CIRCLE INSIDER INFORMATION ADDED

Battlebox casters and contents spoiled here.

Mk3 comes out with rules available June 12 with official release date June 29.

Anything that comes from a card, I will just have the cards uploaded rather than quoting them (click the card to go to bigger picture). Breaks it up nicely too… Let me know if there’s anything missed or you’ve seen (please add a source) and will add :).

First of all, let us look at what the spoilers are to date (I will update this as they come along in pink for easy access):

General Rules:

pre-measuring allowed

point scale has “doubled”; 35 points is now 50 and 50 points now 75 with an increased Warjack / Warbeast points for each Warcaster / Warlock

ADR is 40 points

new battle boxes for each core faction (not Convergence or Cephalyx) which include new Warcasters / Warlocks; each box will be roughly zero net points

new casters will not be released independently for a “significant time”

Steamroller scenarios to be re-worked but with same scenario type sizes

pieces of terrain to increase and be included in scenario zones during Steamroller

must now be completely in terrain to gain benefit (shooting through forests works the same)

Psychology has been removed from the game (no fear, terror or massive casualty tests)

allocating and gaining focus wording clarified

no more skill checks – automatically occur

standard bearers have not been weaponised – remain the same; while within 5″ of unit commander the unit commander gains +2″ CMD

CMD stats have been dialed back

Melee ranges for all models / weapons included o.5″, 1″ and 2″ (chain weapon still exists as a 4″ during activation)

Tough cannot be used while knocked down (no KD tech suspected to be reduced)

All cavalry gain reposition moves; light cavalry reposition likely to be 5″

All cavalry are FA2 along with solos

FA of Attachements is the same as original unit

Rate of Fire (ROF) is amount of initial attacks allowed without required to purchase further; this is covered by the Reload (X) rule

Theme forces being pared back

Multi-wound models being brought back from 8 wounds to 5 wounds

High Explosive [X] = blast damage at power X rather than half P of weapon

Weapon Master is unchanged though some units have lost it

Lances still exist – can only be used to make charge attacks, weapons RNG is 0 unless charging and then RNG 2

Spells / abilities can still affect a model’s melee RNG

Influence is Cost 2 and is for a basic attack)

SPD reductions do not limit charging anymore

Can still intentionally fail charges but cannot charge own models; can still slam own models

Can still intentionally miss with AOEs and deviate

All placements are now completely within and consistent language across abilities

Recursion abilities now do not allow returned models to have a combat action and are again consistent across abilities

Eyeless Sight – no long ignores forests (but still ignores concealment, stealth and cloud effects); immune to Blind

Grevious Wounds no longer prevents transfers, just Tough and removing damage

Ninja star icon = soulless

Special issue gone – Bonds allow character jacks / beasts in theme forces

Purification is now “technically” only in Menoth though other factions have access to similar spells; removed or weakened spells that trivially removed all upkeeps in play

Power Attacks simplified – no more push or weapon / head locks

Warjacks no longer go inert when knocked down in water

Battle Engines – ramped up and about 18 PC per

Beat back – push up to 1″ directly away from the attacking model; attacking model can advance up to 1″ directly towards it

Power of weapon crews increased and simplified rules with “artillerists” that make them more effective

Weapon crews can make a full advance and complete actions

old range finger is gone

extra models in unit help to move artillery piece (mostly +1″ per member within 2″ of gunner)

Take up rule for gunners

slow SPD (2 or 3) in general for Weapo n Crews

FA of artillery remains the same

Anatomical precision ignores tough

Armor Piercing reduces all ARM by half

no more distinction between light and heavy cavalry

all cavalry can make impact hits on charge with boosted attack rolls; mount attacks as standard melee attacks when they don’t charge

Tall in the saddle / ride by attacks removed from the game

Undead – This model is an undead model and is not a living model

Facings have not changed

Back strikes – gained just by being in the back arc (does not need to be there for duration of activation)

Synergy capped at +3 bonus

Defensive Line – +2 DEF; Wall of Steel – +2 ARM when in B2B with another model of same unit

Hunter now only allows a model to ignore concealment and cover when making a ranged attack

Treewalker – model ignores forests when determining LOS; completely within a forest, model gains +2 DEF against melee attack rolls

Camouflage removed from game

Dynamic rule changes – not intended to alter model roles but update models that are overperforming / underperforming; roughly every quarter

Flight – This model treats all non-impassable terrain as open terrain while advancing. It can move through obstructions and through other models if it has enough movement to move completely past them. While charging, power attack slamming, or power attack trampling, this model does not stop its movement when it contacts an obstacle, an obstruction, or another model. This model ignores intervening models when declaring its charge target.

Field Marshal – 32 occurrences across both systems

Disruption – A warjack hit by this attack loses its focus points and cannot gain focus or channel spells for one round

Most faction buffs now apply to Friendly faction models rather than just friendly models

Overtake triggers on any enemy model destroyed not just warrior models

Dual Attack – This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.

Journeymen Warcaster type models must start game with at least one warjack / warbeast in battlegroup

Warjacks in Battlegroups benefit from Power Up if within their Battlegroup and in control range (so yes Journeyman’s get this as well)

Jack Marshals can have one warjack

Jack Marshal now has four actions if in CMD RNG:• Crush! – The warjack can make one additional melee attack during its activation this turn. Additionally, it gains +2 on all melee damage rolls during its activation this turn.• Hurry! – The warjack can run, charge, or make a power attack without spending focus during its activation this turn. Additionally, it gains +2 on charge attack rolls and slam attack rolls during its activation this turn. • Strike True! – The warjack gains +2 on all attack rolls during its activation this turn. • Take Aim! – The warjack must forfeit its Normal Movement to aim during its activation this turn. Additionally, it gains +2 on all ranged damage rolls during its activation this turn.

Jack Marshals may also have a drive

Amphibious allows the model to ignore water in regards to movement penalties, and also gives that model concealment if its completely within the water

Warcaster units cannot have command or weapon attachments added to them. However, a warcaster that is part of a warcaster unit can still have solos with the Attached special rule attached to it. If a solo with the Attached rule is attached to a warcaster that is part of a warcaster unit, the solo remains an independent model and does not become part of the warcaster unit.

