Skills

Header one

**ACCELERATE**

**Looper / 10 / Line of Sight**

The target receives +2 Move for the rest of the game. Multiple castings of Accelerate on the same target have no effect.

**ANIMATE SPRAYCAN**

**Grapher / 10 / Strain 1/ Line of Sight**

The target is attacked by a sharp animated quill. Although the quill does no

damage, it is highly irritating and extremely distracting. While under attack, the

target suffers -1 Move, -2 Fight, -4 Shoot, and -2 to all Casting Rolls. Whenever

the target is activated, it may make a Will Roll with a Target Number equal to

the Casting Roll – if successful, the quill is caught and destroyed. Multiple

castings of Furious Quill against the same target have no effect.

**ADRENALINE SURGE**

**Activation: 12 / Strain: 2 / Self Only**

This figure immediately gains an additional action during this activation, and an additional

action in their next activation as well.

**AMMO SPIKE**

**Activation: 8 / Strain: 1 / Self Only**

The next time this figure makes a Shooting attack with a carbine, pistol, or shotgun, the

shot does +3 Damage. This is cumulative with other damage modifiers for the weapon. For

example, the total modifier would +4 in the case of a shotgun (+3 from Power Spike and

+1 from the Shotgun).

**ANTIGRAVITY**

**Activation: 10 / Strain: 0 / Line of Sight**

The target figure gains the Levitate attribute (page 156) for the rest of the game.

**ARMOUR PLATES**

**Activation: 10 / Strain: 2 / Self Only or Out of Game (B)**

The figure gains +2 Armour. This power may not be used if the figure is already wearing

combat armour. This power can be used Out of Game (B), in which case the activating

figure starts the game at -2 Damage to represent the Strain.

**ARMOURY**

**Activation: 10 / Strain: 0 / Out of Game (B)**

The crew can field one suit of combat armour without having to pay is normal upkeep

cost. Alternatively, one standard (not Advanced Technology) pistol, carbine, or shotgun

may be given a +1 Damage modifier for the next game only.

**BAIT AND SWITCH**

**Activation: 12 / Strain: 2 / Line of Sight**

This power may only be used against a soldier carrying a loot token. That figure must make

an immediate Will Roll (TN14). If failed, the figure immediately drops the loot token and

the activator may move it up to 4” in any direction.

**BANISH**

**CHAPLAIN / 10 / Line of Sight**

All demons and undead within line of sight of the spellcaster must pass an immediate Will

Roll with a Target Number equal to the Casting Roll. If a figure fails the roll and

its current Will is +4 or less, it is immediately reduced to 0 Health and removed

from the table. If its current Will is +5 or higher, it suffers damage equal to three

times the amount by which it failed the Will Roll.

**BREAK LOCK**

**Activation: 12 / Strain: 1 / Line of Sight**

Immediately unlocks one physical-loot counter.

**BEAUTY**

Virtua / 10 / Self Only

This power causes anyone who looks on the figure to see a paragon of beauty.

Any member of an opposing gang must make a Will Roll with a Target

Number equal to the Casting Roll if they wish to do any of the following: move

into combat with the spellcaster, make a shooting attack that could potentially

hit the spellcaster (including shooting attacks generated by spells), or cast any

spell that targets the spellcaster.Figures may empower this Will Roll in the

same way they would to resist a spell. A figure may only attempt such a Will Roll

once per turn. This spell has no effect on creatures (anything found in Chapter

Six: Bestiary, page 176) or war hounds.114

**BLACK TENTACLES**

**Vampire / 10 / Line of Sight**

A otherworldly nether tenatcles reach out of the ground and grabs the target’s ankle. The figure

may not take any move actions until it escapes. Any form of magic movement,

except the Leap spell, allows a figure to escape the hand; otherwise, the only way

to escape is to fight the hand, which has Fight +0, Health 1. If the tentacles take one

point of damage, they vanishes, and the target is free. Other figures in base contact

may attack the hand or give a support bonus. If the tentacles wins the fight, it does

damage as normal. This spell may only be cast against a target that is standing on

the ground. Large creatures are unaffected by this spell. The maximum range for

this spell is 18”.

**BLINDING LIGHT**

**Chaplain/ 8 / Line of Sight**

The target must make an immediate Will Roll with a Target Number equal to

the Casting Roll. If it fails, it may not attack, shoot, or cast Line of Sight spells.

Its Fight stat is reduced to +0 and its Move to 1. At the end of each turn, the

figure may attempt another Will Roll with the same Target Number. If successful,

the spell is cancelled.

**BLINK**

**Nomad / 12 / Line of Sight**

This spell may target any figure within 12”. Move that figure 4” in a random

direction. A figure may make a Will Roll with a Target Number equal to the

Casting Roll in order to resist this spell. If successful, the figure does not move.

Uncontrolled creatures will always attempt this Will Roll.

**BLOOD BULLET**

**Vampire/ 10 / Strain 1/ Line of Sight**

This spell fires a small, sharp shard of bone. The spellcaster makes a +5 shooting

attack against any figure within line of sight and 12”. On hit the target tests will. (AT:15) if they fail you gain 2 life.

**BLOODRAGE INSTALL**

**Cultist / 12 / Line of Sight**

This spell may only be cast on a permanent or temporary member of the

spellcaster’s own warband, except the wizard, apprentice, or demons. The target

is possessed by a demon and gains +2 Fight, +1 Armour, and -2 Will and counts

as a demon (i.e. it will be affected by Banish, Control Demon, Circle of Protection,

etc.). This figure may not be part of a group activation. If removed from the game

for any reason (such as being hit by a Banish spell), check for the character’s

survival as normal. A spellcaster may only have one Possess spell active at a time.

**BRIBE**

**Activation: 14 / Strain: 0 / Out of Game (B)**

If successful, place one bribe token next to the table and make your opponent aware of it.

