Anson Durst, Rock of the Faith

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Protectorate Logo.jpg Anson Durst, Rock of the Faith

Protectorate Paladin Warcaster

Anson Durst is the rock on which the enemies of the Protectorate break, a bulwark to the faithful who weathers tides of violence to keep blameless Menites safe. He earned his epithet fighting alongside the theocracy’s defenders to repel wave after wave of invading soldiers. Countless times he used his powers and a steel wall of warjacks to prevent harm to his men. Fuelled by faith and his devotion to the code of the Order of the Wall, Anson Durst is all but undefeatable when committed to the defence of his people.

Basic Info

Missing Info
32103 AnsonDurstRockoftheFaith WEB.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
STR {{{str}}}
M.A. N/A
DEF 13
ARM 18
ESSENCE {{{essence}}}
HP 19
F. Field N/A
WJP +28
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock
  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat : Bastion of Faith

  1. While in Durst's control range, his warjacks gain +4 ARM and Brace for Impact (as per Abilities, below).
  2. When a friendly Faction warrior model in Durst's control range is directly hit by an attack while B2B with a warjack in Durst's battlegroup, you can choose to have the warjack directly hit instead. The warjack is automatically hit and suffers all damage and effects from the attack.
Bastion of Faith lasts for one round.


  • Sturdy - This model cannot be pushed.
  • Brace For Impact - This model is not moved when slammed.
  • Retaliatory Strike - If this model is hit by a melee attack made by an enemy model during your opponent's turn, after that attack is resolved this model can immediately make one basic melee attack against that model. This model can make only one Retaliatory Strike per turn.


  • Recompense - 2" reach, P+S 14 melee weapon.
    • Magical dam symbol.jpg Damage Type: Magical
    • Weapon Master symbol.jpg Weapon Master
    • Eruption of Ash - If a model is boxed by an attack made with this weapon, center a 3" AOE cloud on it then RFP it. The AOE is a hazard that remains in play for one round. Enemy models within the AOE when it is put into play suffer a POW 12 fire damage roll. Enemy models entering or ending their activation in the AOE suffer a POW 12 fire damage roll. Eruption of Ash damage rolls cannot be boosted.


Boundless Charge

2 6 - - Turn No
During its activation, target friendly Faction model can charge without spending focus or being forced and gains +2" movement and Pathfinder when it charges. Boundless Charge lasts for one turn.

2 SELF Control - Upkeep No
While in the spellcaster's control range, and B2B with one or more models in its battlegroup, models in the spellcaster's battlegroup gain +2 DEF and cannot become knocked down.
Cleansing Fire

3 8 3 14 (Fire) - Yes
Cleansing Fire deals fire damage. On a critical hit, models hit suffer continuous fire.

3 SELF Control - Round No
While in the spellcaster's control range, friendly Faction models gain +2 ARM against ranged and magic attacks. Deceleration lasts for one round.
Hallowed Avenger

2 6 - - Upkeep No
Target friendly Faction warjack gains Righteous Vengeance.
Righteous Vengeance - If one or more friendly Faction warrior models were destroyed or removed from play by enemy attacks while within 5" of this model during the last round, during your Maintenance Phase this model can advance up to 3" and make one basic melee attack.

Theme Forces

Thoughts on Anson Durst

Anson Durst in a nutshell

Durst is a battlegroup caster, who makes his army nigh-unkillable.

Understanding how Durst and his feat and his spells interacts with his army, how to keep him safe, and how to maneuver him and his battlegroup for best threat (and safety for Durst) can take some practice. There is more he can do than just run a large battlegroup forward, feat as they close with the enemy and take an alpha strike fairly safely and then ht back harder - that works, but digging deeper can be rewarding and set your opponent questions that are difficult to answer.

Feat thoughts

Anson likes to be a brick, and his feat not only delivers him and his battlegroup, but help protects his army. This looks slightly better written down than in practice, as you can only snuggle up so many models to his 'jacks on feat turn. The feat is best used to make your 'jacks almost unkillable for a turn, especially if absorbing an enemy alpha strike. A Templar with shield under his feat gets to ARM 25! Durst too looks very protected under the feat, able to play aggressively and closer to the front lines than most other casters. This is possible, but has its risks depending on who you are facing (See Downsides and Drawbacks below).

The feat coupled with Bulwark should be used to keep the battlegroup safe for a turn, and some key solos or support (e.g. Choir of Menoth). But note only damage from direct hits can be transferred to the 'jack a model is B2B with, squishy choirboys and other solos may still be caught in blasts nearby or on direct hits on the 'jacks they are close to, and they will still take this indirect (blast) damage.