You choose the end of turn movement effect you want to apply. So you have to choose from Sprint, Reposition [3″], Reposition [5″], etc

Prey no longer provides movement bonus

Warmachine:

Focus mechanic now includes Power Up – during the control phase, each Warjack in the control area gets a free focus (counts to allocation limit)

Empower works on Jack Marshall’d Warjacks

Cephalyx monstrosities instead gain a focus each time it suffers damage – retain focus until spent (capped at 3 focus)

no more Wreck markers for Warjacks

Bonds do not allow extra focus allocated unless specifically mentioned

Warjacks are not extinguished when knocked down in water

Focus – no longer overboosts powerfield – can spend 1 focus to negate up to five damage (only 1 Focus can be spent at a time; i.e. cannot spend 3 focus to negate 15 damage) – Reinforcing the Power Field

no longer remove unspent Focus at the start of the maintenance phase, only warjacks do

Warcaster can use focus on continuous effects before replenishment if they any

can still use focus to heal warcaster

aggressive warcasters gained ARM bumps

Iron Aggression (COST 2)

Cryx:

Necrotech – spare parts (gain scrap tokens for every Warjack destroyed in CMD range; 3 scrap tokens at a time; add +2 to repair roll when spending token); create scrap thrall – remove scrap token and place D3 scrap thralls

Skarlock Thrall – spellslave lost ability to cast upkeep spells and now is a Magic Ability rule with each model equipped with Spellslave having its own Magic Ability score; acquired Dark Fire spell which enables it to collect souls from enemies killed from this attack

Bane Thralls are now Bane Warriors – lost stealth and gained Ghostly, 1″ weapon RNG

Bane Knights lost Weapon Master for Brutal Charge (based P+S 12), kept melee RNG 2″

Removed movement benefit of Curse

Mechanithralls – DEF11, -1POW on Steamfists (maintained combostrike)

Bile Thralls – Purge is a SP8 template which requires a target and automatically hits

Warcasters are less “punishing” to play against

Scaverous – new ability titled Knowledge of the Damned; models can re-roll attack or damage rolls in control range at the cost of a soul token for Scaverous (each roll can only be re-rolled once due to this)

Wrath Engine – gained Incorporeal, SPD7, once per round if an enemy warrior model is boxed within 2″ of this model, boxed model can be RFP and replaced with a Machine Wraith solo

Machine Wraiths – melee attack can gain control of Warjacks it hits in combat

Revenants – Deathbound reads f there are fewer models in this unit in play during your Maintenance Phase than there were at the start of the game, you can return d3 destroyed models to this unit. Place the returned models completely within 3˝ of the unit leader; 10/17 cost for unit and are FA3

Rengrave – Cleave / Gang Fighter (lost Point Blank and Ghost Shot); Veteran Leader now only a +1 benefit but only need to be in CMD range (no LOS requirement), Call to Sacrifice replaces Sacrificial Pawn (If this model is disabled by an enemy attack, you can choose a non-disabled friendly Revenant model within 5˝ of this model to be destroyed. If another model is destroyed as a result of Call to Sacrifice, remove 1 damage point from this model); cost 5

Venethrax – Field Marshal [Counter Charge]; +1STR/ARM; gained Terminal Velocity / Mortality (lost Dragon Slayer / Soul Harvester); FEAT – Enemy models cannot allocate focus points to or leech fury points from models in Venethrax’s control range. Vengeance of the Dragonfather lasts for one round

Leviathan – ROF D3; Kill Shot (see Mountain King card), Chain Strike still a thing

Excarnate – When a living enemy warrior model is boxed by Excarnate, remove it from play. You can then add one Grunt to a friendly Faction small-based undead unit in the spellcaster’s control range. Place the Grunt in formation and completely within 3˝ of the spellcaster. The Grunt must forfeit its Combat Action the turn it is put into play.

Coven maintain separate activations

Revenant Cannon Crew – traded Ghost shot for Bale Fire (attack rolls boosted against living models)

Rengrave still provides benefits to Cannon crew via Veteran Leader

Helldiver’s Burrow changed the same way as the Trollkin Burrow

Cygnar:

Ironclad – 12 points; 4″ AOE centred on model hit which causes KD

Kara Sloan – Field Marshal [True Sight]

Potential Maddox Feat: +3 POW and Beat Back

Trencher Chain Gun – no more strafe; D3+1 ROF; Grunt has Ammo Feeder – boost ranged attack damage rolls against warrior models; POW10; +1 RAT; maintained Dig In, Covering Fire, and Advanced Deployment; 5 PC

Stormsmith Tower – largely the same, +1 RAT, effective SPD4

Trencher Cannon – lost advanced deployment; gained brutal damage; RNG13; effective ranged 17″ with crew

Constance can still be a caster for Cgynar as per MK2

Gun Mage Officer kept his ability to have the jack under his control shoot rune bullets with Drive: Runeshot

Cyriss:

not affected by Power Up – continues use of Focus Induction (spend a focus, gain a focus on another Warjack if same battlegroup and within 6″ of each other); no limits on amount of focus that can be inducted

Vectors are Warjacks

Corollary still good

will be getting a Forces book and new models but no immediately – still considered a limited release faction

Enigma Foundries – Reconstruction (★Action); Remove one soul token from this model to return one destroyed medium-based friendly Faction Clockwork Vessel Grunt to play, or remove up to three soul tokens from this model to return one destroyed small-based friendly Faction Clockwork Vessel Grunt to play for each token removed. Place each returned Grunt completely within 3˝ of this model, in formation, and within 3˝ of another model in its unit. A returned Grunt must forfeit its Combat Action the turn it is put into play.

“no comment” re CoC artillery

models have few changes overall (mostly points)

Vectors have 1″ melee

Flare – removes Stealth (Cipher / Attunement Servitors)

Father Lucant – kept Positive Charge; traded Purification for Discontinuity (Dispel rule to melee weapons in battlegroup; COST 3 and is an upkeep); FEAT – +2 repair rolls

Aurora – traded True Path for Aerogenesis (+2″ movement for spellcaster / warrior models beginning their activation in control RNG and gain flight)

Medium based infantry – all EIGHT boxes

Transinfinite Emergence Projector – ROF2; servitors largely the same (left field = +die on attack rolls; right field = +die on damage rolls; back arc = additional ranged attack)

Perferators – kept armour piercing; PC 11/18

Eradictors – PC 9/15

Reciprocators – PC 11/18

Iron Mother – same FEAT; ARM17

Axis – +1ARM; 1″ melee; Iron Aggression (COST 2); FEAT – enemy in range = -2SPD/STR and cannot charge, slam or power attack; friendly in range = +2SPD/STR

