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GFF

Download Cockatrice files: https://mtg.design/u/dlh5679071/GFF/cockatrice


  • 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

  • Psychic Terror(4)(+)

    Custom — Battle / Prime Brothers


    Target enemy unit within 12” takes 2 automatic hits with AP[2].


    Illustrated by pxfuel.com

    PB2/6

  • Cursed Ground(5)

    Custom — Battle / Prime Brothers


    Target enemy unit within 18” moves -6” next time it charges.


    Illustrated by pxfuel.com

    PB3/6

  • Cerebral Trauma(5)

    Custom — Battle / Prime Brothers


    Target enemy model within 12” takes 1 automatic hit with AP[3].


    Illustrated by pxfuel.com

    PB4/6

  • Time Passage(6)

    Custom — Battle / Prime Brothers


    Target friendly unit within 12” may immediately move by up to 6”.


    Illustrated by pxfuel.com

    PB5/6

  • Lightning Fog(6)

    Custom — Battle / Prime Brothers


    Target 2 enemy units within 6” take 8 automatic hits each.


    Illustrated by pxfuel.com

    PB6/6

  • Fear(4)

    Custom — Blood Brothers


    Target enemy unit within 12” gets -3” next time it moves.


    Illustrated by pxfuel.com

    PBB1/6

  • Lance(4)

    Custom — Blood Brothers


    Target enemy model within 12” takes 1 automatic hit with AP[2].


    Illustrated by pxfuel.com

    PBB2/6

  • Quickness(5)

    Custom — Blood Brothers


    Target friendly unit within 12” may immediately charge by up to 6”.


    Illustrated by pxfuel.com

    PBB3/6

  • Blood Curse(5)

    Custom — Blood Brothers


    Target 2 enemy units within 6” take 6 hits each.


    Illustrated by pxfuel.com

    PBB4/6

  • Break Shields(6)

    Custom — Blood Brothers


    Target enemy unit within 12” gets -2 to defense next time it takes hits.


    Illustrated by pxfuel.com

    PBB5/6

  • Rage Burst(6)

    Custom — Blood Brothers


    Target enemy unit within 12” takes 3 automatic hits with AP[3].


    Illustrated by pxfuel.com

    PBB6/6

  • Ward(4)

    Custom — Knight Brothers


    Target enemy unit within 12” gets -1 to melee rolls next time it fights.


    Illustrated by pxfuel.com

    PBK1/6

  • Cleanse(4)

    Custom — Knight Brothers


    Target enemy unit within 12” takes 2 automatic hits with AP[2].


    Illustrated by pixabay.com

    PBK2/6

  • Warp(5)

    Custom — Knight Brothers


    Target enemy unit within 12” gets -1 to defense next time it takes hits.


    Illustrated by pixabay.com

    PBK3/6

  • Doom(5)

    Custom — Knight Brothers


    Target enemy model within 12” takes 1 automatic hit with AP[3].


    Illustrated by pxfuel.com

    PBK4/6

  • Strike(6)

    Custom — Knight Brothers


    Target friendly unit within 12” may immediately shoot.


    Illustrated by pixabay.com

    PBK5/6

  • Purge(6)

    Custom — Knight Brothers


    Target 2 enemy units within 6” take 6 automatic hits with AP[1] each.


    Illustrated by pxfuel.com

    PBK6/6

  • Fury(4)

    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

  • Hurricane(4)

    Custom — Wolf Brothers


    Target 2 enemy units within 6” take 4 automatic hits each.


    Illustrated by pixabay.com

    PBW2/6

  • Storm(5)

    Custom — Wolf Brothers


    Target enemy unit within 18” gets -1 to hit rolls next time it shoots.


    Illustrated by pixabay.com

    PBW3/6

  • Thunder(5)

    Custom — Wolf Brothers


    Target enemy unit within 12” takes 3 automatic hits with AP[2].


    Illustrated by pixabay.com

    PBW4/6

  • Wrath(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

  • Lightning(6)

    Custom — Wolf Brothers


    Target enemy model within 12” takes 2 automatic hits with AP(3).


    Illustrated by pixabay.com

    PBW6/6

  • Breath of Change(4)

    Custom — Disciples of Change


    Target friendly unit within 12” may immediately charge by 3”.


    Illustrated by pxfuel.com

    PHC1/6

  • Inferno(4)

    Custom — Disciples of Change


    Target enemy unit within 12” takes 2 automatic hits with AP[2].


    Illustrated by pxfuel.com

    PHC2/6

  • Cursed Mutations(5)

    Custom — Disciples of Change


    Target enemy unit within 18” gets -1 to hit next time it shoots.


    Illustrated by pxfuel.com

    PHC3/6

  • Fire Storm(5)

    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

  • Blessed Mutation(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

  • Bolt of Change(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

  • Twisted Ecstasy(4)

    Custom — Disciples of Lust


    Target enemy unit within 12” gets -1 to hit next time it shoots.


    Illustrated by pxfuel.com

    PHL1/6

  • Seizure(4)

    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

  • Pleasure(5)

    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

  • Pain(5)

    Custom — Disciples of Lust


    Target enemy unit within 12” takes 3 automatic hits with AP[2].


    Illustrated by pxfuel.com

    PHL4/6

  • Frenzy(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

  • Overload(6)

    Custom — Disciples of Lust


    Target enemy unit within 6” takes 1 automatic hit per model.


    Illustrated by pxfuel.com

    PHL6/6

  • Blessed Virus(4)

    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

  • Muscular Atrophy(4)

    Custom — Disciples of Plague


    Target enemy unit within 6” must take a dangerous terrain test.


    Illustrated by Petit Wellcome

    PHP2/6

  • Toxic Blades(5)

    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

  • Deadly Poison(5)

    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

  • Poison Wind(6)

    Custom — Disciples of Plague


    Target friendly unit within 12” may immediately move by up to 6”.


    Illustrated by pxhere.com

    PHP5/6

  • Rot Wave(6)

    Custom — Disciples of Plague


    Target enemy unit within 12” takes 4 automatic hits with AP[2].


    Illustrated by track2training.com

    PHP6/6

  • Warpath(4)

    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

  • Crackling Bolt(4)

    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

  • Headbang(5)

    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

  • Death Bolt(5)

    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

  • Teleport(6)

    Custom — Orc Marauders


    Target friendly unit within 12” may immediately move by up to 6”.


    Illustrated by pxfuel.com

    PO5/6

  • Psychic Vomit(6)

    Custom — Orc Marauders


    Target enemy unit within 12” takes 4 automatic hits with AP[2].


    Illustrated by pxfuel.com

    PO6/6

  • Heightened Senses(1)

    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

  • Tactical Retreat(2)

    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

  • Closing Fire(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

  • Sweeping Move(1)

    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

  • Killing Blow(2)

    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

  • Ferocious Attack(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

  • Eternal Vigilance(1)

    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

  • Code of Honor(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

  • Lightning Reflexes(2)

    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

  • High Command(1)

    Custom — Universal Doctrine


    Add +1 to the result of any single die.


    Illustrated by onepagerules.com

    SU1/6

  • Supreme Command(2)

    Custom — Universal Doctrine


    Add +1 to the result of all dice in a single roll.


    Illustrated by onepagerules.com

    SU2/6

  • Seize Initiative(2)

    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

  • Total Shutdown(2)

    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

  • Delayed Deployment(2)

    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

  • Hidden Deployment(3)

    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

  • High Command(1)

    Custom — Universal Doctrine


    Add +1 to the result of any single die.


    Illustrated by onepagerules.com

    U1/6