This character is terrifying. All units—both friendly and enemy—within 3 squares of this unit have a 50% chance to become terrified for one round. This effect can be applied only once per turn to any one unit the first time that unit is within 3 squares of a unit with Abomination.
This character can be deployed up to 6 squares farther than the standard deployment zone. The deployment for this character occurs after all other deployment is completed.
Certain abilities and effects, such as the Weapon Master ability, cause an attack to inflict additional damage. Additional damage increases the damage dealt by 2–4. Additional damage stacks with other damage-increasing effects.
When a unit forgoes its movement, it gains +2 RAT that activation.
AOE (Area of Effect)
The area in squares that a weapon, spell, or ability can affect. Some AOE attacks must be centered on a targeted enemy while others affect the map itself and can be placed anywhere within line of sight. When placing an effect directly, the center of the AOE must be within range of the attack.
This unit is a channeler. A warcaster can cast spells through a channeler in his battlegroup that is also within his control area. The spellcaster is still the attacker, but the channeler becomes the spell’s point of origin. The channeling warjack must have line of sight to the target, and the range is measured from its position. A channeler that is engaged by an enemy unit cannot channel spells. A channeler can be the target of a non-offensive spell it channels, but a spell with a RNG of “SELF” cannot be channeled.
Attack Against a Target in Melee
An attacker suffers -2 RAT when making a ranged attack against a target engaged in melee combat. A spellcaster casting a spell against a target in melee that they are engaged with does not suffer this penalty.
All units have attack arcs extending from the left and right of their own spaces and filling the 180-degree arc in the direction they are facing. Certain units have a full
360-degree view of the battlefield and ignore attack arcs.
If an attacker is fully outside a target’s attack arc, the attacker gains +1 MAT, +1 RAT, and +1 MAG. When making a back strike against a target with the Shield ability, the attacker ignores the +1 ARM bonus granted by the Shield advantage.
Any unit that occupies a 2×2 space must end its movement on a 2×2 flat area unless the area is a ramp. Any unit that occupies a 3×3 space must end its movement on a 3×3 flat area unless the area is a ramp. Units cannot squeeze through locations that are too small to accommodate their size.
Area of effect (AOE) attacks typically have a primary target. The attack roll for the attack is made against this primary target. If the primary target is hit, that target takes full damage from the attack, and all other units in the AOE suffer 3 blast damage. A direct hit from an AOE attack may critically hit, but blast damage does not.
Warcasters and warjacks can spend focus to boost damage on an attack. Spending focus to boost damage increases the damage dealt by 2–4. Certain abilities and buffs may also boost the damage inflicted by a unit for the same effect. Boosts do not stack.
Any unit that is in a cloud effect receives the +1 DEF concealment bonus. Units trying to draw line of sight (LOS) for an attack cannot draw LOS through a cloud effect. Cloud effects are treated as having an infinite height and block LOS as such.
Charging (Power Attack)
A warjack can spend focus to charge, moving directly toward its target in a straight line up to its current SPD, plus movement bonuses, plus an additional 3 squares. At the end of this movement, the warjack’s first attack has its damage boosted. It can then make the rest of its initial attacks and buy additional attacks.
Combined Melee Attack
Units with Combined Melee Attack (CMA) may improve their accuracy and damage by attacking in unison with other units that also have Combined Melee Attack. During its combat action, a unit with CMA can choose to make a Combined Melee Attack against another unit. This ends the unit’s activation and puts the unit in a “waiting” state, as indicated by a line drawn to its target and how the game shades the character. Subsequent friendly units that make a Combined Melee Attack against the same target will be added together with all other friendly units making a Combined Melee Attack against the target. At any point during the player ’s turn, he or she can select any unit within a CMA group to trigger the attack from all units in that group. The chosen unit is the primary attacker, and the attack will use that unit’s MAT, the DAM of its weapon, and all other relevant stats for the attack. This attack receives a bonus +1 MAT and +2 to the damage of the attack, which increases by an additional +1 MAT and +2 DAM for every participant in the CMA, to a maximum base damage of 10.
Combined Ranged Attack
Units with Combined Ranged Attack (CRA) may improve their accuracy and damage by unleashing their attacks in a unified volley with other units that also have Combined Ranged Attack. During its combat action, a unit with CRA can choose to make a Combined Ranged Attack against another unit. This ends the unit’s activation and puts the unit in a “waiting” state, as indicated by a line drawn to its target and how the game shades the character. Subsequent friendly units that make a Combined Ranged Attack against the same target will be added together with all other friendly units making a Combined Ranged Attack against the target. At any point during the player ’s turn, he or she can select any unit within a CRA group to trigger the attack from all units in that group. The chosen unit is the primary attacker, and the attack will use that unit’s RAT, the DAM of its weapon, and all other relevant stats for the attack. This attack receives a bonus +1 to RAT and +2 to the damage of the attack, which increases by an additional +1 RAT and +2 DAM for every participant in the CRA, to a maximum base damage of 10.