Field Marshals stayed the same

Lucant – kept Watcher

Mitigators – guns kept quake and puncture

Prime Axiom – Accelspiker ROF5; STR17

Cipher – Reload [1]

Servitors spawned by Axiom / Iron Mother can attack the turn they come into play

vectors are affected by Disruption

Optifex Directive – repair D3+1 each

Galvinizer – PC5

Assimilator – PC16

Inverter – PC15

Clockwork Angels FA3

Steelsoul Protector – gained weapon master

Khador:

Conquest ~37 points; high explosive POW 10 AOES on secondary batteries

Man O Wars most durable heavy infantry – eight boxes

Shock Trooper officer coming – immune to movement / KD effects and repairable

Doom Reavers FA: U

pSorscha Feat still freezes in her LoS and has Boundless Charge, Fog of War, Freezing Grip, Razor Wind, Tempest and Wind Rush

Field Gun – RNG14, POW15, straight knockdown; PC4

Mortar Crew – High Explosive [10]

Manhunters do not have Ambush

Man-o-War Kovnik – Drive Assault and Desperate Pace [Man-o-War]; can Slam Power Attack and Assault; PC5

Iron Flesh – +2ARM; do not suffer blast damage

MoW Shock Troopers – PC 10/16; DEF 10; maintain Shield Wall

Destroyer – AOE4; critical amputation works against Warjacks and Warbeasts

Grolar – ROF D3+2; can still make ranged and melee attacks in same activation; Heavy Boiler = +2″ while running; based on Kodiak chassis

Behemoth – Sub-Cortex grants powerful attack for Bombards if S not crippled; cannot make melee and ranged attacks in same activation; POW12 armor piercing fists; 1″ melee RNG

Iron Fangs are all MAT7; lost 1 DEF; FA U

Great Bears – lost a point of POW; traded Weapon Master for Flank; kept DEF13

Iron Fang Kovnik – lost Shield March / Jack Marshal; gained No Sleeping on the Job [Iron Fangs] and a Leadership rule that grants Precision Strike

Markov – Tactician [Iron Fang] (While in this model’s command range, friendly Iron Fang models ignore other friendly Iron Fang models when determining LOS. Friendly Iron Fang models can advance through other friendly Iron Fang models in this model’s command range if they have enough movement to move completely past them)

Winter Guard Rifle Corps – lost Suppressing Fire for CRA

Winter Guard Rocketeer – FAU (3 per unit); Brutal Damage; RNG14; POW12

Field Gun – RNG14; POW15; Knockdown

Doom Reaver Swordsmen – FAU; gained Tough; retained Weapon Master / 2″ melee RNG; lost a POW

Fenris – lost Silence; conveys Relentless Charge to Doom Reavers

Greylord Escort – kept Silence

all Greylord models picked up Immunity: Cold

Irusk – gained Battle Plans; still has inhospitable ground

Zerkova – Rod of Whispers gained Grave Door (turns enemy models killed by ranged attacks into Arc Nodes); completely redone spell list

all Butchers gained Tough; increased ARM

Butcher3 – Silence of Death = +2STR and Take Down; FEAT – free focus and cannot be charged by living enemy models

Assault Kommandos – Strangle Gas – This attack causes no damage. It if misses, nothing happens. On a direct hit, center a 3˝ AOE on the model hit. The AOE is a gas effect that remains in play for one round. While in the AOE, living models lose Tough and cannot have damage removed from them; Shield Wall

Winter Guard Infantry – lost Bob and Weave for reposition 3″

Karchev – melee RNG 1″

Strakhov – can attack with both ranged weapons in a turn

Widowmakers – relatively the same; still have snipe

Bombardiers – 1″ melee RNG; repairable

Kossite Woodsmen – traded Camouflage for Prowl but lost their Reposition

Drago – Unstable; gained Berserk; dropped S&P bond with Vlad (bond now ignores Unstable); Imprint changed to +2DEF and Poltergeist; lost Chain Attack but gained 1″ melee RNG and +1STR

War Dog – still has Counter Charge, Return and Guard Dog

Kayazy – easy access to Duelist, Stealth, and Parry

Greylord Termion – picked up a 1″ melee range and Immunity: Cold, no damage boxes, PC7

Torch – picked up a Bond with Strakhov that grants it Sprint

Vlad – kept S&P

Koldun Lord – does not have Power Booster

Menoth:

MAT boost for Guardian / Indictor (+1)

Choir battle – only improves damage (both ranged and melee still at +2)

Vengers reposition 3″

Crusader is 10 points with range 1 on its melee weapons

Templar shield +1POW, shield guard and 15 points

Redeemer is 11 points, ROF3

Reckoner’s flare removes Stealth

Knights Exemplar – 1″ melee

Keep purification

Sunburst Crew – SPD2; 2 grunts (+2″ movement); RNG16; POW 15 AOE; sets stuff on fire

Purification COST 4

Errants PC 10/16

Bastion Senny – Drive: Blessings of Iron; cannot be targeted by spells and does not suffer effects of crippled systems

Vassal – lost ancillary attack in lieu of Empower; Enliven no longer ignores Free Strikes; still FA2

Vigilant – Roadblock (model provides cover to friendly models as though it were an obstacle if not KD’d or incorporeal)

Reckoner – PC16, lost Assault, POW14 ranged weapon

Avatar – lost terror; the same; 20 PC; 1″ shield range

Thyra – Gates of Death (upkeep spell; 6″ placement at the end of activation)

Holy Zealots – lost +2 to hit from Fervor prayer; new Prayer to be Fire Immune; FA3; Monolith Bearer mini-feat Greater Destiny (return all models from unit destroyed during opponent’s last turn completely within 3″); still have critical fire

Errants – UA lost Pathfinder / Quick Work; gained Assault; retained 0.5″ melee + weapon master

Errant Seneschal – Leadership Unyielding

Bastions – kept weapon master; 5 boxes; lost a POW; gained Set Defense

Cinerators – kept weapon master; 5 boxes; gained 2″ melee range; Vengeance; Immunity Fire; lost Relentless Advance

Knights Exemplar – lost Bond of Brotherhood; gained Battle Driven; 1″ melee; UA in Prime (not spoiled)

Daughters of the Flame – DEF14; Stealth

Flameguard Cleansers – lost Incinerate; DEF 11; gained Ashen Veil and 1″ melee

Temple Flameguard – little changed; PC 7/11; Critical Fire; UA still has Iron Zeal

