Quetzol: Supreme War Captain
Quetzol: Supreme War Captain
Quetzol: Supreme War Captain
140
QUETZOL ! Availability: Character. Counts as a Supreme War Captain for availability.
BIO-ENHANCED: When this model kills an enemy model with a melee attack, this model may permanently gain
AG#1 AS RF PW RN MAL +1 MV, +1 HP, increase its AR Stat by 2, or give all melee attacks +2 PW. This model may gain this benet multiple
[1] Kukulkan Scepter 8 6x2 0 - times, but may only increase each stat once per game.
Brutal BLEED: When this attack hits a Living model place a Bleed Counter on that model. During the Lingering Effects
4 Decapitate
Phase a model with a Bleed Counter must roll a d20. On a result of 11 or greater, the affected model loses 1 HP. If
a 10 or lower is rolled remove the Bleed Counter. A model may only have 1 Bleed Counter at any time.
BRUTAL: The Parry special ability may not be used against this attack.
AG#2 AS RF PW RN MAL COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not
3 [1] Tecpatl Blade 8 8 0 - squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches
Bleed activate after them. That model may squadlink. Models activated by Command cannot use Command this round.
CONDUCTION: The model with the highest AR value hit by this attack suffers an additional power multiplier
to the attacks PW. In the case of a tie for highest AR, the attacking model decides who suffers the additional
multiplier.
18 AG#3 AS RF PW RN MAL DECAPITATE: If this attack critically hits it gains ED(2) for that attack. If it already has ED(x) then (x) is increased
[1] Gauntlet Beam 7 1 7 ST 20 by (+1) for that attack.
Conduction EXTREME DAMAGE (ED)(x): (x) represents the amount of HP lost by a failed AR Save caused by this attack.
LIFE DRAIN: If an enemy model is killed within 1 inch of this model, this model may make a PS Check. If the
check is successful, it gains 1 Bio-Energy Counter. Only 1 PS Check may be made when a model is killed,
3 Special Abilities regardless of the number of models with Life Drain within 1 inch.
NEVER PANIC: This model may never gain Panic Counters.
Bio-Enhanced Technomancy (1) TECHNOMANCY(x): This model can cast Kukulkani Rituals. See the Kukulkani Faction Document for more
Command(2) Tough as Nails information.
18 Life Drain TOUGH AS NAILS: This model does not lose an additional HP for rolling a critical failure on an AR Save.
Never Panic
3
DECAPITATE: If this attack critically hits it gains ED(2) for that attack. If it already has ED(x) then (x) is increased
by (+1) for that attack.
3 Special Abilities EXTREME DAMAGE (ED)(x): (x) represents the amount of HP lost by a failed AR Save caused by this attack.
Bio-Enhanced
STUN: A model hit by this attack gains a Stun Counter. At the beginning of that models next activation, it
Command (1) immediately loses 1 AP, and then the Stun Counter is removed. A model may only have 1 Stun Counter at any
16 Never Panic time.
Tough as Nails
3
M 30mm [1]1000 65
WAR PRIEST AURA OF DEATH: At the beginning of the Preparation Phase this model gains 1 Bio-Energy Counter. Only 1
model in your force may use this ability per round. See that models appropriate Faction Document for more on
Bio-Energy Counters.
AG#1 AS RF PW RN MAL BLEED: When this attack hits a Living model place a Bleed Counter on that model. During the Lingering Effects
[1] Tecpatl Blade 6 4 0 - Phase a model with a Bleed Counter must roll a d20. On a result of 11 or greater, the affected model loses 1 HP. If
3 Bleed a 10 or lower is rolled remove the Bleed Counter. A model may only have 1 Bleed Counter at any time.
COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is not
squadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inches
4 activate after them. That model may squadlink. Models activated by Command cannot use Command this round.
EMPOWER: This attack receives a cumulative +1 power multiplier each time it is used after the rst. This
additional power multiplier lasts until the end of the Lingering Effects Phase
4 AG#2 AS RF PW RN MAL
[1] Mask Discharge 6 * 8 8 19 ENTROPIC: This attacks rate of re is equal to this models current HP.
Empower ENVIRO FILTERS: This model ignores Smoke Clouds.
Entropic
16 Stun PUSH: When this model is selected as part of a squadlink all models in that squadlink may gain 1 additional AP,
which must be spent on movement. If this is done these models cannot make attacks that activation.
Special Abilities NEVER PANIC: This model may never gain Panic Counters.
3 Bio-Enhanced
STUN: A model hit by this attack gains a Stun Counter. At the beginning of that models next activation, it
Enviro Filters immediately loses 1 AP, and then the Stun Counter is removed. A model may only have 1 Stun Counter at any
Push time
16 Never Panic
AG#2 AS RF PW RN MAL
6 [1] Wing Blades 6 1 6x2 Arc -
Brutal
18 AG#3 AS RF PW RN MAL
[1] Bio-Discharge 6 1 8 10 20
BL(2)
3 Conduction
Special Abilities
14 See Card B
KNOCK BACK (KB)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolled
18 AG#3 AS RF PW RN MAL is equal to or under (x) then the model hit is moved directly back d20/2 inches from the attacker and is prone.
[1] Bio-Arc 6 1 8 ST 20 Melee attacks suffer -2 to TN for every size smaller the attacking model is than the target and +2 to the TN for
Conduction every size larger the attacking model is than the target.