At any point of the game, when your opponent declares that a soldier (not a captain or first

mate) is making a Shooting attack, but before the dice are rolled, you may play your bribe

token. The Shooting attack automatically misses, and no dice are rolled. No crew may use

more than one bribe token in any game.

**BRIDGE**

Trencher / 10 / Line of Sight

The figure uses a hand printer to create a temporary bridge,

ramp, or staircase. Place a bridge 6” long and 2” wide anywhere that is completely

in the line of sight of the spellcaster. The bridge has no appreciable thickness and

is essentially two-dimensional. The ends of this bridge do not have to be on the

same horizontal plane, nor do the ends of the bridge need to be anchored on

terrain, they may float in the air. Figures may move along this bridge at their

normal movement rate, even when essentially climbing. Each figure may

only have one bridge in play at any time. Whenever the figure activates, they

may cancel this spell as a free action. Otherwise roll a die at the end of every

turn: on a 1–2 the bridge vanishes. Figures on the bridge when it vanishes will

fall to the ground.

**CAMOFLAUGE**

**Activation: 10 / Strain: 2 / Self Only**

No figure may draw line of sight to this figure if it is more than 12” away. In addition, it

gains +2 Fight when rolling against Shooting attacks from pistol, carbine, shotgun, or

rapid-fire attacks. This power is cancelled if the figure becomes stunned.

**CANCEL POWER**

**Activation: 12 / Strain: 1 / Line of Sight or Touch**

If cast at range Line of Sight, Immediately cancels all effects of one ongoing Line of Sight power. Else, cancel one power that is not a summoned figure or effect.

**CAUSAL SHATTER**

**Nomad/ 12 / Strain 2 / Line of Sight**

The spellcaster creates a small tear in the fabric of the universe. This rift is

painful to humans and creatures, but lethal to demons. The spellcaster selects a

target point. All figures within 3” of that point must make a Will Roll with a

Target Number equal to the Casting Roll or suffer 2 points of damage. Daemons, Undead and Summoned Creatures

that fail the Will Roll take damage equal to the Casting Roll.

**CHRONO STUTTER**

**Looper / 8 / Line of Sight**

This spell may only be cast on a member of the spellcaster’s warband or an

uncontrolled creature. This figure will activate at the end of the current phase

instead of in its normal phase. For example, if an apprentice casts this spell on an

uncontrolled creature, the creature will activate at the end of that player’s

Apprentice phase instead of the Creature phase. Spellcasters may not cast this

spell on themselves, nor on a figure that has already activated in the current turn.

**CICADA**

**Cultist / 10 / Line of Sight**

The target figure is attacked by a cloud of stinging or biting insects that irritate

and distract. The cloud of insects has a 1” radius centred on, and moving with,

the target figure. It affects all figures, including the target figure, fully or partially

within this radius. While being pestered by the insects, a figure has -4 Fight and

-4 Shoot (to a minimum of +0) and -2 to Casting Rolls. After this figure activates

each turn, it may make a Will Roll with a Target Number equal to the Casting

Roll. If successful, the spell is cancelled. Other figures within the radius may

simply move away to escape. A figure may only ever be affected by one Plague

of Insects spell at a time, whether as a target or by virtue of being within the 1”

radius. Large creatures, undead, and constructs are immune to this spell.

**COGNITOHAZARD TAG**

**Grapher / 14 / Strain 1/ Area Effect**

This spell draws a bright rune of power in the sky. The spellcaster may choose

one spell for the cognito hazard to affect. All rolls to attempt to cast that particular

spell are at -3 for the rest of the game. A spellcaster may only have one Draining

Word spell in effect at a time. Only one Draining Word can be active for each

specific target spell at one time

**COMMAND**

**Activation: 10 / Strain: 0 / Line of Sight**

Select one member of the crew that is in line of sight. That figure now activates in the

current player’s phase this turn. This power may not be used on a figure that has already

activated in this turn.

**COMBAT AWARENESS**

Precog / 12 / Touch

This spell gives the target a magic insight into the moves their opponent will

attempt in a fight. It grants the target +1 Fight, +1 Shooting and +1 Armour for the remainder

of the game. Multiple castings of this spell on the same target have no effect.

**CONCEALED FIREARM**

**Activation: 10 / Strain: 1 / Self Only**

This power may only be used while a figure is in combat. The figure may make one +5

Shooting attack against any other figure in the combat. Do not randomize the target of the

attack, even if there are multiple figures in the combat. If this attack damages the target, it

is automatically pushed back 1” and stunned, even if the attack did less than 4 Damage.

**CONTROL XENO**

**Activation: 10 / Strain: 1 / Line of Sight**

This power may only be used against uncontrolled animals. The target animal must make

an immediate Will Roll (TN16) or become a temporary member of the same crew as the

activator. Each figure with this power may only have one animal under control at any time.

They may cancel this power at any time as a free action.

**CONTROL HERETEK**

**VOUDOUN / 10 / Strain 1/ Line of Sight**

The target daemon, or undead must make an immediate Will Roll with a Target Number

equal to the Casting Roll. If it fails, it becomes a temporary member of the

spellcaster’s warband. This control lasts for the rest of the game or until the spell

is cancelled. The spellcaster may spend an action to cancel this spell. A spellcaster

may only control one target at a time.

**COOK**

**Scientist/ 12 / Out of Game (B)**

The figure creates one Lesser Potion of their choice (page 86) that may be

sold, stored in the Gang’s vault, or given to a member of the gang. A Star

(and only a Star) may use this spell to create a Greater Potion (page 87). First,

they must declare what potion they are attempting to brew and pay the listed

ingredients cost. The figure should then roll to cast Brew Potion with a -4 to the

Casting Roll. If successful, the potion is created and can be immediately assigned

to a figure in the warband, sold, or stored in the wizard’s vault. If unsuccessful,

the potion is not created and the money spent on ingredients is lost.