Deliverers – RAT4; standard CRA gained; POW8 weapons; PC 8/13

Idrian Skirmishers – traded Camoflague for Brutal Charge; PC 9/15; UA lost Assault and Battery for Reposition 3″ (can Go to Ground and Reposition in one round); still have Prey

Kreoss1 – keeps Purification; FEAT the same

Kreoss2 – Tactician [Exemplar] (Exemplar models ignore other friendly Exemplar models when determining LOS and can advance through Exemplar models – all within CMD RNG); does not grant Aegis to Exemplar

Kreoss3 – is an Exemplar; lost Warpath (now called Road to War); gained Assail (Target friendly Faction warjack can charge or make slam or trample power attacks without spending focus. The warjack gains +2˝ movement when it charges or makes a slam or trample power attack. Models slammed by the warjack are moved +2″); lost Imperishable Conviction; keeps Divine Inspiration and Elite Cadre

Sevvy1 – Influence spell; Eye of Menoth now a passive ability (RNG CTRL); FEAT – cannot cast spells / channel spells in CTRL RNG; -2 FOCUS / FURY for a round)

Harby – FEAT is CMD only (CMD 10); Purification; still FOCUS 10; Fear of God replaced with Rebuke; still has Martyr but cannot spend Focus to reduce damage from this use

Feora2 – lost bond; gained Firestarter (upkeep spell – target model in battlegroup gets continuous fire effect on ranged and melee attacks)

Amon – still has Synergy; lost Perfect Balance; gained Field Marshal [Parry]; traded Flagellation for Flashing Blade; gained Fortify spell

Reznik1 – lost Iron Aggression for Brand of Heresy (warjacks in the casters battlegroup get boosted attack and damage roles against unit); still has Engine of Destruction

Reznik2 – gained STR/ARM; lost Take Down / Flame Burst / Creator’s Wrath / Iron Aggression; gained Boundless Charge / Spellpiercer / Reposition 3″ / Curse [Battlegroup] (+2 to hit); FEAT now POW14 and no negative to DEF; gained Weapon Master

High Reclaimer – FOCUS 5; FEAT – Return d3 + 5 friendly destroyed Faction troopers to play in formation with original units in CMD RNG of HR (there is no restriction on loss of Combat Action); still possesses Sacrificial Lamb; Burning Ash is COST 2

Testament – FOCUS 6; Revive traded for Raise the Daid (COST 2; return destroyed Grunt to play with one box in CMD, in formation, forfeit combat action)

Vindicitus – feat became an upkeep spell (when one or more models are damaged by an enemy attack, immediately after the attack is resolved, the attacker suffers 1 point of fire damage); FEAT – friendly Faction warrior models cannot be targeted by charges, slam power attacks, enemy spells, or non-magical ranged attacks. Divine Protection lasts for one round

Durst – lost 1 STR; traded Rampart Guardian for Brace for Impact (reduced slam distances); FEAT – Warjacks gain +4ARM and Brace for Impact; friendly faction models in B2B with Warjack can have Warjack take hit instead

Knight Exemplar Seneschal – SPD5; lost Aegis; 1″ melee

Vilmon – lost Impervious Wall; gained Shield Guard and Righteous Vengeance (If friendly Faction warrior model destroyed or removed from play by enemy attacks within 5˝ of model during last round, this model can advance up to 3˝ and make one basic melee attack in Maintenance Phase); Elite Cadre [Righteous Vengeance] – Paladins

Paladins / Vilmon – lost 1 POW; 1″ melee

Covenant of Menoth – maintains Ancient Shroud; special actions are spells; Power of Faith is 5″ effect; CMD still 10

Blessing of Vengeance – lost Imprint for Shield Guard; Affinity replaced with Sevvy Bond (+2 to attack and damage rolls from first spell channeled through BoV)

Scourge of Heresy – 2″ melee range; kept Purgation; Reznik bond (Once per turn when Reznik destroys an enemy model as a result of a melee attack, immediately after the attack is resolved this model can make a full advance); lost Imprint

Nicia – DEF15; PC 5; CMD 7; all the changes

Guardian – PC15; MAT7; +1 POW

Vessel of Judgement – RNG14; SPD4; gained Gunfighter; Eruption of Faith also has POW12

Judicator – Reliquary (can boost attack and damage rolls after rolling)

Allegants – -1DEF; Shifting Stones Stance – +4DEF; PC3

Mercs:

Contracts are gone – likely to be replaced by theme forces

Commodore – can be taken in any Privateer warcaster army

Deck Guns – PC3; reposition 3″

pEyriss – PC7; 3 shots – phantom (ignore LOS); strip fury / focus and apply disruption (cannot gain focus next turn); 3 damage / ignore tough

no more Cryx in Cephalyx

Limited employment – This model can be included only in an army made using a Cephalyx theme force. (excluded are Dredges, Overlords and Mind Slaver – Cryx Partisians)

non-Warcaster Cephalyx models gain Stealth (not drudges)

Grundback Gunners – PC 6

Warjacks / Warbeasts / Monstrosities are restricted to their specific warcaster / warlock (i.e. Rhulic jacks = Rhulic caster; Cephalyx monstrosities = Cephalyx warccaster; Gator beasts = Gator Warlock)

Thor – Tune Up (*Action; Rhulic Warjack; RNG B2B; all attack and damage rolls from next basic attack this turn are boosted); repair = D3+3

Renegades – cost 10; Shredder melee RNG1

Gunner / Blaster = maintain powerful attack rule

Kayazy, Idrians, and Precursors are all still Mercenary Partisans

Ashlynn is virtually unchanged, melee weapon RNG 1; kept ability to make both melee and ranged attacks with Dual Attack; kept Parry; still has Riptose (DEF17 ARM 15); weapon master; kept Distraction spell

Warden – 10 PC

Ranking officers still exist for factions

Shae – Coup De Main (only affects Privateers) – The spellcaster and friendly Privateer models activating in its control range gain +2˝ movement when advancing as part of their Normal Movement. Affected warjacks can charge without spending a focus point. Coup de Main lasts for one turn

Buccaneer – 6 PC

Aiyana & Holt – can still give out damage type Magic; Harm is Friendly FACTION models only (still RNG10 magic attack and +2 to damage rolls)

Ogrun Assault Corps – 5 damage boxes; retained CRA / CMA: 16 PC full unit; Assault, Tough, RNG1 melee