Concealment confers +1 DEF against ranged attacks. Concealment stacks with Cover. Set pieces that provide concealment include shrubs and smoke.
A construct is not a living unit and never suffers the terrified
effect. All warjacks have the Construct advantage.
Continuous Effects applied to a unit have a 33% chance to be removed during their controlling player’s maintenance phase.
Continuous Effect: Corrosion
Continuous Corrosion inflicts 2 DAM, ignoring all damage mitigation, at the beginning of a round in which it does not expire.
Continuous Effect: Fire
Continuous Fire inflicts 5 DAM at the beginning of a round in which it does not expire. This damage is lowered by damage mitigation. When calculating this damage against a warcaster, that warcaster only receives bonus ARM from focus left unspent during the previous round.
Continuous Effect: Stall
A Warjack suffering from Continuous Stall loses all DEF bonuses and cannot run or charge.
Cover confers +2 DEF against ranged attacks. Cover stacks with Concealment. Set pieces that provide cover include low walls, rubble, and wreckage.
An attack that critically hits increases the damage dealt by
2–4. Other effects may apply.
Certain abilities and passives will provide damage mitigation. Damage mitigation lowers the final damage inflicted by an attack by a set damage mitigation value.
When a ranged AOE attack misses, the center point of the attack drifts up to 6 squares in a random direction. An attack cannot deviate a greater number of squares than half the distance between the attacker and the designated target. All characters under the new position of the AOE suffer blast damage from the effect.
Rough terrain requires double the normal amount of movement to pass through. Rough terrain includes uneven rubble, thick foliage, and shallow streams, but is not limited to these features. Some spells and abilities may also create areas of rough terrain.
Disruption disables one of a warjack’s focus slots for one round. A warjack that has had any of its focus slots disrupted cannot channel spells for the duration of the disruption.
When a unit attempts to make a melee attack against an enemy unit one elevation step higher than itself, the attack is made without penalty. If a unit attempts to make a melee attack against a unit two elevation steps higher than itself, the range of its weapons is lowered by 1. Melee attacks cannot be made against enemies three or more elevation steps higher than the attacker.
When a unit attempts to make a ranged attack against an enemy on a higher elevation, that targeted unit receives +1 DEF.
Engaged in Melee
A unit engaged in melee cannot make ranged attacks.
A unit with Eyeless Sight ignores cloud effects when determining line of sight (LOS). This unit ignores concealment and Stealth when making attacks.
Certain abilities can push units from their current locations, in some instances leading to falls from height. If a unit falls from a height of up to 2 elevations, no additional effects occur. At an elevation difference of 3, the unit takes an additional 2–4 damage and is knocked down. For each additional elevation difference, the damage increases by another 2–4. If the unit would fall to a space smaller than its size, it continues to fall additional elevations down until it lands in a space large enough to accommodate it. If a unit falls into a space occupied by another unit, the other unit is pushed until sufficient room is made. If the unit pushed is smaller than the falling unit, it takes damage equal to that inflicted on the falling unit due to the fall.
This unit never suffers the terrified effect. All warcasters and warjacks have the Fearless advantage.
When a unit moves out of an enemy unit’s melee attack arc, that unit can make a standard melee attack against the retreating enemy. Free strike attacks receive a +1 MAT for the attack roll and deal additional damage. Free strikes are resolved immediately once a unit moves out of an attacking unit’s melee range.
This unit has a melee range of 1 square and can make ranged attacks targeting units in its melee range.
Head-Butt (Power Attack)
A warjack can spend focus to make a head-butt power attack at the beginning of its activation. When making a head-butt attack, a unit makes a melee attack against the target, and if the attack hits, it inflicts 3 damage and the target is knocked down. A warjack cannot make a head-butt attack against a target larger than itself.
This character can have up to two warjacks marshaled under its control. Warjacks under the control of a ’Jack Marshal can boost to hit, boost damage, buy an attack, run, charge, or make a power attack once each round.
A unit affected by Knockdown is automatically hit when targeted by melee attacks, loses any DEF bonus against ranged attacks, cannot make free strikes, and has no back arc. During the unit’s activation, it must sacrifice either its movement or action to stand up.
Line of Sight
Units must be able to draw line of sight (LOS) to a target to make melee, ranged, and magic attacks. Units can draw LOS to another unit if you can draw a line that is not blocked by an obstruction from the center point of a square it occupies to the center point of a square the other unit occupies. This line cannot be drawn through other units that are the same size or larger than the target. When checking LOS against the height of an obstruction, use the unit’s bounding box to determine whether a line of sight line can be drawn over the obstruction. Line of sight cannot be drawn through small gaps in terrain or units.
Attacks made by a weapon with the Magical Weapon property are Magical attacks; however, these attacks are not spells. Magical attacks can affect certain units in the game that are immune to normal attacks.