**COORDINATED FIRE**

**Activation: 10 / Strain: 0 / Line of Sight**

The target member of the crew receives +1 Shoot for the duration of the game. This may

not take a figure above +5 Shoot. A figure may only benefit from one Coordinated Fire

Power at a time.

**CREATE ROBOT**

**Activation: 14 / Strain: 0 / Out of Game (A)**

The player may immediately add one robot soldier to their crew for no cost. This soldier

can be of any type except Armoured Trooper, but the crew is still subject to the normal

limitation on soldiers and specialist soldiers. A figure

must declare the size of construct they are attempting to animate (small, medium

or large – page 183) before rolling to cast the spell. The larger the construct, the

harder it is to animate, so the following modifiers are applied to the Casting Roll:

Small -0, Medium -3, Large -6. There is no limit to the number of constructs in

a warband other than the normal limits for soldiers. Large constructs count as

specialist soldiers, the others as standard soldiers.

**CRUMBLE**

**Looper / 10 / Line of Sight**

This spell can only target inanimate structures such as buildings and walls. The

spellcaster rapidly speeds up the passing of time in a small area of the structure,

causing it to collapse. This can create a doorway-sized hole through any wall,

which should be indicated on the table somehow. The spell can also be used to

collapse a section of floor beneath a figure standing on a level above the ground.

In this case, the figure about to be affected must pass a Move Roll (TN22) or fall

to the next level down and taking damage appropriately. If this spell is cast on a

wall created by the Wall spell, the wall is completely destroyed. If it is cast on

terrain holding a Wizard Eye, the Wizard Eye is cancelled.

**DAEMONOID**

**Summoner / 10 / Line of Sight**

The spellcaster places an imp (page 184) on the table anywhere within the

spellcaster’s line of sight, but no closer than 3” to any other figure. The imp

follows the normal rules for uncontrolled creatures and will activate in the next

Creature phase. If the spellcaster casts this spell a second time, the first imp

immediately vanishes.

**DARK ENERGY**

**Activation: 10 / Strain: 1 / Line of Sight / Armour Interference**

The figure makes a +5 Shooting attack against any target within 12”. This attack ignores

any armour worn by a figure (so subtract a figure’s armour modifier from their armour).

Increase this attack to +7 against robots. If this attack targets a figure in combat, do not

randomize the target, it can only hit the intended target.

**DATA JUMP**

**Activation: 10 / Strain: 1 / Line of Sight**

This power may only target a member of the same warband that is carrying a data-loot token.

The player may immediately move the data-loot token carried by that figure to another member

of the crew, provided both are in line of sight of the activator and within 8” of one another.

**DATA KNOCK**

**Activation: 12 / Strain: 1 / Line of Sight**

Immediately unlocks one data-loot counter.

**DATA SKIP**

**Activation: 12 / Strain: 2 / Line of Sight**

This power targets an unlocked data-loot token or a figure carrying such a token that is

within 12”. If the token is not being carried, the activator may move the data-loot token

4” in any direction. If a figure is carrying the token, then that figure must make a Will Roll

(TN16). If failed, the activator may move the data-loot token up to 4” in any direction.

Either way, the token remains unlocked.

**DESTROY WEAPON**

**Activation: 12 / Strain: 2 / Line of Sight / Armour Interference**

This power may be used against any figure within 12”. The activator may choose one

weapon carried by that figure to be destroyed, except indestructible weapons. This weapon

is replaced for free after the game.

**DECAY**

**Looper / 12 / Line of Sight**

The spellcaster selects and attacks a target’s weapon, causing it to decay and fall

apart, rendering it useless for the rest of the game. This spell has no effect on

magic weapons (even those only temporarily enchanted). This spell has no effect

on creatures (unless they are specifically identified as being equipped with a

weapon from the General Arms and Armour List).

**DESTRUCTIVE SPHERE**

**Shaper / 12 / Area Effect**

Every figure within 3” of the spellcaster (but not counting the spellcaster) suffers

a +5 elemental magic attack.

**DRONE**

**Activation: 10 / Strain: 1 / Touch**

Place a drone next to the activator (see Chapter Six: Bestiary, page 144). This drone counts

as a temporary member of the crew, and may activate and move as normal. For the rest of the

game, the figure may draw line of sight from the drone, instead of the figure, when using a

power. This includes using Touch powers. A figure may only have one active drone at a time.

**ELECTRO MAGNETIC PULSE**

**Activation: 10 / Strain: 1 / Line of Sight**

If targeted against a robot, that robot must make an immediate Will Roll (TN18). If it

fails, it receives no actions the next time it activates. If targeted against a non-robot figure,

all firearms carried by that figure immediately jam as though they had rolled a 1 on a

Shooting attack. Additionally, the weapon suffers a -1 Damage modifier for the rest of the

game. A weapon can be jammed in multiple turns through the use of this power, but the

Damage modifier only applies the first time.

**EMPATHIC SHIELD**

**Activation: 10 / Strain: 2 / Line of Sight / Armour Interference**

The target figure is surrounded by psychic energy. The next time it is hit with a Shooting

attack that causes Damage of any amount, halve that Damage (rounding down), and then

the power is cancelled. It this figure is ever in combat, this power is immediately cancelled.

If the figure also has an active Energy Shield, deduct then 3 points of Damage for it first,

then halve the remaining for the Psychic Shield.

**ENERGY BALL**

**Shaper / 12 / Line of Sight**

The spellcaster selects an enemy figure within 16” and line of sight and hurls a

ball of destructive elemental energy at it. The target and every figure within 1”

and line of sight of the target immediately suffers a +5 elemental magic shooting

attack. Roll this shooting attack separately for each figure. Treat the target figure

as the origin of the attack for the purposes of determining cover or intervening

terrain for all other figures suffering the attack. This spell may not target an

enemy figure that is even partially obscured by another figure.