Avalancher – shield guard; Quake on cannon

Forge Guard – still have weaponmaster

Gorten – FOC did not increase; tougher / still baller – no specifics

Magnus1 – gained Scourge; repair D3+1

Magnus2 – Field Marshal [Unyielding]

Feebooter – Jury Rigged doesnt cost a focus; PC 9; melee RNG 1; Trash the same

Vanguard – same but hits harder in melee

Nomad – 11 PC; PS18 RNG2 sword; gained Tried and True (remove 1 additional damaged box when repaired)

Talon – hits harder in melee; PC 7; Stall = hit warjack is stationary for a round

Blythe & Bull – 6 PC

Mariner – Melee RNG1; thresher still; PC14

Dominators – FA2; 1 PC; give out Tough, gained Stealth; when dies forces unit to run next turn

Mind Slayer & Drudges – PC 8/12; Prep for Surgery (While this model is in formation, when a living enemy warrior model in the melee range of two or more models in this unit is boxed by a melee attack made by a model in this unit, remove the enemy model from play. You can then add one Grunt to a friendly non-character Drudge unit in this model’s command range. Place the Grunt in formation and completely within this model’s command range. The Grunt must forfeit its Combat Action the turn it is put into play.)

Rhupert songs still target friendly models (not faction specific) – three tunes (concealment, tough, pathfinder)

Taryn – mostly the same; traded Iron Rot for Brutal Damage; PC5; Shadow Fire – A model hit by this attack does not block LOS for one turn

Rutger – lots of changes; Drive; Shield Guard; Dual Attack, Iron Sentinel, and when paired with Tayrn gets Dodge; Weapon Master; 4 PC

Doc Killingsworth – affects self with No I’m Fine

Grogspar – 4 PC

Hawk – improved ARM and RNG

Gallant – still has Accumulator

Kell Bailroch – Deadly Shot – Instead of making a damage roll to resolve an attack with this weapon, you can choose to have a model hit by this weapon suffer 3 damage points instead. A model disabled by this attack cannot make a Tough roll.

Bartolo – still has Batten; Powder Keg got better (RNG 8; COST 3)

Halberdiers – PC 7/13

Riflemen – PC 8/14

Boomhowlers – no more 4+ tough; can still tough when KD’d if in formation ( Call of Defiance – While in formation, models in this unit do not lose Tough while knocked down. Call of Defiance lasts for one round.)

While in formation, models in this unit do not lose Tough while knocked down. Call of Defiance lasts for one round.) Reindholdt – warcaster attachment; Spyglass (★Action) – Target an enemy model in this model’s LOS. That model loses Stealth for one round

Target an enemy model in this model’s LOS. That model loses Stealth for one round Bloody Barnabas – gained Death march

Rockbottom’s Paymaster limited to Sea Dogs

Fiona – Cultists – Choose one friendly Sea Dog unit at the beginning of the game to be Cultists. Cultists are Thamarite models. During your Control Phase, this model can upkeep spells without spending focus. Instead, it can remove one Cultist model in its control range from play for each spell upkept; FURY 7

Choose one friendly Sea Dog unit at the beginning of the game to be Cultists. Cultists are Thamarite models. During your Control Phase, this model can upkeep spells without spending focus. Instead, it can remove one Cultist model in its control range from play for each spell upkept; FURY 7 High Shields – gained CMA; FA3; PC 10/16;

Drillers Drill = POW6; melee RNG 1 (as did the grappler); PC10

Nyss Hunters – DEF14; CRA; Cylena – Granted: Hunter; Partisian [Retribution]; RNG1 Melee; PC 12/19

The Cephalyx Overlords are indeed equiped to put generate some Monstrosity focus with Anatomical Precision. Additionally they also picked up the following special rule; Veteran Leader [Drudge] – While in this model’s command range, friendly Drudge models gain +1 to attack rolls.

Cephalyx Agitator’s Instigate ability only effects Monstrosities

Scyrah:





Manticore is D3 ROF

Arcanists still put out focus / remove disrupted

Heavy Rifle Team – POW8; can move and fire; PC4; SPD4; kept ranger finger (boost rather than +2)

MHSF – still SPD6, RAT6, RNG12, Blessed

Arcane Assassin removed from the game

Dawnguard Sentinels – gained Vengance naturally; UA provides Relentless Charge and Iron Zeal; Weaponmaster

Dawnguard Invictors – lost Flank, gained Assault; PC 10/16; same minifeat

Invictors / Sentinels have Wall of Stall (+2 ARM when in B2B with someone else from unit

Infiltrators PC 8/13

House Guard Halberdiers PC 8/13

Vyros1 Feat – Flank [friendly faction model] in control range; kept Bird’s Eye but no longer 360 degree front arcs

Vyros2 – still has Synergy

Chimera – 8 PC; keeps Phantasmal field

Gorgon – 9 PC; ranged attack inflicts -2SPD; P+S16, combo strike

Mage Hunter Assassin – 4PC; keeps Chain Strike, Weapon Master and Decapitation

Soulless Escort – keeps disbinding (special action to remove upkeep spell from unit); kept Magic Static

Destor Thane – lost multi-fire and Virtuoso; gained Leadership [Destors] – Unyielding in CMD range; Quick Work and Reposition [3]

Arcanist – PC2; repair D6; concentrated power; can still give focus (up to usual 3)

Phoenix – little change

Ossyan – Field Marshal [Future Sight]

Imperatus – still Imperatus

Banshee keeps momentum

Ghost Sniper – PC3; ignores tough (Deadly Shot)

Griffons – unchanged and PC 8

Hydra – still max of 3 focus

Rahn – still has TK, Force Magic; Force Field is an innate ability and always on; keeps chain blast and force hammer

Issyria still has Ancillary Attack

Battle Mages / Arcanist largely the same

Garryth – feat prevents casting / channeling spells, spending focus or fury points or being moved by place effects for one round; has Acrobatics; Blessed on blades / guns – blades keep Weapon Master and Grievous Wounds

Ossyan – gained Deadeye; feat largely the same

Ravyn – largely unchanged stat-wise. Veil of Mists is now COST 2, she traded in Gunfighter and Virtuoso for Dual Attack, keeps Quick Work, kept Snipe, Locomotion, Eliminator and Vortex of Destruction. Blaster – When this model makes an attack with this weapon, before the attack roll it can spend 1 focus point to give the attack a 3˝ AOE. All models hit suffer a POW 12 blast damage roll.

