Body Part Counter by moving over it.
- If a model carrying a Body Part Counter is killed place the counter in base contact with the model before it is removed.
- A friendly model carrying a Body Part Counter may spend 1 AP while in base contact with an objective marker to place 1 Body Part Counter on that objective marker.
- Victory: 3 Body Part Counters are placed on 3 different objective markers.
Scavenge Supplies
- Deployment: None.
- Reveal: When an enemy model would be killed.
- Rules:
- Each time an enemy model is killed, place (x) Supply Counters in base contact with that model before it is removed.
- (x) is determined by that model's size: Small or Medium: (1); Large: (2); Huge: (3); Gigantic: (4).
- All models (friendly or enemy) automatically pick up Supply Counters by moving over them.
- If a model carrying Supply Counters is killed, place all Supply Counters they were carrying in base contact before they are removed.
- Victory: Friendly models possess at least 6 Supply Counters at the end of any round.
Break Their Will
- Deployment: None.
- Reveal: When a friendly model activates.
- Rules:
- Select 1 enemy model and give that model a Moral(4) Counter. This counter cannot be removed.
- Each time an enemy model is killed within 6 inches of that model reduce the (x) value of its Moral Counter by (-1).
- If there are no friendly models within 6 inches of the model with the Moral(x) Counter, a model may spend 2 AP to reduce the (x) value of its Moral Counter by (-1).
- Victory: The selected model is killed while possessing a Moral(0) Counter.
Call to Glory
- Deployment: Select a friendly model.
- Reveal: When the selected model activates or would be killed.
- Rules:
- When the selected model activates give it a Glory(0) Counter. If a model carrying a Glory(x) Counter is ever killed, place the Glory(x) Counter in base contact before it is removed.
- When an enemy model is killed within 6 inches of a model with a Glory(x) Counter increase the value of the Glory Counter by (+1), up to a max of (3).
- A model may spend 1 AP to pick up a Glory(x) Counter it is in base contact with.
- A model may spend 1 AP to place a Glory(x) Counter on an objective marker that it is in base contact with.
- Victory: A friendly model places a Glory(3) Counter on an objective marker.
Capture Prisoner
- Deployment: Select the highest point cost enemy model. If there is a tie then select 1 of those models.
- Reveal: When the highest point cost enemy model would be killed.
- Rules:
- When the selected enemy model would be killed, you may instead give that model a Prisoner Counter. While a model has a Prisoner Counter it is prone, reduced to 0 AP, and cannot activate. If this model ever loses HP it is immediately removed from play. If this model is ever healed, remove the Prisoner Counter.
- While in base contact with a model with a Prisoner Counter any model (friendly or enemy) may spend 1 AP. If this is done place the model with the Prisoner Counter in base contact with the model at the end of it's activation.
- Victory: The model with the Prisoner Counter is in base contact with an objective marker at the end of any Lingering Effects Phase.
Claim Territory
- Deployment: None.
- Reveal: Start of any Preparation Phase.
- Rules:
- Any friendly model may spend 1 AP while in base contact with an objective marker to place a Claim Counter on that marker. An objective marker may only have 1 Claim Counter at any time.
- Any enemy model may spend 1 AP while in base contact with an objective marker to remove a Claim Counter from that marker.
- Victory: 3 objective markers have Claim Counters on them at the end of any Lingering Effects Phase.
Spread the Wealth
- Deployment: Select an enemy model.
- Reveal: When the selected enemy model would be killed.
- Rules:
- Before the selected enemy model is killed, place a Trophy(3) Counter in base contact before it is removed.
- Friendly models automatically pick up a Trophy(x) Counter by moving over it.
- A model carrying a Trophy(x) Counter may spend 1 AP while in base contact with a friendly model to reduce the (x) value of the Trophy(x) Counter by (-1). This may only be done once per round.
- If the model carrying the Trophy(x) Counter is killed, place the counter in base contact before it is removed and increase the (x) value by (+1).
- Victory: A friendly model has a Trophy(0) Counter at the end of any round.
Templates
The templates are printed as cut-out sheets at the back of the book (the book's sheet is marked "Permission to copy for personal use"). Each is labelled as follows.
Ice Wall: six rectangular Ice Wall templates (used by the Ice Wall psychogenic).
Spray: one cone-shaped Spray template (used by Spray attacks).
Stream: one long, tapering Stream template (used by Stream attacks).
Shard Field: four round Shard Field counters (used by Shard Field, see Special Abilities: Scatter Shards).
Blast Templates: three round blast templates, each with a centre hole for the model base, labelled:
- 1" Blast, BL(1)
- 2" Blast, BL(2)
- 3" Blast, BL(3)