**ENERGY BOLT**

**Shaper / 12 / Line of Sight**

The spellcaster makes a +7 elemental magic shooting attack against a target

figure within 16” and line of sight.

**ENERGY HAMMER**

**Shaper / 10 / Line of Sight**

This spell is cast upon a weapon. The next time the figure wielding this weapon

wins a round of combat and does at least 1 point of damage, this weapon inflicts

an additional 5 points of elemental magic damage. If cast on a normal weapon,

which is then used against a creature that is Immune to Normal Weapons, this

weapon will only deal the 5 points of elemental magic damage. If cast on a bow

or crossbow the spell only applies to the next attack.

**ENERGY SHIELD**

**Activation: 10 / Strain: 0 / Self Only**

A small energy shield forms around the user. This shield absorbs the next 3 points of

Damage from any Shooting attack that would injure the activator. Once 3 points of

Damage have been absorbed, the power is cancelled.

**EVOKE DAEMON**

**VOUDOUN / 12 / Touch**

Immediately place a demon on the table within 1” of the spellcaster. It may not

be placed straight into combat. This demon is considered to be under the effects

of a Control Demon spell by the same spellcaster, and thus this spell may not be

cast if the spellcaster is already controlling a demon. The type of demon

summoned depends on the amount by which the spellcaster succeeded on their

Casting Roll: 0–5 imp (page 184), 6–12 minor demon (page 185), 13+ major

demon (page 185). If a spellcaster rolls a 1 while attempting to cast this spell,

they summon an uncontrolled demon and must place this demon in combat with

the spellcaster. Roll a die to determine the type of demon 1–10 imp, 11–17

minor demon, 18+ major demon. A spellcaster cannot empower a roll of 1 when

casting this spell but there is otherwise no limit on empowering this spell. It may

be empowered above

**EXPLOSIVE TAG**

**Grapher / 10 / Line of Sight**

The spellcaster draws a bright, glowing rune of power on the ground or a wall

anywhere within 4” and line of sight. A marker should be placed on the table to

represent the rune. If any character or creature that was not part of the

spellcaster’s warband at the start of the game moves within 1” of the rune, it

explodes, and every figure, friend or foe, within 2” suffers an immediate +5 magic

attack. Note that if the rune is placed within 1” of a figure, it does not explode

immediately – that figure must move to set it off. A spellcaster may have up to

three such runes in play at any time. At the end of any turn, they may choose to

cancel any or all their runes. If the spellcaster that placed a rune is no longer on

the table, roll a die for each rune at the end of each turn: on an 11+ the rune

vanishes.

**FAMILIAR**

**Voudoun / 10 / Out of Game (B)**

The spellcaster gains a familiar, which can take the form of any small creature. It

is not depicted on the table, unless the player wants to include it on the spellcaster

figure. A spellcaster with a familiar gains +2 Health (write as a split stat). If the

spellcaster is ever reduced to 1 Health or less, the familiar is destroyed. At the

start of the next game, the spellcaster reverts to their normal Health, unless

another Familiar spell is successfully cast.

**FLING**

**Activation: 8 / Strain: 1 / Self Only or Touch**

This power can be used in two ways. The activator may use it while standing within 1” of

a member of their crew, in which case they may immediately move that crewmember 6”

in any direction, including up. However, the figure that was moved is immediately stunned.

Alternatively, it can be used while in combat against a specific enemy figure. The target

figure must make an immediate Fight Roll (TN16). If it fails, the activator may move the

target figure up to 6” in any horizontal direction. The figure takes no Damage (unless there

is another reason it would, such as falling), but is stunned. This power may not be used on

any figure that has the Large attribute.

**FOOL’S GOLD**

**Virtua / 10 / Line of Sight**

This spell may only be cast on a figure carrying a treasure token. That figure must

make an immediate Will Roll with a Target Number equal to the Casting Roll.

If it fails, the spellcaster may take the treasure token from the figure and move

it up to 4” in any direction, provided the final spot is within line of sight of the

spellcaster.124

**FORGE**

**Tekker / 14 / Out of Game (A)**

This spell causes any one Enchant Armour or Enchant Weapon spell that is still

active at the end of a game to become permanent, and the weapon or armour in

question to become a magic weapon or armour. The newly created magic weapon

or armour takes up an item slot as normal.

**FORTUNE**

**Activation: 12 / Strain: 0 / Self Only**

Place a fortune token either next to the figure or on your crew sheet next to the figure’s

entry. At any point the player may discard this token to reroll a Combat Roll, Shooting

Roll, or Stat Roll made by that figure. If used, the figure must take the result of the reroll,

they cannot choose to take the original roll. No figure may have more than one fortune

token at one time.

**GAMBIT'S GRENADE**

**Trencher / 10 / Line of Sight**

The spellcaster takes an object, commonly a simple rock, imbues it with magic

energy and throws it at their target, whereupon it explodes into hundreds of

fragments. The spellcaster picks a target point within 14”. Every figure, including

allies, within 1.5” of that point immediately suffers a +3 magic shooting attack.

Use the target point as the origin of the attack for working out line of sight and

cover.

**GENE SPLICE**

**Activation: 10 / Strain: 0 / Self Only or Out of Game (B)**

The activator gains one of the following traits of its choice: Amphibious, Burrowing,

Expert Climber, Immune to Critical Hits, Immune to Toxins, or Never Wounded. It may

only gain one of these traits at a time, but can change the attribute from one to another

with an additional use of the power.

**GIRD**

**Chaplain / 10 / Line of Sight**

The target receives +2 Armour for the rest of the game. The maximum armour

rule still applies (see page 36). Multiple castings of Shield on the same target

have no effect.