Scyir – has Drive: Righteous Vengeance – If one or more friendly Faction warrior models were destroyed or removed from play by enemy attacks while within 5˝ of this model during the last round, during your Maintenance Phase this model can advance up to 3˝ and make one basic melee attack; Iron Sentinel and has Righteous Vengeance; lost Flank; gained Weapon Master

Invictors / Sentinels lost Jack Marshal

Hordes:

Fury mecahnic now includes Spirit Bond – every Warlock gains a fury for each dead Warbeast (not lesser or pack warbeasts)

another Hordes faction pending (2017)

Fenzy simplified – shake all effects that can be shaken and charge closest model and make a single attack at highest P+S (shake, charge, attack)

reduced Frenzy thresholds

snacking can occur if at full health to utilise RFP

Condition – 1 fury point only but can be used multiple times

Bonds do not automatically increase thresholds as before

animi are now clearly defined as spells, no matter who casts it, effectively removing a counter intuitive and potentially easy-to-forget distinction – still different for tracking purposes; above is only when being cast

Fury 5 warlocks still exist

Lesser warbeasts cannot make power attacks

Transfer remain unchanged – no damage cap

Spell Slave is, This model must be in its warlock’s control range to make the Spell Slave special action. When it does, it casts one of the spells on its warlock’s card with a COST of 3 or less. This model cannot cast upkeep spells or spells with a RNG of SELF or CTRL. When casting an offensive spell, Spell Slave is a magic attack. Use this model’s Magic Ability score when making magic attack rolls.

Circle:

Tharn Ravager Chieftain – min feat = overtake for a turn; Granted Vengeance

Ravagers are cheaper

Skinwalkers = more defensive

no specific artillery outside of Fulcrum / Gallows Grove

Ghetorix – Animus is now Spiny Growth, which is changed to RNG SELF; Can get Murderous

Argus / Griffon statlines swapped

Argus – SPD6; DEF14, ARM15 (paralysis 2″ animus without to hit roll)

Gnarlhorn – FURY3; SPD5; Earth’s Blessing animus (no push, KD, stationary or slams); PC12

Rip Horn – FURY3: SPD5; -1STR; 14PC

Shadowhorn – keeps Bounding Leap; animus Puissance (beat back); PC12

Feral – gained Primal

Gorax – keeps Primal

Ghetorix – lost Hyper Aggressive, Ornery and Unyielding; gained Murderous (warped ability), Spiny Growth animus and Overtake (Kromac bond)

Woldwyrd – ROF3; FURY2

Geomancy does not allow upkeep spells to be cast

Stones – completely within for teleportation moves

Reeves – ROF2; POW8; lost Snap Fire

Bloodtrackers – Keep Prey (which lost movement bonus)

Wolf Riders – lost Prey, gained Annoyance

Bloodweavers – traded Blood Spiller and Dispel for Grevious Wounds and Life Spiller (heal model within CMD for D3)

Tharn Ravagers – 5 boxes; Tough

Ravager Shaman – solo; gained Chain Lightning; gives Magical Weapons; Hunter’s Grace (keeps Tharn models from being knocked down)

Druid Wilder – lost Spirit Tap and Condition; gained Medicate and Shepard’s Call (remove up to 1 FURY point from each friendly faction warbeast within 3″); gained Arcane Support – upkeep a spell for free on Warlock

Krueger1 – Sheltering Hand (models in command range are immune to electrical damage)

Morvahna1 – Vital Magic (can take D3 damage to stop an upkeep from expiring)

Morvahana2 – lost Purification; gained Censure (removes upkeeps but controlling Warcaster/Warlock can take D3 damage to maintain upkeep)

Cassius / Wurmwood – Wurmwood is now the Warlock; has Rapid Growth spell; Cassius cannot transfer damage

Kromac2 – lost Primal Howl; gained Vengeful (target model Retaliatory Strike); FEAT – Kromac immediately casts Carnage without spending fury. Additionally, while in Kromac’s control range, living models in his battlegroup gain +2 STR and ARM. Bloodlust lasts for one round

Death Wolves – are Wolf Sworn and have Heart Eater

Skinwalkers – hardier than Tharn; 8 damage boxes; Hyper Regeneration (d3 heal)

Warpwolf Stalker – Lightning Strike RNG SELF; can be used after attacking

Wurmwood, the Druids of Orboros, and the Sentry Stone have Prowl

Wolds – cheaper and have Mend (remove 1 damage point during Control Phase from this model)

Woldwrath – Sacred Ward

Kaya1 – STR6; FEAT more streamlined

Kaya2 – lost Alpha; Dog Pile RNG12; Shadow Pack is for a turn rather than an upkeep

Celestial Fulcrum can be placed

Baldur is still the only warlock who can “heal” construct warbeasts

Bradigus now has Repair, enabling him to remove damage from construct warbeasts via the special rule

Sentry Stone – forest generation capabilities moved from the Mannikins to the Sentry Stone; Prowl for Sentry Stone; removed FURY cost of putting Mannikins into play but limited to one per turn; PC5; CMD6

Lord of the Feast – melee 1″; Blood Reaper traded for Thresher (cannot Bird then Thresher); PC6

Moshar – Pillar of Salt (Place a 3˝ AOE anywhere completely within the spellcaster’s control range where it does not overlap a model’s base. The AOE is an obstruction that blocks LOS and provides cover. The AOE can be targeted and charged as if it were a huge-based model. The AOE has DEF 5 and ARM 20. is automatically hit by melee attacks, and is removed from play if it suffers 1 or more damage points. The AOE remains in play for one round)

cannot get Corpse Tokens off own models

Tharn Bloodpack – lost Assault and Battery for just Assault; POW13 ranged attacks

Legion:

More troops

Less fury management (reconfirmed)

Archangel SPD7, Deceptively Mobile – advanced up to 3″ if it did not run or fail a charge; RAT6

Ensured risk management had more risk and management to it rather than just running beasts hot all the time

“No longer could a player remove massive amounts of fury with a handful of cheap solos or units.”

reconfirmed lower thresholds for more savage beasts

still a beast focused army

Shepherds – keeps condition special action and Medicate special action and force Warbeasts within their command range (Beast Master)

Forsaken – keeps Consume Fury special action which remains unchanged

Meidcate / Condition are not limited to once per turn anymore

FA3 / PC1 – unclear if for both Shepherds and Forsaken

Thaagrosh, Absylonia and Saeryn are battlegroup centire warlocks and “push their warbeasts to the limit”

