Gld_Upg.pdf

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       F   I   N   A   L ,

       O   F   F   I   C   I   A

       L

    Cost: SS

    1This model gains the following Abilities:Arcanist Ties: Crews led by this model may hireup to 4 Arcanist Construct models with the M&SU

    Characteristic that are not the Crew’s declared

    Faction.

    (0) Frantic Repairs: Discard an Upgrade from target

    friendly model within 8". If this happens, heal 2

    damage on this model or the target and place a

    Scrap Marker within 8" and LoS of this model.

    C. Hoffman

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       F   I   N   A   L ,

       O   F   F   I   C   I   A

       L

    Cost: SS

    2This model gains the following Ability:Tap Power: When this model Activates, it may maketarget friendly Construct within 3" gain Slow to

    grant this model Fast.

    This model gains the following Attack Action:

    (1) O.S.A. (Ca: 6R / TN: 14R / Rst: Wp / Rg: 8 ):This Action may only target non-Leader Constructs.

    Select one of the target’s (0) or (1) AP Actions

    which does not list a model by name. This model

    immediately takes that Action, but may not declare

    Triggers. This Action may only be taken once per

    Turn.

    C. Hoffman

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       F   I   N   A   L ,

       O   F   F   I   C   I   A

       L

    Cost: SS

    2This model gains the following Tactical Actions:(1) Improvised Repairs: Target a Scrap Markerwithin 8". All friendly Constructs within p3 of theScrap Marker heal 1/2/3 damage. Then, discard the

    Scrap Marker.

    (1) Update Hardware (Ca 6R / TN: 14R / Rg: 8):Target another friendly Construct which does not

    already have a Modification Upgrade. Select an

    Upgrade with the restriction Modification which is

    not already attached to any models in this Crew andattach it to the target, ignoring the usual restrictions

    for attaching Upgrades.

    Rt  Power Overload : After succeeding, takethis Action again. This Action may not declare

    Triggers.

    C. Hoffman, Limited

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       F   I   N   A   L ,

       O   F   F   I   C   I   A

       L

    Cost: SS

    2This model gains the following Ability:Improvised Genius: This model may not be movedor pushed by the Actions or Abilities of enemy

    models.

    This model gains the following Tactical Action:

    (1) Detonate (Ca 6R / TN: 12R / Rg: 8): Modelswithin p3 of target Scrap Marker must succeed ona TN 12 Wk duel or suffer 3 damage. Then, discard

    the Scrap Marker.

    M Chain Reaction: After succeeding, take thisAction again.

    C. Hoffman

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       F   I   N   A   L ,

       O   F   F   I   C   I   A

       L

    Cost: SS

    0This Upgrade may not be purchased at the startof the game. When this Upgrade is attached, thismodel must discard 1 Scrap Marker within 6" and

    LoS or this Upgrade is immediately discarded.

    This model gains the following Ability:

    Armor +1: Reduce all damage suffered by this

    model by +1, to a minimum of 1.

    Modification

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       F   I   N   A   L ,

       O   F   F   I   C   I   A

       L

    Cost: SS

    0This Upgrade may not be purchased at the startof the game. When this Upgrade is attached, thismodel must discard 1 Scrap Marker within 6" and

    LoS or this Upgrade is immediately discarded.

    This model gains the following Ability:

    Nimble: This model generates 1 additional AP which

    may only be used to take Walk Actions.

    Modification

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       F   I   N   A   L ,

       O   F   F   I   C   I   A

       L

    Cost: SS

    0This Upgrade may not be purchased at the start ofthe game. This Upgrade may only be attached toGuild Constructs.

    This model gains the following Ability:

    Precise Circuitry: At the start of this model's

    Activation, it may discard this Upgrade to gain +R to all Ml and Sh Actions for the duration of the

    Activation.

    Modification

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       F   I   N   A   L ,

       O   F   F   I   C   I   A

       L

    Cost: SS

    1This model gains the following Tactical Actions:(0) A Memory Stirs: Discard target Scrap Markerwithin 6" and LoS to gain the following Condition

    for the rest of the game: "Something Lost +1: This

    model gains +1 Wp."

    (1) Whispers of Genius: Remove the Something Lost

    Condition from this model. If the Condition's value

    was 3 or higher, target other non-Leader Construct

    within 6" and LoS gains the Reactivate Condition.

    Ryle

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       F   I   N   A   L ,

       O   F   F   I   C   I   A

       L

    Cost: SS

    This model gains the following Ability:

    Tessellating Magnet: Other friendly Constructs that

    end a Walk Action within a4 of this model maybe pushed into base contact with this model after

    completing the Action.

    Construct, Rare 1

    1

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       F   I   N   A   L ,

       O   F   F   I   C   I   A

       L

    Cost: SS

    1This model gains the following Abilities:Df (RM) Secret Service: After an Attack Actionsucceeds against this model, target friendly

    Guardsman or Mimic within a3 suffers the effectsof the Action as if it had been the target instead of

    this model, including any Triggers.

    Personal Retinue: Crews led by this model may

    hire up to 4 models with the Guardsman or Mimic

    Characteristic that are not the Crew’s declared

    Faction.

    Lucius

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       F   I   N   A   L ,

       O   F   F   I   C   I   A

       L

    Cost: SS

    1This model gains the following Tactical Action:(0) Hidden Weapons (Ca 7M / TN: 12M): Discardall friendly Scheme Markers in p3. This modelimmediately makes a number of (1) Ml Actions

    equal to the number of Scheme Markers discarded

    in this way.

    Lucius

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       F   I   N   A   L ,

       O   F   F   I   C   I   A

       L

    Cost: SS

    2This model gains the following Attack Action:(0) Hidden Sniper (Sh 6 / TN: 12R / Rst: Df  / Rg:12): Target suffers 2/3/4 Damage. If the target is

    within 3” and LoS of a Scheme Marker, this Attack

    flip gains a + and ignores LoS and cover.

    R Critical Strike: When damaging the target,this attack deals +1 damage for each R in thefinal duel total.

    M Purposeful Strike: After damaging the target,discard a Scheme Marker within 3” and LoS of

    the target or place a friendly Scheme Marker

    within 3” and LoS of the target

    Lucius

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       F   I   N   A   L ,

       O   F   F   I   C   I   A

       L

    Cost: SS

    2Friendly Guardsman models in play gain thefollowing Ability:Accomplice: After this model ends its Activation a

    friendly model within 6” may Activate immediately as

    a Chain Activation.

    Lucius or Guardsman, Rare 1

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       F   I   N   A   L ,

       O   F   F   I   C   I   A

       L

    Cost: SS

    1This model gains the following Ability:Useless Duplications:  Whenever an enemy modeltakes a z  Attack Action against an unengagedfriendly Mimic model within this model's LoS, the

    enemy model must randomly determine its target

    between all models within 2" of the target as if it

    were shooting into an engagement.

    Seeing Double: When a friendly Mimic within 3" and

    LoS is targeted by a y  Attack Action, this model

    may discard a card to give the Attacking model- tothe Attack flip.

    Mi i R 1