**GLOW**

**Virtua / 10 / Line of Sight**

A brightly glowing light surrounds the target figure. For the rest of the game, all

shooting attacks against this figure from any source are at +3. Multiple castings

of Glow on the same target have no effect.

**HAGGLE**

**Activation: 10 / Strain: 0 / Out of Game (A)**

This power may be used whenever the crew sells anything. The crew receives 20% more than

the usual selling price. This power may only be used on the sale of one item after each game. 16+ receive 40% more. 20 100% more.

**HACK ROBOT**

**Activation: 10 / Strain: 1 / Line of Sight**

Select one robot in line of sight. That robot must make an immediate Will Roll (TN15).

If it succeeds, nothing happens. If it fails, it immediately joins the crew of activator as a

temporary member. The controlled robot may make a new Will Roll (TN15) after each of

its activations. If it succeeds this power is canceled and the robot immediately reverts to its

previous allegiance. A figure with this power may only have one robot under control at any

time. They may cancel this power at any time as a free action.

**HEAL**

**Activation: 10 / Strain: 0 / Line of Sight**

This power restores up to 5 points of lost Health to a target figure within 6”. This power

cannot take a figure above its starting Health. This power has no effect on robots. (Armour

Interference).

**HEART BLADE**

**Activation: 10 / Strain: 0 / Self Only**

A figure must be carrying a hand weapon in order to use this power. This hand weapon

becomes indestructible and does +2 Damage. In addition, the figure receives +3 Fight

whenever they are rolling against a Shooting attack generated by a pistol, carbine,

rapid-fire, or shotgun. This bonus does not stack with cover; the player should use

whichever modifier is greater. If this figure ever becomes stunned, this power is immediately

cancelled. A figure with an active void blade cannot use any weapon that takes up more

than 1 gear slot.

**HOLOGRAPHIC WALL**

**Activation: 10 / Strain: 1 / Line of Sight**

Creates a holographic wall 6” long and 3” high. No line of sight may be drawn through

this wall. Figures may move through the wall as though it is not there. At the end of each

turn, after the turn in which the wall is placed, roll a die. On a 1–4 the holograph fails,

and the wall is removed.

**INSOLATE**

**Celeb / 14 / Strain 0 / Line of Sight / Armor Interference**

The organic target makes an opposed will roll. The difference is dealt as damage, ignoring armor and makes all rolls at 1 penalty on their next activation.

**KILL CONFIRM**

Activation: 9 / Strain 0 / Out of Combat

Designate one figure in an enemy gang. If a soilder, gain 30c after battle. If a specialist soilder, 50c. If a understudy, 75c, if a Star 100c if slain.

If you are felled in combat by an enemy gang who you have a bounty on they can turn you in for 100c.

**LAUNCH**

**Activation: 10 / Strain: 0 / Line of Sight / Armour Interference**

Immediately move one member of the same crew that is in line of sight 10” in any direction, (half if it is carrying physical loot)

including vertically. If this leaves the figure hanging above the ground, it immediately

drops to the ground, but takes no Damage. The figure that is moved cannot take any

additional actions this turn, though may have taken actions previously this turn. This may

not move a figure off the table.

**LIFE LEECH**

**Activation: 10 / Strain: 0 / Line of Sight / Armour Interference**

The target must make an immediately Will Roll (TN15). If failed the target loses 3 Health

and the figure using the power regains 3 Health. This may not take a figure above its

starting Health. This power cannot be used against robots. A figure may use this power on

a member of their own crew, but if so, that figure is immediately removed from the crew

sheet and counts as an uncontrolled figure for the rest of the game.

**LOGO**

**Grapher / 14 / Area Effect**

This spell draws a bright rune of power in the sky. The spellcaster may pick one

spell for the Power Word to affect. All rolls to cast that particular spell are at +3

for every spellcaster for the rest of the game. A spellcaster may only have one

Power Word spell in effect at a time. Only one Power Word can be active for each

specific target spell at one time.

**MIND CONTROL**

**Psyker/ 12 / Line of Sight**

The target figure must make an immediate Will Roll with a Target Number equal

to the Casting Roll. If it fails, the target temporarily joins the spellcaster’s

warband, activating as normal. After the figure activates each turn, it must make

another Will Roll with a Target Number equal to the Casting Roll. If successful,

the spell is cancelled and the figure returns to its normal allegiance. A spellcaster

may only have one active Mind Control spell at a time. A figure under Mind

Control cannot purposely take any action that causes it immediate damage (such

as falling more than 3”) but can be moved into combat and may attack an enemy

figure. A figure under Mind Control is not allowed to move off the table. A

spellcaster may cancel an active Mind Control at the end of any turn. This spell

has no effect on spellcasters but can be cast against any other figure unless they

are specifically noted to be immune to it.126

**MIND BLOCK**

**Precog / 12 / Line of Sight**

The target of this spell becomes immune to Mind Control and Suggestion spells

for the rest of the game, and any current Mind Control spells on the figure are

cancelled. The figure gains +2 Will for the rest of the game.

**MUD**

Trencher / 10 / Line of Sight

All ground within 3” of a target point becomes rough ground.

**MYSTIC TRANCE**

Activation: 8 / Strain: 0 / Out of Game (B)

If successfully activated, the figure may attempt to use one of their other powers before the

first Initiative Roll as if it was an Out of Game (B) power. No power that targets a point

on the table or an enemy figure can be used with Mystic Trance.

**MIRACLE CURE**

**Scientist/ 16 / Out of Game (A)**

Wizard only. This spell may be used in several different ways. A successful casting

of this spell will remove all permanent injuries from one figure. For example, a

wizard suffering from Lost Fingers regrows all their missing digits, regardless of

how many times they have suffered that particular injury. Or, it may be cast on

a Badly Wounded figure – if successful, the soldier is healed and may participate

in the next game with no penalty. Finally, it may be used to attempt to bring a

figure back from the dead. The figure must have died in the game just played,

and using the spell in this fashion incurs a -4 penalty to the Casting Roll. If

successful, the figure is restored to life, and may participate in the next game

with no penalty. If Miraculous Cure is cast using a scroll, it cannot be used to

resurrect the dead.