Bethayne – combined arms Warlock (see card for feat – Flank for warbeasts)

Lylyth2 – better support infantry; Feat = all friendly faction models Gunfighter rather than Snipe and keeps extra attack; picked up Soothing Song; lost Shadow Pack

Units underwent “significant rebalancing”

Blighted Nyss Archers are 8/13 PC

Blight Ogrun dropped overall costs and picked up Tough (confirmed 5 boxes)

Legionnaires – 9/15 PC; heavily armored guardians

Swordsmen – 9/15 PC; hard-hitting, rapid, elite warriors

Scythean – infantry mureder machine (Murderous – grants an additional die on attack rolls on warrior models); Chain Attack: Bloodbath replaced with Thresher

Nephilim – picked up some extra rules; Bolt Thrower = Quick Work; Protecter = Guard Dog; Solider = Precision Strike; MAT7

Vayls are still largely the same (Vayl2 lost Purification and Obliteration and gained Chasten and new spell Deadly Storm (damage dealer which leaves a cloud) – cheaper than Obliteration, POW13)

Shredder lost tenacity and tenacity no longer exists (“gone the way of the Dodo”)

Affinities replaced with bonds

Carnivean-Chassis-Heavies are SPD5

Blood Creation removed from game

Zuriel has 2″ melee range

Shredders gain Adelphophagy and Flank [friendly Faction warbeast]

Scather – can move and fire it is up to an effective 19″ range

Carnivean has Spiny Growth – unyielding is Proteus only

Carnivean SPD5; RNG 1 melee; PC19

Rhyas is still ninja-elf of doom

Seraph – Apparition, Flare on ranged attack (RNG 12, AOE4), still has Slipstream (full on support piece)

Neraph gained Sprint – 12PC

Blight Wasps – DEF13, lost annoyance

Blightbringer – remained mostly the same with new PC

Warspears still have Prey, PC 9/15; UA PC 5

Thag1 – feat no longer can bring back huge based models; Thag2 – little change

Abby1 – feat changed so she does not require to take damage to heal beasts

Abby2 – gained reposition [5]; Teleport replaced by Hex Bolt (RNG 6, POW13, model hit cannot make special attacks, special actions or power attacks for a round)

Saeryn1 – feat grants friendly faction models +3ARM and battlegroup gains retaliatory strike; Blight bringer spell – Cost 4, AOE5, POW12 (AOE remains in play for one round, prevents enemy non-warcaster/warlock models from spending focus, channeling or being forced

Swordsman – higher SPD, DEF than Legionnaries; RNG 1 melee; weapon master; still SPD6; UA grants Overtake and Cleave

Legionnaires – higher ARM, lower MAT and P+S, RNG 2 melee, CMA, Vengeance

Succubus – free upkeep; three Magic Abilities – Blizzard, Hex Bolt and Influence

Bethayne – more support focused; Flesh Meld with Belphagore; lost Carnivore for Invocation of Blood (+2 SPD / STR / DEF / ARM) while Melded or make a full advance towards Belphagore if unmelded; swapped Gallows for Venom, kept Ashen Veil (called Cloak of Ash), swapped Eruption of Spines for Disintegration (Cost 3, RNG 10, POW 13, model hit suffers -2 ARM and RFPs)

Belphagore kept Despoiler, gained SP6 Acidic Breath causing corrosion; no longer immune to cold / electricity

Two Soldiers for cost of one Scythean; Solider + Protector = cost of Carnivean

Raek – animus is Still as Death (Cost 1, RNG SELF = countercharge); gained Extended Control Range; kept DEF15; PC 8; Stealth, Bounding Leap, Tail RNG1

Strider Deathstalkers – snipers, snap fire, RAT8, Marksmen

Angelius / Seraph / Neraph – SPD7

Scythean / Ravagore – gained bite initial attack

Ravagore – animus Recoil (cost 1; SELF; grants Swift Hunter); blight blast – RNG14; ROF1; AOE4; POW14; fire, arcing fire, scather

Minions:

Pacts are gone – likely to be replaced by theme forces (beasts are still restricted to similar warlocks)

Wrastler has Rage

Swamp Horror’s elasticity – target friendly faction mode’s melee weapons become RNG 2 for one turn

Arkadius can provide one of his own warbeasts Raw Adrenaline – if Warbeast is damaged by this weapon, all attack and damage rolls from its next attack this turn are boosted

Wrong Eye gets starcrossed and Influence

Farrow Warlord now provides Prey

Razorback Crew – Brutal Damage; gained reposition 3″; 4″ advance; RNG14; POW14; RAT4; no dig in

Sturm and Drang – each mind now also confers a field-marshal-esque ability to the warbeasts in the battlegroup called Mental Domination – Sturm (Shield Guard); Drang (Overtake)

Raluk – Drive Assault; Repair D6 (any friendly construct); 4PC

Farrow Slaughterhousers / Commandos are FA3; Slaughterhousers MAT7

War Hog – SPD5; melee 1″; Aggression Dial – +2SPD and damages at end of activation

Gun Boar – Big Gun picked up High Explosive (POW 10 blasts)

Targ – can attached to Warlock; Ancillary Attack

Wrastler – lost Rise animus (passive ability now); gained Rage animus

Still have buff/de-buff spells

Croak Hunter – kept all previous abilities; traded Hunter for Quick Work; PC4

Hutchuck is virtually unchanged; 8 boxes still; 6 PC

Midas can still use Bone Swarms

Croak Raiders – lost Vitirol; lost 1 ARM; PC 10/17

Blindwater – Rite of Power – COST1; melee RNG 1″; lost empathetic transference; gained eyeless sight; PC12

Lord Carver – Veteran Leader [Farrow Warrior] (+1 attack rolls in CMD)

Sacral Vault – gained 2 damage boxes; lost Soul Sacrifice; PC18

Saxon Orrick – lost Take Down; gained Tough; Reposition 3; Reconnaissance 7″; PC4

Atlen Ashley – gained Grevious Wounds; replaced Swift Hunter with Reposition 3″; Monster Hunter D3+3 (instead of D6); PC5

Brun – FURY4; 1″ melee RNG; gained Frost Hammer; lose Lifebond; Flank [Lug]

Lug – MAT7; PS16; 1″ melee RNG; lost Flank and old bond; gained Countercharge; Return; Hyperaggressive; kept Pathfinder and Immunity Cold

