When successfully Dodging one or more Strike Dice, this model may move in any direction regardless of facing.
This condition reduces a models Muscle stat by one. A model may only have one Weakened token.
Wanderers call no area of space home, they travel the galaxy in ships, via the galactic web, or E-R wormhole.
This model ignores the movement penalty of rough or soft terrain. Remove any soft terrain completely under this models base at the end of any movement. This model may discard two Inertia tokens at the end of its movement phase to gain a single Crouch token. While it has a crouch token, this model gains +1 Aim, but rolls one fewer Evade dice. As soon as this model is moved or placed it loses any Crouch token, and it may never have more than one Crouch token.
This condition reduces a models Defence stat by one. A model may only have one Vulnerable token.
When attacking with this weapon, the attacking model may split its strike dice between multiple targets. Resolve each split group of dice in an order of this models choosing.
Once per round when defending, this model may cause its opponent to re-roll any successful dice in a single damage roll.
This condition reduces a models Agility stat by one. A model may only have one Unstable token.
While it has an Unpowered token, a model may not spend Inertia tokens. A model may only have one Unpowered token.
When damaging models with this weapon, models hit discard one inertia if this model is in their front arc. When damaging models with this weapon, models hit gain two inertia if this model is in their rear arc.
When damaging with this weapon, add one additional damage dice for each inertia token on this model. For damage dealt by this weapon, discard one Inertia token from this model.
At the start of its Combat Phase, this model may spend one inertia token to double the range of this weapon until its next combat phase.
This model must begin play with [x] System cards attached. If it has multiple Systems, none may share the same keyword.
This weapon makes ranged strikes, but may make them against models within melee range.
During its combat phase, this model must choose to strike with this weapon before all others. Before making a strike roll with this weapon, this model discards all Inertia tokens. If this model has no Inertia tokens to discard, it immediately moves one inch directly backward. Resolve collisions before making the strike roll.
Ranged Weapons reduce Range against this model by six inches, to a minimum of six inches.
This Model gains +1 Control when attached to a model with the Keyword [X].
This model is mounted on a 50mm base, and is considered a scoring model in scenarios. Cards with this keyword may only attach to a base card with the keyword Small.
This condition reduces a models Movement stat by one. A model may only have one Slow token.
When this model deals damage or blast damage, if it spent ammo for the strike it may choose to move all models damaged [X] inches directly away from it. Models moved lose inertia tokens equal to this distance if the attacker was in their front arc, before any collisions. Models gain inertia tokens equal to this distance if the attacker was in their rear arc, before any collisions. When multiple models are damaged simultaneously, if a random number is rolled for distance roll once and move models furthest from the attacker first. Inertia is gained as part of a Slam before the model is moved.
Damage dealt to this model is marked on this card before any other. Once all damage boxes on this card are filled it is considered impaired for the rest of the game. If a model has multiple cards with this keyword, mark the card with the least total damage boxes first. If one or more cards meet this requirement, the player may choose which to mark but may not mark any others until the chosen card has been filled. If impaired, mark all damage boxes on this card.
This condition reduces a models Control stat by one. A model may only have one Shaken token.
This identity is but a shadow of their former selves, having died or been through some other trauma. They exist purely digitally as a recording of their mind, and are now considered a Machine Intelligence in addition to their other keywords.
When destroyed, before removing this model from the table deal [X] [Y] damage to all models within half [X] inches.
This condition reduces a models Targetting stat by one. A model may only have one Scramble token.
Academics, medical professionals, researchers, and inventors are examples of Scientists.
This model may not cross rough terrain larger than the low profile portion of its volume template. Remove any soft terrain completely under this models base at the end of any movement. During its combat phase, the front arc of this model is considered to be 360° and it has no rear arc. This model gains +1 armour against bombs. This model may forfeit the Rotation step of its movement phase to gain a Flat Out token. While it has a Flat out token this model may not rotate, but gains +2 to its Movement and Acceleration statistics. As soon as this model makes a Strike roll, it loses any Flat Out tokens.
This card may either only be attached to a base card with the keyword [X].
At the end of its combat phase, this model may unmark [X] non Impaired damage boxes, remove all tokens of one condition, or remove one Impaired mark on a card on itself or any mecha in within one inch.
Wherever the area of effect of this weapon lands place an equal sized remains in play template to the weapons AoE size. Any model moving into or ending their movement in the marker automatically receive one token of any conditions the weapon lists.
This model may have up to [X] energy tokens. On this card, is equal to the amount of energy tokens on the model. If this model has this trait multiple times, may not be greater than [X] on this card.
One or more statistics on this card are random. During Step 2 of the arena phase [check tokens & effects], roll any dice listed as statistics. The result is the statistic until Step 2 of the next arena phase.
Raiders assault colonies, outposts, and even worlds either to survive or for enjoyment.
When making a strike with this weapon, this model may re-roll one or more strike dice that have missed.
When making a strike with [X], This model may re-roll one Strike dice that has missed.
This model may reroll one Strike dice against [X] and is considered to have the keyword Enmity [X]. At the end of the deployment phase place a Vendetta token next to [X] with this models name on it.
This condition reduces a models Power stat by one. A model may only have one Negative Power token.
Admirals, generals, soldiers and strategists are examples of militarists.
This character is a machine intelligence. Machine intelligences are wide and varied in their nature, but generally have no limiting physical form.
This model is mounted on a 60mm base, and is considered a scoring model in scenarios. Cards with this keyword may only attach to a base card with the keyword Medium.
This character is non biological in nature, either completely digital or with so little biological parts remaining they do not resemble any natural species they were born to. Partly for this reason their Ethos is loosely defined, as they are prone to rapid adaptation.
All Damage dice for this weapon are always D8’s. If this weapon is Impaired roll one fewer Damage Dice to a minimum of one.
This model may leap between two areas as if it were a model with inertia tokens for free, ignoring qualifiers for discarding or flipping tokens
This model may re-roll failed damage dice against targets within half the range of this weapon.
This model is mounted on a 70mm base, and is considered a scoring model in scenarios. Cards with this keyword may only attach to a base card with the keyword Large.
This model may make rams as if it were a model with inertia tokens. When ramming, it is considered to have spent as many inertia tokens as its movement stat, plus the amount of unmarked damage boxes on its card.
Any non [x] character in this Mecha suffers -1 control. Characters with keyword [X] gain Reroll  while in this Mecha.
When adding damage dice, this model discard any amount of inertia tokens to add that many damage dice.
After dealing damage with this weapon this model may spend an Inertia token to place two lock tokens on the model damaged and remove up to its Muscle plus its Martial stat in Inertia tokens from that model. For each Inertia token removed, deal one extra damage to the enemy model. Remove the placed lock if this model moves or this weapon is impaired or discarded, or if this model makes another attack with this weapon.
When this model deals damage, before marking damage mark the first available Impaired damage box.
Igunosu are warm blooded, savage creatures with scaly skins that resemble walking reptiles. They were discovered by a Hashimoto exploration vessel during the stellar renaissance, and are very aggressive. It’s a common Hashimoto saying that it is better to poke a sleeping lion, than lock gaze with an Igunosu.
Once per round this model may attempt to dodge without spending an Inertia token.
This model may re-roll one failed recovery dice during the recovery phase.
This model makes snap strikes for free. This models snap strikes are powered.
If [X] or more Strike dice become Damage dice, the defending model gains a vulnerable token.
Ground auxiliaries cannot choose to move into dangerous terrain. Ground auxiliaries are automatically destroyed if they take falling damage.
After dealing damage with this weapon this model may spend an Inertia token to place a lock token on the model damaged and remove up to its Muscle stat in Inertia tokens from that model. For each Inertia token removed, deal one extra damage to the enemy model. Remove the placed lock if this model moves or this weapon is impaired or discarded, or if this model makes another attack with this weapon.
When making a Ranged Strike with this weapon, this model may mark up to its damage statistic in extra Ammo. For each ammo marked in this way, add one Strike dice.
After this model deals damage to another model via [X], the attacker may Slam [Y] it in a direction of their choosing. Refer to Slam to resolve this movement, and for all other intents and purposes consider this movement a Slam.
This model ignores the movement penalty of all terrain. It may Climbs up to 6 inches for free, or Descends up to 6 inches without taking falling damage. This model may move completely over enemy models during its Activation without collisions or rams. This model cannot make strikes against ground auxiliaries during the movement phase. This model may reroll one Evade dice against missile weapons. This model receives a dash phase. Volume templates for this model are used one inch vertically higher than this models base. A Flier may forfeit both the Rotation and Move steps of its movement phase to perform a Immelman Turn, it must immediately rotate up to 180 degrees and flip all Inertia tokens face down.
Anytime this model spends an inertia token, roll a D10. On a result of 1 or 2, mark one non Impaired damage box on this model.
When taking ram damage, this model may force its opponent to reroll all ram damage dice.
Actors, famous personalities, musicians, and galactic web stars are examples of entertainers.
This character is a naturally evolved biological creature that has been comprehensively enhanced. Examples are cybernetic implants or limbs, and extreme forms of bio sculpting.
Any time this model deals damage to a model with a Ranged Strike, the damaged model gains a [X] Drone token.
This model may make a second strike anytime it makes a strike with this weapon. Strikes gained from Double Strike cannot grant more strikes from Double Strike. Strikes gained from Double Strike consume ammo as normal Strikes.
This model may choose to attempt to dodge successful ranged Strike dice without spending inertia tokens using no more than [X] dodge dice.
Reduce damage done to this model by Low Energy, Sword, or Spear sources by one, to a minimum of one damage.
This condition reduces a models Acceleration stat by one. A model may only have one Decelerated token.
Enemy models must re-roll [X] successful [Y] Strike dice against this model while this weapon is not impaired.
When a model is hit by two or more weapons of this name in a turn, they suffer [X].
This model may climb or descend any number of inches during its activation with no movement cost or penalty.
When this model successfully Dodges, it may spend an Inertia token once to rotate before dodging, or may spend an Inertia token once to dodge an additional one inch.
Reduce damage done to this model by Ballistic or Impact sources by one, to a minimum of one damage.
In team games, this character adds +2 to their teams initiative score, but must be selected to activate before all others on their team where possible.
If this model has not moved during its movement phase it may re-roll one miss during a strike roll.
During the Arena step this character allocates [X,Y,Z] amongst groups of statistics on its card. Each group is Strike (Aim and Martial), Evade (Dodge and Parry), or Control (by itself). Each satistic in a given group is equal to the selected number for the group.
During its combat phase, this model may declare that one strike is undodgeable or unparryable after rolling strike dice.
Air auxiliaries completely ignore rough and dangerous terrain, and do not take falling damage during their movement. They do not suffer strikes from models moving over them.