**NECROMANCY**

**Vampire/ 10 / Out of Game (B) OR Touch**

The spellcaster adds one zombie (page 193) to their warband as a temporary

member. If the spell is cast before the game, the zombie can be deployed normally.

If it is cast during a game, the zombie appears in base contact with the spellcaster.

A warband may only have one raised zombie at any one time. If the zombie is

killed or exits the table, Raise Zombie can be cast again to create another.

**OVERCHARGE BOT**

**Activation: 10 / Strain: 0 / Line of Sight**

This power allows the user to select one robot or daemon in the same crew that is within line of sight.

That figure makes an immediate +3 Shooting attack against any legal target within 12”.

This attack does not count as the figure’s activation, nor does it cost the figure an action.

**PHANTOM**

**Virtua / 12 / Out of Game (B) OR Touch**

An illusionary soldier becomes a temporary member of the warband for the next

battle (if cast Out of Game) or until the end of the game (if cast during a battle).

This soldier can be of any type found on the Soldier Tables (pages 30 and 31)

except an apothecary. This soldier cannot pick up treasure, nor can it deal

damage, but will otherwise count as a regular soldier for all other the purposes

- it may engage in combat, albeit dealing no damage if it wins (it would still have

the option to push back its opponent, however), lend support to other figures in

combat, etc. If the illusionary soldier ever suffers damage of any type, it is

removed. A warband may only have one illusionary soldier at any given time. The

player must reveal which member of their warband is the illusionary soldier.

**PHASE SHIFT**

**Nomad / 10 / Self Only**

Although the spellcaster remains in the same physical location, they move briefly

between planes of existence. For the rest of this turn, they can ignore all terrain

when moving, thus walking through walls or across chasms. They may not be the

target of any shooting attacks or spells. The spellcaster will never be considered

in combat during the turn, nor can they be attacked by any figure. They may not,

however, pick up treasure or in any way affect other figures or terrain on the

table. If they are carrying treasure, they drop it. It is incredibly draining to move

between planes of existence, so if a spellcaster attempts to cast this spell in a

second consecutive turn, they suffer a -5 modifier to their Casting Roll, -10 if

they attempt it three turns in a row, and -15 on the fourth turn and beyond.

**POWER UP**

**Activation: 10 / Strain: 0/ Line of Sight**

The target receives +2 Fight. Multiple Strength spells on the same target have no

effect.

**PREP TIME**

**Looper/ 14 / Self Only**

The spellcaster captures a fragment of their own present to save for future use.

To cast this spell, the spellcaster must be able to take two actions during their

activation. They must spend the first action casting Time Store. If successful, the

second action is lost. This spellcaster is now considered to have a stored ‘extra

action’ that they may use in a future turn. This action can only be used during

the spellcaster’s activation and can give the spellcaster three actions in one

activation.

**PRESSGANG**

**Activation: 10 / Strain: 2 / Out of Combat**

50% off Normal troops, Free with an 18+

**PULL**

**Activation: 12 / Strain: 1 / Line of Sight / Armour Interference**

The target figure must make a Will Roll (TN16). If it fails, move that figure up to 6” in

any horizontal direction. This may not move a figure over terrain more than 0.5” high. If

this moves them off terrain that is above the ground, they fall and take Damage as normal.

**PUSH**

**Grapher / 8 / Strain 1 / Line of Sight**

The target suffers an immediate +10 attack. Instead of taking damage from this

attack, the target is moved 1” directly away from the spellcaster for every point

of damage they would have taken. If this pushes the target into the edge of the

table or a piece of terrain over ½” high, they stop immediately. Other figures do

not stop (or get hit by) a pushed figure – they are assumed to step out of the way.

If this spell is cast from beneath a figure it will push them up. If the target is

pushed up or off a height, it suffers falling damage as normal. This spell can push

a figure out of combat, and as it is not a shooting attack, the target is not

randomized.

**Puppet Master**

**Activation: 12 / Strain: 2 / Touch / Armour Interference**

Choose one non-robot member of the crew that has been reduced to 0 Health during the

game. That soldier returns to the table, adjacent to the figure activating this power. The

soldier has 1 Health and counts as wounded. They are treated as a normal soldier in every

other way. Any given soldier may only be returned to the table once each game through

the use of Puppet Master.

**PYROKINESIS**

**Activation: 10 / Strain: 1 / Self Only / Armour Interference**

The activator should place two flamethrower templates as thought the figure had just made

a flamethrower attack. These templates may be touching, but may not overlap. Every figure

touching a template immediately suffers a +3 flamethrower attack (see page 57). Figures

only suffer one attack even if touching both templates.

**QUICK STEP**

**Activation: 10 / Strain: 1 / Self Only**

A figure may not make a Power Move when attempting to activate this power. The activator

may immediately move 4” in any direction, including out of combat. No figure may force

combat during this move. The activator may not end this move within 1” of an enemy

figure nor exit the table using this move. This move does not suffer any movement penalties

for terrain. If the figure fails its activation, it may make a normal Power Move.

**REVEAL SECRET**

**Precog/ 12 / Out of Game (B)**

This spell imparts knowledge on some lost treasure. Every successful casting of

this spell before a game allows the player to make two rolls for a single treasure

token (other than the central treasure, which is unaffected by this spell) after the

game and choose which one to take.

**REGENERATE**

**Activation: 8 / Strain: 0 / Self Only**

The activator regains up to 3 points of lost Health.

**REMOTE VIEWING**

**Precog / 8 / Line of Sight**

This spell may be cast on any terrain feature within 12” that has a flat side, such

as most ruins. Place a token on or next to the terrain feature to represent the

Wizard Eye. For the rest of the game, the caster may choose to draw line of sight

from the Wizard Eye instead of from the figure when casting spells. The Wizard

Eye has 180-degree field of vision. A spellcaster may only maintain one Wizard

Eye at a time. If the terrain piece on which the Wizard Eye is placed is damaged

or destroyed (such as by a Crumble spell) the spell is cancelled. The spellcaster

may cancel this spell at the end of any turn.

**REPAIR ROBOT**

**Activation: 10 / Strain: 0 / Line of Sight**

This power restores up to 5 points of lost Health to a target robot within 6”. This power

cannot take a figure above its starting Health.

**REPROGRAM**

**Activation: 14 / Strain: 0 / Out of Game (B)**

Select one robot or daemon in the crew. The robot may be given one of the following enhancements:

+1 Move, +1 Fight, +1 Armour; however, it suffers -1 Will. These modifications are

permanent. No robot may be reprogrammed more than once.

**ROLL THE BONES**

**Vampire / 8 / Strain 1 / Line of Sight**

The spellcaster fills a skull with magic malice and throws it at an opponent. Place

one animated skull (page 190) within 6” of the spellcaster. It can be placed

directly into combat. This skull is an uncontrolled creature. The spellcaster may

not cast this spell again until this creature is removed from the table, but may

spend an action to cancel the spell, in which case the animated skull is

immediately removed from the table.

**REBIRTH- gotta grab this from frostgrave again**

**SCATTER SHOT**

**Activation : 12 / Strain: 0 / Area Effect**

The spellcaster makes a +0 elemental magic shooting attack against every enemy

figure (either from an opposing warband or uncontrolled creature) within 12”

and line of sight. This may include enemy figures in combat, although the normal

rules for shooting into combat are followed in this case.

**SIGHT BEYOND SIGHT**

**Precog/ 10 / Strain 0 / Self Only**

The spellcaster, and all friendly figures within 6” of the spellcaster, can see

invisible figures and are immune to the effects of the Beauty spell. Furthermore,

if an invisible figure is within 6” of the spellcaster, the Invisibility spell is cancelled.

If an Illusionary Soldier is within 6” of the spellcaster, it is immediately removed

from the table.

**SLOW**

**Looper/ 10 / Line of Sight / Armour Interference**

The target is reduced to a maximum of one action per activation (which can be

any action, it does not have to be movement). It may make an Will Roll verses

the Casting Roll at the end of each of its activations. If successful the spell is

cancelled.

**SMOKE**

**Trencher/ 8 / Line of Sight**

Place a line of fog, 6” long, 3” high, and 1” thick anywhere on the table as long as

some part of it is within line of sight of the spellcaster and all of it is within 24”.

Figures can move through the fog with no penalty, but line of sight may not be

drawn through it. At the start of each new turn, roll a die. On a result of 1–4 the

fog dissipates and is removed from the table.

**SPEED READ**

**Grapher / 12 / Strain 0 / Out of Game (A)**

Wizard only. This spell allows a wizard to absorb the knowledge from a written

work without having to read it. A wizard immediately gains 40 experience points

for casting this spell to represent the speed with which they can gain knowledge.

This experience does not count against the maximum that can be earned in one

game. This spell may only be cast after a game in which the wizard was not

reduced to 0 Health.

**STOP**

**Looper / 10 / Line of Sight / Armour Interference**

The target figure must make an immediate Will Roll with a Target Number equal

to the Casting Roll. If it fails, it receives no actions in its next activation.

Furthermore, the figure suffers -3 Fight (to a minimum of +0) and may not have

movement powers cast upon it until after it makes its next move action. Large creatures

receive +8 to their Will Roll to resist this spell.

**SUGGESTION**

**Activation: 12 / Strain: 1 / Line of Sight** **/ Armour Interference**

The target of this power must make an immediate Will Roll (TN16). If it fails, it drops

any loot it is carrying, and the activator may move the figure up to 3” in any direction,

provided this does not move the figure into combat or cause it any immediate Damage (i.e.

falling more than 3”).

**TACTICAL FORESIGHT**

**Precog / 12 / Out of Game (B)**

If this spellcaster is on the table, its warband may add +2 to its Initiative Rolls for

the purposes of determining the primary player only. This bonus stacks so, if both

the wizard and the apprentice have cast this spell and are both on the table, the

player may add +4 to their Initiative Rolls. The maximum possible bonus is +4.

This spell counts as active on the spellcaster during the game and may be

cancelled by anything that cancels spells.

**TARGET DESGINATION**

**Activation: 8 / Strain: 0 / Line of Sight**

For the rest of the battle, this figure receives -2 Fight whenever rolling against a Shooting

attack.

**TARGET LOCK**

Activation: 10 / Strain: 1 / Touch

The activator may make an immediate grenade or grenade launcher attack as a free action

against any point in range; it does not have to be in line of sight. The attack automatically

hits its intended point. If this power is used during a group activation, then the grenade or

grenade launcher attack can be made by another member of the crew that is within 1” and

was part of the group activation.

**TATTOO**

**Grapher / 12 / Out of Game (A)**

This spell creates one scroll. The scroll must be of a spell that the spellcaster

either knows or a spell for which they own the grimoire. The scroll may be sold,

given to a figure, or stored in the wizard’s vault.

**TELEKINESIS**

**Psyker / 10 / Line of Sight**

The spellcaster may move any treasure token within 16” by up to 6” in any

direction, so long as it remains in line of sight the entire time. If the treasure

moves out of line of sight, it immediately falls straight to the ground. This spell

has no effect on a treasure token that has any special requirements for how and

when it can be picked up, nor on one being carried by a figure. This spell may

not target the central treasure, until after that treasure has been picked up for

the first time.

**TELEPORT**

**Nomad/ 10 / Self Only**

The spellcaster immediately moves to any location within line of sight, but may

take no other actions this turn after casting this spell. This spell may not be used

to enter combat or to move off the table.

**TELEWIRE**

**Activation: 10 / Strain: 0 / Out of Game (B) or Touch**

This power may be used on any robot soldier. That robot can always activate in the same

phase as the activator, even if it is not within 3”. The player is still limited to a maximum

of three soldiers activating in either the Captain or First Mate Phase. An activator may only

use Remote Guidance on one robot at a time.

**TEMPORARY UPGRADE**

Activation: 12 / Strain: 0 / Self Only

The activator may select one of the following stat increases: +1 Move, +1 Fight, +1 Shoot,

+3 Will, +1 Armour. These may not take the figure above Move (7), Fight (+6), Shoot (+6),

Will (+8), or Armour (14). A figure may only have one upgrade activate a time, but they

may use this power again to switch from one upgrade to another.

**TERMINATE**

Vampire/ 18 / Strain 1 / Line of Sight

This spell targets a figure within 8”. The target must make a Will Roll with a

Target Number equal to the Casting Roll or be immediately reduced to 0 Health.

All figures may empower their Will Roll to resist this spell, even non-spellcasters.

This spell has no effect on ghosts, corpses or robots.

**TIME WALK**

**Looper/ 14 /Strain (0/8) / Self Only**

Star only. The wizard will activate again in the Apprentice phase and the

Soldier phase. This is in addition to the figures that can normally activate in those

phases. The wizard may not activate any additional soldiers or be part of a group

activation in these phases. The wizard may perform one action in each of these

two phases and may take any action – they are not limited to movement. If the

wizard moved at all in a previous activation during the turn, any additional move

actions are at half rate. If a wizard casts this spell in consecutive turns, they

immediately suffer strain.

**TOXIC CLAWS**

**Activation: 10 / Strain: 1 / Self Only**

The figure immediately grows a set of indestructible claws. These count as a hand weapon,

do +2 Damage, and are toxic.

**TOXIC SECRETION**

**Activation: 12 / Strain: 0 / Out of Game (B)**

The activator may select up to two members of their crew, including itself. All attacks made

by those figures, including Shooting attacks, count as toxic for the next game.

**TRANSPORT**

**Activation: 10 / Strain: 1 / Line of Sight**

May target one member of the same crew that is within Line of Sight and 12” from the

activator. This figure can be moved up to 6” in any direction (maintaining line of sight).

If the figure was carrying a loot token, the token is dropped and not moved with the figure.

**TRANSPOSE**

**Nomad / 12 / Line of Sight**

This spell switches the position of two figures on the table. The two figures being

transposed must both be within line of sight of the spellcaster and within 12” of

one another. The spellcaster may cast Transpose to switch themselves with

another figure. Members of opposing warbands are eligible targets for being

transposed but may make a Will Roll with a Target Number equal to the Casting

Roll to attempt to resist the spell. If successful, the spell is cancelled and no

figures are moved. Friendly figures and uncontrolled creatures will not make

such Will Rolls.

**WALL OF CARBON**

**Trencher / 10 / Strain 1 / Line of Sight**

This spell creates a 6”-long, 3”-high wall, part of which must be within 10” and

line of sight of the spellcaster. This wall can be climbed as normal. At the end of

each turn, after the turn in which the spell was cast, roll a die, on a 1–4 the wall

vanishes.

**WALL OF FORCE**

**Activation: 12 / Strain: 1 / Self Only**

Creates an impenetrable, transparent wall, up to 6” long and 3” high anywhere within line

of sight of the activator. This wall cannot be climbed (though any point it is anchored on

may be). Grenade and grenade launcher attacks may be made over the wall. Figures may

make a Shooting action at the wall. In that case, roll a die, on a 19–20, the wall is

immediately cancelled.

**UPGRADE ARMOUR**

**Tekker / 8 / Line of Sight**

This spell may only be cast on a figure wearing armour. The armour worn by the

target now counts as magic armour and grants +1 Armour for the rest of the

game. Multiple castings of this spell on the same target have no effect.

**UPGRADE WEAPON**

**Synergist / 8 / Line of Sight**

This spell targets a weapon of the spellcaster’s choosing. If cast on a melee

weapon, this weapon counts as a magic weapon with +1 Fight. Bows and

crossbows count as magic weapons with +1 Shoot, but the attacks made with

them do not count as magic attacks. This spell may be cast on a single arrow or

crossbow bolt, in which case that ammunition gives +1 Shoot and its attack

counts as magic, but for the next shooting attack only. This spell may only be cast

once on each weapon. When using both a magic missile weapon and magic

ammunition, the shooter may choose to apply the bonus of one or the other, but

not both.

**VOIDSTONE**

**Nomad / 12 / Strain 1 / Pre-game**

When this spell is cast, the unit gains a voidstone token, it cancels the effects of a single power, or may be discarded to cancel one power in play. This spell cannot unsummon a creature, but it can cancel the control of a creature.

**VIRUS**

**Scientist / 8 / Strain 2,/ Line of Sight**

The target suffers -2 to all die rolls. At the end of each turn, the target may make

a Will Roll with the Target Number equal to the Casting Roll (at -2, of course).

If successful, this spell is cancelled. Curse cannot be cast on a figure already

suffering the effects of a Curse spell.

**XENO COMPANION**

**Voudoun/ 10 / Out of Game (B)**

The figure summons an animal companion of their choice from the

following options to become a permanent member of their warband: bear

(page 179), ice toad (page 180), snow leopard (page 182), or wolf (page 182). ((Frostgrave))

All Animal Companions count as standard soldiers. Animal companions are

more strong-willed than wild examples of their species and receive a permanent

+3 Will. A figure may only have one animal companion at any time.