1 Balam (4)
M 30mm [6]1000 35
DEVOTED PRIEST AURA OF DEATH: At the beginning of the Preparation Phase this model gains 1 Bio-Energy Counter. Only 1
model in your force may use this ability per round. See that models appropriate Faction Document for more on
Bio-Energy Counters.
AG#1 AS RF PW RN MAL BLEED: When this attack hits a Living model place a Bleed Counter on that model. During the Lingering Effects
3 [1] Tecpatl Blade 4 4 0 - Phase a model with a Bleed Counter must roll a d20. On a result of 11 or greater, the affected model loses 1 HP. If
Bleed a 10 or lower is rolled remove the Bleed Counter. A model may only have 1 Bleed Counter at any time.
4 LIFE DRAIN: If an enemy model is killed within 1 inch of this model, this model may make a PS Check. If the
check is successful, it gains 1 Bio-Energy Counter. Only 1 PS Check may be made when a model is killed,
regardless of the number of models with Life Drain within 1 inch.
Kukulkan be praised.
12 NEVER PANIC: This model may never gain Panic Counters.
TECHNOMANCY(x): This model can cast Kukulkani Rituals. See the Kukulkani Faction Document for more
Special Abilities information.
3 Aura of Death
Enviro Filters
Life Drain
14 Never Panic
Technomancy (1)
3
AG#2 AS RF PW RN MAL
[1] Atlatl 6 1 7 12
Hobble
12
3 Special Abilities
Elusive
12
1 Harvester (6)
M 30mm [4]1000 75
HONORED DEAD CAUSE PANIC: When a model becomes engaged with this model that model makes a PS Check. On a failure, it
gains a Panic Counter.
AG#1 AS RF PW RN MAL ENTROPIC: This attacks rate of re is equal to this models current HP.
[2] Talons 3 4 0 -
ENVIRO FILTERS: This model ignores Smoke Clouds.
3
NON-LIVING: This model does not have the Living special ability, and may never gain Panic Counters.
POINT BLANK: This ranged attack may be used against enemy models this model is engaged with. These
6 AG#2 AS RF PW RN MAL attacks never gain PW bonuses for charging, ganging-up, or any abilities that modify the PW of melee attacks.
[1]Skull Gaze 8 * 4x2 SP 20 TOUGH AS NAILS: This model does not lose an additional HP for rolling a critical failure on an AR Save.
Entropic
16 Point Blank
Special Abilities
3 Cause Panic
Enviro Filters
Non-Living
14 Tough as Nails
Special Abilities
3 Never Panic
14
1 Warrior (6)
G 80mm * *
CABRAKAN
3+ Skull Counters
REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This
model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead,
AG#1 AS RF PW RN MAL give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain
[2] Heavy Macuahuitl 8 8 RE - +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying
3 Brutal Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately
Decapitate stand up for no AP cost.
ED(2)
8
AG#2 AS RF PW RN MAL
[1] Array of Skulls 7 * 4x2 8 20
Cauterize
20 Entropic
Special Abilities
3 Cause Panic Ritual Engine
Enviro Filters Spotter
Gravitics Tough as Nails
16 Non-Living Tracking
Regeneration
G 80mm * *
CABRAKAN
6+ Skull Counters
REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This
model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead,
AG#1 AS RF PW RN MAL give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain
[2] Heavy Macuahuitl 10 10 RE - +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying
3 Brutal Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately
Decapitate stand up for no AP cost.
ED(2)
8
AG#2 AS RF PW RN MAL
[1] Array of Skulls 7 * 6x2 8 20
Cauterize
20 Entropic
Special Abilities
3 Cause Panic Ritual Engine
Enviro Filters Spotter
Gravitics Tough as Nails
16 Non-Living Tracking
Regeneration
6
G 80mm * *
CABRAKAN
9+ Skull Counters BLIND: When this attack hits a model, place a Blind Counter on that model. Models with a Blind Counter suffer a
-2 AS and double all range penalties they suffer. Blind Counters are removed at the end of a models activation. A
model may only have 1 Blind Counter at any time.
AG#1 AS RF PW RN MAL CONDUCTION: The model with the highest AR value hit by this attack suffers an additional power multiplier
[2] Heavy Macuahuitl 10 10x2 RE - to the attacks PW. In the case of a tie for highest AR, the attacking model decides who suffers the additional
3 Brutal multiplier.
Decapitate
ED(2) FORTITUDE: When this model is reduced to 0 HP, it is not immediately killed and removed from play. If this
model activates while at 0 HP it is killed and removed from play at the end of that activation.
8
AG#2 AS RF PW RN MAL HORRIBLE DEATH: If a model is killed by this attack, all enemy models within 4 inches receive a Panic Counter.
[1] Array of Skulls 7 2 7x2 ST - INSTIGATE: Friendly non-Character models within 8 inches of this model gain +2 AS to all melee attacks.
Cauterize
20 Entropic REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This
model may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead,
give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain
Special Abilities +2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying
3 Cause Panic Non-Living Counter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately
Enviro Filters Regeneration stand up for no AP cost.
Fortitude Ritual Engine
Gravitics Spotter
16 Instigate Tough as Nails
Non-Living