Bone Grinders – still have Craft Talisman; picked up Dismember and Tough; lost everything else; two attack types on melee – Grievous Wounds and Inflict Pain; PC 5/8

Splatter Boar – Psychoactive Gas now says that living warbeasts hit by the AOE gain 1 fury point unless they are immune to gas effects; fair number of other changes as well to both him and the Battle Boar

Bone Swarm – 1″ melee; PC7

Feralgesit – takes over dead beasts; PC2; magical claws with P+S9 with Critical Paralysis

Swamp Gobbers – PC2

Chef – 1 PC

Totem Hunter – can see through forests (Tracker); PC6; FA1; has Buckler rule

Maelok – Field Marshal [Undead]; Mortality

Rorsh & Brine – PC15; Rorsh lost Dig In, gained Tough, Feign Death; Souie works a bit different now, its a *action that says if Brine isn’t in Rorsh’s control range when he performs the action Brine can make a full advance towards him. Still has dynamite tricks; Brine lost Pig Headed and Bond but gained Retaliatory Strike, Extended Control Range, 1″ melee RNG

Bog Trogs Ambushers – FA2; PC 10/16; can AD or Ambush; kept everything else; melee weapons gained Pull

Maximus – unchanged; PC4

Shamblers – FA2

Skorne:

Agonsiers are lesser warbeasts

Immortals have soul vessel and give souls

eMorguhl’s Feat – Enemy models currently in Morghoul’s control range and LOS suffer Blind for one round. (A model suffering Blind cannot make ranged or magic attacks, suffers –4 MAT and DEF, and cannot run, charge, or make slam or trample power attacks. It must forfeit either its Normal Movement or Combat Action during its next activation. Blind can be shaken)

Venator Flayer Cannon – ROF D3; gains hot if Grunt B2b with gunner; POW13; RNG12

Bronzeback Titan – 1″ melee range; DEF10, Fury 4; Leadership – friendly non-Bronzeback Titans end activation in CMD range; remove 1 Fury from that Titan

Cannoneer, Gladiator (still Fury 4 and has Rush – target friendly faction warbeast; PC 14) and Sentry (MAT6) all retained distinct roles; DEF10

PC 14) Cannoneer – 4″ AOE; Farstrike animus (self Snipe); Fury 3; POW15; effective aim range of 16″

Molik Karn – 20 points; side step only as part of bond with Makeda in control range; MAT7; P+S13; weapon master; 2″ range; combo strike

Basilisk Krea – animus – Force Aura; within 3″ friendly models gain Force Barrier (+2 DEF against ranged attack rolls and do not suffer blast damage)

Razor Worm / Rhinodon – spiny growth animus (now SELF only)

Pain Giver Beast Handlers – 2″ melee; anatomical precision; three special actions to influence beasts; Condition (remove/add 1 fury point); Enrage (+2 STR); Medicate (B2B D6 heal)

Cataphracts – 5 damage boxes; DEF 11 (Arcuarii 11/17; Cetari 13/20; Incindarii 12/18)

Praetorians remain little changed

Tyrant Commander / Standard – 8 damage boxes; little changed

Venator Slingers – menu of alchemical attacks; pair of acidic attacks and Flare

Ancestral Guardians / Immortals generate soul tokens

Paingiver Task Master – similar to previous incarnation; propel Minions who serve Skorne to high levels of brutality; PC3

Mortitheurge Willbreaker – no more Ancillary Attack (very few models left in the game do); Flesh-Hardening – (CMD RNG – Target friendly Faction living warrior model/unit. If the model/unit is in range, continuous effects on it immediately expire and it gains Tough for one round); maintains Influence

Aptimus Marketh, who now has a Magical Ability score of 7 for the spells he casts via Spellslave

Morghoul 1, for example, remained focused on manipulating the warbeasts in his battlegroup as well as maintaining his unique combat style

Morghoul 2 came to the fore as an unparalleled assassin, even regaining his old Blackout feat, which inflicts Blind on enemy models throughout his control range

Makeda 1 – combined arms master, keeping Carnage but trading her other spells for Quicken, Subjugation of Will (CTRL RNG upkeep -grants shield Guard to warbeasts in battle group, and The Lash (3″ AOE which reduces warbeast THR by 2 for the round)

Makeda 2 – has an even more defining version of Stay Death (no longer once per turn); traded Engine of Destruction for Storm Rager (Target friendly Faction warrior model gains +2 STR, MAT, and ARM and cannot be targeted by combined ranged attacks or combined melee attacks); lost Road to War – gained Dash

lost Road to War – gained Dash Makeda 3, traded Sun Hammer for Hand of Death (grants a target Faction model Grievous Wounds and Overtake)

Nihilators are basically unchanged. PC 9/15, Tough and Berserk

Swordsmen – 1″ melee; PC 8/13 – generate souls

Bloodrunners – lose Shadowplay for Apparition and reposition 3

VOID WALK – ONCE PER TURN; card will be errata’d

Marketh did not pick up another spell

Desert Hydra gains a few damage boxes and was recosted

Tiberion picked up a bond with Xerxis that grants him Overtake

Despoiler can make one Void Spirit pert round when a living enemy warrior model is boxed while within 5˝ of it if bonded to Mordikaar

Karax SPD6

Aradus Solider – gained chain weapon on claws

Aradus Sentinel RNG 11

Animantarax – cavalry rules; Cantankerous – damaged by attack gains a rage token (up to 3 total); each token = +1 SPD; can spend tokens for additional melee attacks or to boost melee attack / damage rolls; can be targeted by Medicate (living model)

Rhadeim – traded Veteran Leader for a Leadership that grants Dodge to the Ferox

Hexeris 2 – Field Marshal: Channeler(only one with a Field Marshal)

Hexeris 1 – traded Life Drinker for Blood Boon and lost Psychic Vampire and Soulfire, gained Influence and Spirit Leech (RNG 10, POW 13 attack spell – When this spell hits an enemy model with 1 or more focus or fury points on it, that model loses 1 focus or fury point and the spellcaster gains 1 fury point)

Xerxis 1 – lost Fury and Inhospitable Ground, picked up Rift and Tactical Supremacy, Stir the Blood (RNG 5 – Target friendly Faction warrior model/unit gains +2 to its first melee attack damage roll this turn)

Mammoth – RNG 12, ROF to d3+1, AOE 3

Trollbloods: