Blurred Sight(4)(+)
Custom — Battle & Prime Brothers
Target enemy unit within 12” gets -1 to hit next time it shoots.
Illustrated by pxfuel.com
PB1/6
Download Cockatrice files: https://mtg.design/u/dlh5679071/GFF/cockatrice
Custom — Battle & Prime Brothers
Target enemy unit within 12” gets -1 to hit next time it shoots.
Illustrated by pxfuel.com
PB1/6
Custom — Battle / Prime Brothers
Target enemy unit within 12” takes 2 automatic hits with AP[2].
Illustrated by pxfuel.com
PB2/6
Custom — Battle / Prime Brothers
Target enemy unit within 18” moves -6” next time it charges.
Illustrated by pxfuel.com
PB3/6
Custom — Battle / Prime Brothers
Target enemy model within 12” takes 1 automatic hit with AP[3].
Illustrated by pxfuel.com
PB4/6
Custom — Battle / Prime Brothers
Target friendly unit within 12” may immediately move by up to 6”.
Illustrated by pxfuel.com
PB5/6
Custom — Battle / Prime Brothers
Target 2 enemy units within 6” take 8 automatic hits each.
Illustrated by pxfuel.com
PB6/6
Custom — Blood Brothers
Target enemy unit within 12” gets -3” next time it moves.
Illustrated by pxfuel.com
PBB1/6
Custom — Blood Brothers
Target enemy model within 12” takes 1 automatic hit with AP[2].
Illustrated by pxfuel.com
PBB2/6
Custom — Blood Brothers
Target friendly unit within 12” may immediately charge by up to 6”.
Illustrated by pxfuel.com
PBB3/6
Custom — Blood Brothers
Target 2 enemy units within 6” take 6 hits each.
Illustrated by pxfuel.com
PBB4/6
Custom — Blood Brothers
Target enemy unit within 12” gets -2 to defense next time it takes hits.
Illustrated by pxfuel.com
PBB5/6
Custom — Blood Brothers
Target enemy unit within 12” takes 3 automatic hits with AP[3].
Illustrated by pxfuel.com
PBB6/6
Custom — Knight Brothers
Target enemy unit within 12” gets -1 to melee rolls next time it fights.
Illustrated by pxfuel.com
PBK1/6
Custom — Knight Brothers
Target enemy unit within 12” takes 2 automatic hits with AP[2].
Illustrated by pixabay.com
PBK2/6
Custom — Knight Brothers
Target enemy unit within 12” gets -1 to defense next time it takes hits.
Illustrated by pixabay.com
PBK3/6
Custom — Knight Brothers
Target enemy model within 12” takes 1 automatic hit with AP[3].
Illustrated by pxfuel.com
PBK4/6
Custom — Knight Brothers
Target friendly unit within 12” may immediately shoot.
Illustrated by pixabay.com
PBK5/6
Custom — Knight Brothers
Target 2 enemy units within 6” take 6 automatic hits with AP[1] each.
Illustrated by pxfuel.com
PBK6/6
Custom — Wolf Brothers
Target friendly unit within 12” gets Furious (When this unit charges an enemy it gets +1 attack with a weapon of your choice) next time it charges.
Illustrated by pixabay.com
PBW1/6
Custom — Wolf Brothers
Target 2 enemy units within 6” take 4 automatic hits each.
Illustrated by pixabay.com
PBW2/6
Custom — Wolf Brothers
Target enemy unit within 18” gets -1 to hit rolls next time it shoots.
Illustrated by pixabay.com
PBW3/6
Custom — Wolf Brothers
Target enemy unit within 12” takes 3 automatic hits with AP[2].
Illustrated by pixabay.com
PBW4/6
Custom — Wolf Brothers
Target enemy unit within 12” may be forced to move by up to 6” in any direction.
Illustrated by pixabay.com
PBW5/6
Custom — Wolf Brothers
Target enemy model within 12” takes 2 automatic hits with AP(3).
Illustrated by pixabay.com
PBW6/6
Custom — Disciples of Change
Target friendly unit within 12” may immediately charge by 3”.
Illustrated by pxfuel.com
PHC1/6
Custom — Disciples of Change
Target enemy unit within 12” takes 2 automatic hits with AP[2].
Illustrated by pxfuel.com
PHC2/6
Custom — Disciples of Change
Target enemy unit within 18” gets -1 to hit next time it shoots.
Illustrated by pxfuel.com
PHC3/6
Custom — Disciples of Change
Target enemy unit within 12” must take a dangerous terrain test.
To take a dangerous terrain test roll one die for each model and if the result is 1 the model takes one automatic wound. If there are models with the Tough[X] rule in the unit then you must roll X dice for them instead of only 1 die.
Illustrated by pxfuel.com
PHC4/6
Custom — Disciples of Change
Target friendly unit within 12” gets Regeneration on rolls of 4+ next time it takes wounds (Whenever this model takes wounds, roll one die for each; on a 4+ the wound is ignored).
Illustrated by pxfuel.com
PHC5/6
Custom — Disciples of Change
Target enemy unit within 12” takes 1 hit with AP[4] and Deadly[6] (Whenever a model takes wounds from this multiply the amount of wounds suffered by 6. Wounds suffered by that model don’t carry over to other models if it dies).
Illustrated by pxfuel.com
PHC6/6
Custom — Disciples of Lust
Target enemy unit within 12” gets -1 to hit next time it shoots.
Illustrated by pxfuel.com
PHL1/6
Custom — Disciples of Lust
Target enemy unit within 12” takes 1 hit with AP[2] and Deadly[3] (Whenever a model takes wounds from this multiply the amount of wounds suffered by 3. Wounds suffered by that model don’t carry over to other models if it dies).
Illustrated by maxpixel.net
PHL2/6
Custom — Disciples of Lust
Target friendly unit within 12” gets Regeneration next time it takes wounds (The next time this unit takes wounds, roll one die for each. On a 5+ the wound is ignored).
Illustrated by maxpixel.net
PHL3/6
Custom — Disciples of Lust
Target enemy unit within 12” takes 3 automatic hits with AP[2].
Illustrated by pxfuel.com
PHL4/6
Custom — Disciples of Lust
Target friendly unit within 12” may immediately charge by up to 6” and gets +1 to hit for that melee.
Illustrated by commons.wikimedia.org
PHL5/6
Custom — Disciples of Lust
Target enemy unit within 6” takes 1 automatic hit per model.
Illustrated by pxfuel.com
PHL6/6
Custom — Disciples of Plague
Target friendly unit within 12” gets Stealth (Enemies targeting this unit get -1 to hit when shooting at it) next time it’s shot at.
Illustrated by pxfuel.com
PHP1/6
Custom — Disciples of Plague
Target enemy unit within 6” must take a dangerous terrain test.
Illustrated by Petit Wellcome
PHP2/6
Custom — Disciples of Plague
Target friendly unit within 12” gets AP[+2] in melee next time it fights.
Illustrated by floodllama on flickr
PHP3/6
Custom — Disciples of Plague
Target enemy unit within 12” takes 1 hit with AP[4] and Deadly[3] (Whenever a model takes wounds from this multiply the amount of wounds suffered by 3. Wounds suffered by that model don’t carry over to other models if it dies).
Illustrated by pxfuel.com
PHP4/6
Custom — Disciples of Plague
Target friendly unit within 12” may immediately move by up to 6”.
Illustrated by pxhere.com
PHP5/6
Custom — Disciples of Plague
Target enemy unit within 12” takes 4 automatic hits with AP[2].
Illustrated by track2training.com
PHP6/6
Custom — Orc Marauders
Target friendly unit within 12” gets Stealth (Enemies targeting this unit get –1 to hit when shooting at it) next time it’s shot at.
Illustrated by pxfuel.com
PO1/6
Custom — Orc Marauders
Target enemy unit within 6” must take a dangerous terrain test .
To take a dangerous terrain test roll one die for each model and if the result is 1 the model takes one automatic wound. If there are models with the Tough[X] rule in the unit then you must roll X dice for them instead of only 1 die.
Illustrated by pxfuel.com
PO2/6
Custom — Orc Marauders
Target friendly unit within 12” gets Rending (When you roll an unmodified hit result of 6 that hit has AP[4] and ignores Regeneration) in melee next time it fights.
Illustrated by pxfuel.com
PO3/6
Custom — Orc Marauders
Target enemy unit within 12” takes 1 hit with AP[4] and Deadly[3] (Whenever a model takes wounds from this multiply the amount of wounds suffered by 3. Wounds suffered by that model don’t carry over to other models if it dies).
Illustrated by pxfuel.com
PO4/6
Custom — Orc Marauders
Target friendly unit within 12” may immediately move by up to 6”.
Illustrated by pxfuel.com
PO5/6
Custom — Orc Marauders
Target enemy unit within 12” takes 4 automatic hits with AP[2].
Illustrated by pxfuel.com
PO6/6
Custom — Defensive Doctrine
Pick one friendly unit that is shooting at an enemy in cover, and it may ignore the -1 hit penalty.
Illustrated by onepagerules.com
SD1/3
Custom — Defensive Doctrine
Pick one friendly unit that is within 12” of an enemy, and it may move up to 6” directly away from the closest enemy.
Illustrated by onepagerules.com
SD2/3
Custom — Defensive Doctrine
Pick one friendly unit that is being charged. The unit may make a shooting attack with -1 to hit against the charging unit before it moves, even if it’s not in range or line of sight.
Illustrated by onepagerules.com
SD3/3
Custom — Shock Doctrine
Pick one friendly unit that is about to use a Rush or Charge action, and it may add "+D3" to its movement.
Illustrated by onepagerules
SSH1/3
Custom — Shock Doctrine
Pick one friendly unit that is about to fight in melee. Any model that is killed during this melee may strike one more time before it is removed, ignoring the 6+ penalty from fighting in melee more than once.
Illustrated by onepagerules
SSH2/3
Custom — Shock Doctrine
Pick one friendly unit that just finished fighting in melee, and it may immediately fight again, ignoring the 6+ penalty from fighting in melee more than once.
Illustrated by onepagerules
SSH3/3
Custom — Strategic Doctrine
Pick a friendly model that just rolled a Knocked Out result and roll one die, on a 4+ it is Stunned instead.
Illustrated by onepagerules.com
SST1/3
Custom — Strategic Doctrine
Pick one friendly unit that was just Stunned or Routed. If it was just Stunned it immediately recovers. If it was just Routed it is Stunned instead.
Illustrated by onepagerules.com
SST3/3
Custom — Strategic Doctrine
Pick one friendly unit that just used a Rush action. That unit counts as being in cover next time it is shot at.
Illustrated by onepagerules.com
ST2/3
Custom — Universal Doctrine
Add +1 to the result of any single die.
Illustrated by onepagerules.com
SU1/6
Custom — Universal Doctrine
Add +1 to the result of all dice in a single roll.
Illustrated by onepagerules.com
SU2/6
Custom — Universal Doctrine
Immediately activate one of your non-activated units, even if it’s not your turn to activate. The opposing player may spend 2 CP in order to stop this ability from having any effect.
Illustrated by onepagerules.com
SU3/6
Custom — Universal Doctrine
At the end of the round, pick one objective marker under your control that is about to be seized by your opponent, which becomes neutral instead. The opposing player may spend 2 CP in order to stop this ability from having any effect.
Illustrated by onepagerules.com
SU4/6
Custom — Universal Doctrine
During the deployment phase, when it’s your turn to place a unit you may pass the turn to your opponent. The opposing player may spend 2 CP in order to stop this ability from having any effect.
Illustrated by onepagerules.com
SU5/6
Custom — Universal Doctrine
After all units have been deployed, you may remove up to D3 friendly units and place them again in any order. The opposing player may spend 3 CP to do the same, in which case players alternate in placing the units again.
Illustrated by onepagerules.com
SU6/6
Custom — Universal Doctrine
Add +1 to the result of any single die.
Illustrated by onepagerules.com
U1/6