Melee weapons, by default, have a range of 1 space. This means they can attack to the front, sides, and at a diagonal of the attacker ’s attack arc. Some long melee weapons have Reach, which increases their melee range to 2 spaces.
Obstructions completely block line of sight and movement. Obstructions include buildings, large boulders, and trees.
Units with Pathfinder can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles.
Push (Power Attack)
A warjack can spend focus to push an adjacent target. A push attack automatically hits, and the target is pushed 1 square directly away from the warjack.
The maximum distance in squares between an attack’s point of origin and its target.
Weapons with Reach can be used to make attacks from 1 additional square away in the attacking unit’s melee range.
The Shield modifier gives a warjack a +1 bonus to ARM. This bonus is circumvented if an attack made against the unit receives the back strike bonus.
Slamming (Power Attack)
A warjack can spend focus to slam a target, moving directly toward its target in a straight line up to its current SPD, plus movement bonuses, plus an additional 3 squares. At the end of this movement, the warjack makes a DAM 4 melee attack against the target, and on a hit the target is pushed 1–6 squares back and knocked down. If the slammed target collides with a unit of equal or lesser size, that unit also takes 4 damage and is knocked down. If the slammed target collides with a unit of larger size or with an obstacle, the slammed target takes 2–4 additional damage, immediately stops, and is knocked down; however, the unit it collided with is unaffected.
Spray attacks are ranged attacks that fire outward in a cone from the attacking unit. Spray attacks have one of three range designations—6, 8, or 10—that denote the range of the end point of the spray. To make a spray attack, an attacker must have a valid target within range. When a spray attack is made, the cone effect is centered on the target extending outward from the attacker ’s location. If the cone touches the center point of a square, any unit occupying that square is also affected by the spray attack; however, a separate attack roll is made for each targeted unit. When a spray attack roll is boosted, only the accuracy of the attack roll against the targeted unit is improved. When a spray damage roll is boosted, only the damage against the targeted unit is improved. Effects that modify weapon range do not affect spray attacks. Spray attacks ignore concealment, cover, Stealth, and intervening units. Spray attack rolls made against units in melee do not suffer the target in melee penalty.
A stationary model cannot activate, is automatically hit by melee attacks, loses any DEF bonus against ranged attacks, and cannot make free strikes.
This unit cannot be knocked down.
Ranged and magic attacks declared against a unit with Stealth automatically miss when the point of origin of the attack is greater than 5 squares away.
A unit that is terrified suffers -1 MAT, -1 RAT, and -1 MAG for one round and does not gain a MAT bonus or deal additional damage when making free strikes.
This unit is terrifying, causing enemy units in the melee range of this unit or with this unit in their own melee range to have a 50% chance of becoming terrified for one round. This effect can apply only once per turn to any one unit the first time it enters into melee range of the unit with Terror.
Throw (Power Attack)
To make a throw power attack, an attacking warjack must have at least one Open Fist. The warjack makes a melee attack against the target using its MAT and, on a hit, selects a location within 6 squares to throw the target. The throw automatically deviates 1–3 squares in a random direction from that chosen point. The thrown target then suffers 4 points of damage and is knocked down. If the target collides with another unit of equal or lesser size, that unit also takes 4 points of damage and is knocked down. If the thrown target collides with an obstacle or with a unit of larger size, the thrown target immediately stops, takes additional damage, and is knocked down, but the unit it collided with is unaffected.
If the warjack making the throw has two Open Fists available, it makes a melee attack against the target using its MAT+2, and then either selects an unoccupied location or targets a second unit. If an unoccupied location is chosen, the attack is resolved as above. If a second unit is selected, the warjack makes a melee attack against that second target. If the attack hits, the thrown target travels directly at the second target. If the attack misses, the thrown target deviates from its point of origin. The throw then automatically deviates 1–3 squares in a random direction from the chosen point. The thrown target suffers 4 points of damage and is knocked down. If the target collides with a target of equal or lesser size, that unit also suffers 4 points of damage and is knocked down. If the thrown target collides with an obstacle or with a unit of larger size, the thrown target immediately stops, takes additional damage, and is knocked down; however, the unit collided with is unaffected. A warjack can only throw targets its own size or smaller.
When this unit is disabled, it has a 33% chance of healing 1 damage point. If it heals, it is no longer disabled and is knocked down. A unit that is already knocked down cannot trigger Tough.
Trampling (Power Attack)
A heavy warjack can spend focus to trample during its movement activation. Trampling requires no target and allows the warjack to move an additional 3 squares, though the movement must be in a straight line. During a trample, a warjack can move through small units, making a DAM 4 melee attack against each unit it moves through. These units cannot make free strikes against the trampling warjack, but if the warjack passes through the melee range of another unit, that unit does make a free strike against it.
This unit is not a living unit and never suffers the terrified effect.
A hit with a weapon with this quality deals 2–4 points of additional damage.