Spell thoughts

  • Boundless Charge is your basic threat extender. Cast it when you want to get a model from Point A to B faster regardless of terrain. Although you'll usually want to put it on a warjack, putting it on a high-value combat model like a Knight Exemplar Seneschal or Durst himself can be a good idea.
  • Bulwark will be most useful if you can stack other defensive bonuses, like being behind a wall. It'll be most useful on light warjacks or those with Ashen Veil, but even raising the DEF of "naked" heavy warjacks like the Crusader from 10 to 12 can be useful against models with MAT 6.
  • Cleansing Fire is a standard nuke. Durst's Focus is too low for him to want to cast it often, especially as since he has two upkeeps; it's best used to deal with a pesky Incorporeal solo blocking a charge lane or contesting a zone.
  • Deceleration is an army-wide defensive buff against ranged shooting. It's great when you can't put Passage up on your warjacks, or for hardy models like Paladins or Exemplar Cinerators.
  • Hallowed Avenger grants a Vengeance-like ability to a warjack, increasing its offensive output and threat range. It's good for putting on your slower warjacks. As it's not battlegroup specific, you can put it on a journeyman warcaster's warjack to speed them up.

Drawbacks & Downsides

His feat is good, but also rather tricky to manage. Durst behind two Templars B2B, looks very safe, can't be moved in slams and under Bulwark safe from being knocked down, but two 'jacks with an open fist or two can throw the Templars out of the way, leaving Anson very exposed near the front of your lines. The feat also doesn't protect from blast damage so don't commit too many choirboys to get close to the 'jacks if the enemy has AOEs he can chuck at the jacks, as he will be going after them if he cannot really remove the 'jacks themselves that turn.

He is a high ARM caster, with good MAT and is a weaponmaster with a fairly powerful reach melee attack. He can remove an enemy heavy warbeast or warjack by himself if need be. And will kill an enemy caster easily if he can get close. But the temptation is to push him too hard, use him when you can and can protect him, guard him other times and use the threat he poses to your enemy to keep them on the back foot.

Tricks & Tips

  • Eruption of Ash from your melee attack is not optional.
    • Be careful not to unintentionally block your LOS to targets with the newly placed clouds (for example if you want to cast an offensive spell afterwards).
    • You should also refrain from melee attacks with this weapon if you want to use those targets to fuel your soul/corpse gathering mechanisms.

List Building Advice


Durst's main win condition is mainly attrition. He buffs the defense of his jacks and the armour of everybody in his control against shooting. Then, his feat increases that even more and you can jam key models like the Covenent of Menoth right up front, maximising their impact and being close to unkillable on that feat turn. That really does mess up hordes in particular. Break out after the feat you should be well positioned to kill key enemy pieces and get to needed control points to score or contest.

To help clear enemy infantry that might jam up his battlegroup from making contact where it wants, you could add some infantry clearing options like a couple of Repenters - but this stretches his focus resources yet further. A better approach is to take some infantry (refer to the #Theme thoughts section below). Ones that benefit more from Deceleration are a good choice.

In fact 'pods' of 3 lights base to base, such as 3 Devouts or 2 Devouts and Dervish, is an efficient way of maximising his protection spells.

Theme thoughts

    The Creator's Might    

You'll probably want to take light warjacks to hold scenario, as many of your warjacks will be too slow to effectively hold it against faster armies. Consider taking a Colossal; they'll provide powerful fire support to deal with infantry in a more effective way than other options available in theme. Round out your list with Exemplar Warders to hold zones and flags, as well as giving Durst a bit more protection in melee. Anastasia di Bray is a great Mercenary option due to Ambush and her high SPD, allowing you to contest far-off zones and flags.

Although Durst's feat only affects his battlegroup, consider putting Severius0 in your list. Eye of Menoth is an excellent buff for your warjacks, while a warjack with Boundless Charge and Warpath gets an additional 5" of threat extension. If you can somehow get Hand of Vengeance triggered, that's 8", the biggest swing possible in the entire faction, with 6" of it being non-linear.

    Faithful Masses    

If you're going in this theme, the Sanctifier becomes an attractive addition to Durst's battlegroup. Ashen Veil along with Bulwark will push Sanctifiers to DEF 14 against shooting and living models in melee, and the Hand of Vengeance benefit from the theme plus some choir support fixes the Sanctifier's biggest drawback, its relatively low base POW. Starting with a wall in play can help keep Durst and his squishier support models safe.

Zealots serve as cheap fuel for Hand of Vengeance and Sanctifiers, are fast enough to get into scenario. Their mini-feat allows a bit of recursion so they can do it all again. Additionally, their ARM can go to 18 against shooting with the Monolith Bearer, keeping them safe against blast and small-arms shooting. Idrians can kill infantry and damage harder targets with their guns, especially against their Prey target, and with Pathfinder and Advance Deploy offer a solid scenario presence compared to your slower warjacks.

This theme allows the Champion of the Order of the Wall who will give Durst Girded which, while not always necessary, can help protect your fragile choir boys from blast damage.

    Guardians of the Temple    

Temple Flameguard like his Deceleration spell, in combination with their Shield Wall order and their Iron Zeal minifeat. Daughters of the Flame can give you a stronger scenario presence with or without Ambush. You can also protect the Shrine of the Lawgiver from shooting with Deceleration, and it provides anti-infantry measures via its gun.

    Exemplar Interdiction    

Exemplar Errants like his Deceleration spell. They offer accurate attacks, both from range and in melee, and while they are relatively low POW, it's usually enough to deal with enemy infantry. Their self-sacrifice can prevent many nasty effects or just makes them general nuisance. Their Officer also gives them Quick Work, to make them even better to clean enemy mobs. Also, crossbows are magical and blessed, which can come in handy.

Exemplar Cinerators and Exemplar Bastions also love Deceleration. Cinerators are already hardy with Shield Wall that gets even better against shooting thanks to Deceleration and have volume of attacks with Vengeance; under the feat, they form a solid wall around warjacks that many armies will be hard pressed to remove. Bastions at ARM 18 against shooting prevents them from being picked off as easily by small arms, and under feat form an imposing barrier for your opponent to enter thanks to Defensive Strike.

The Exemplar Warder allows Durst to really get into melee and use his powerful combat stats with less fear; with Bulwark, Durst's DEF goes to 17 in melee. Consider taking him if you want him to mix it up.


Durst loves his 'jacks. Templars and Indictors in particular get to outrageous levels of ARM on his feat turn, but all the Protectorate jacks, including the lights will be getting over ARM 20. With the right use of his feat you can deliver a large number of hard-hitting 'jacks straight to the enemy's face. Now which 'jacks you take is a matter of personal preference and play style. But for the beginner a good selection would be

  • 4 or so melee heavy 'jacks such as the Templar, Indictor, Crusader, Sanctifier (Durst has focus problems) or possibly even a Castigator.
  • To help Durst survive up nearer the front lines a Vigilant or Devout may also be useful, to take some ranged hits from him or provide cover.
  • The 2018.08 changes to the Purifier after the Exemplar CID cycle make that jack a potential for Durst, as with Ashen Veil and Bulwark the Purifier can be effectively DEF 17 to shooting, and also DEF 17 in combat to living enemies (15 to non living) while Bulwark is in effect.

First Seven Purchases

A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.

  1. Warjack: Indictor
  2. Warjack: Indictor
  3. Solo: High Paladin Dartan Vilmon
  4. Solo: Menite Archon
  5. Solo: Menite Archon
  6. Unit: Choir of Menoth
  7. Unit: Initiates of the Wall



Video Battle Reports

Other Protectorate models

Protectorate Logo.jpg       Protectorate Index       (Edit)          
Battlegroup & Similar

Amon - Cyrenia - Durant2 - Durst - Feora1 - Feora2 - Feora3 - Feora4 - Harbinger - Kreoss1 - Kreoss2 - Kreoss3 - Malekus - Reclaimer1 - Reclaimer2 - Reznik1 - Reznik2 - Severius1 - Severius2 - Thyra - Vindictus

Warcaster attachments Hierophant - Madelyn Corbeau (Mercenary)
Other Warjack Controllers BGC Durant1 - Severius0
Marshals Bastion Seneschal - Reclaimer Gatekeeper

Blessing of Vengeance - Dervish - Devout - Purifier - Redeemer - Repenter - Revenger - Vigilant


Avatar of Menoth - Blood of Martyrs - Castigator - Crusader - Eye of Truth - Fire of Salvation - Guardian - Hand of Judgment - Indictor - Reckoner - Sanctifier - Scourge of Heresy - Templar - Vanquisher

Colossal Judicator - Revelator
Units, Solos, Battle Engines, & Structures

Choir of Menoth - Daughters of the Flame - Deliverer Sunburst Crew - Deliverer Skyhammers - Exemplar Bastions - Exemplar Cinerators - Exemplar Errants - Exemplar Vengers - Flame Bringers - Flameguard Cleansers - Holy Zealots - Idrian Skirmishers - Initiates of the Wall - Knights Exemplar - Temple Flameguard - Visgoth Juviah Rhoven & Honor Guard
Ranking Officer CA: Attendant Priest


Allegiant of the Order of the Fist - Champion of the Order of the Wall - Deliverer Arms Master - Exemplar Warder Elias Gade - Exemplar Warder - Exemplar Bastion Seneschal - Exemplar Errant Seneschal - Hand of Silence - Hierophant - High Exemplar Gravus - High Paladin Dartan Vilmon - Initiate Tristan Durant - Knights Exemplar Seneschal - Menite Archon - Nicia, Tear of Vengeance - Paladin of the Order of the Wall - Pyrrhus, Flameguard Hero - Reclaimer Gatekeeper - Scrutator Potentate Severius - The Covenant of Menoth Vassal Mechanik - Vassal of Menoth - Wrack

Battle Engines & Structures Vessel of Judgment (BE) - Shrine of the Lawgiver (Structure)
Theme Forces
Exemplar Interdiction - Guardians of the Temple - The Creator's Might - The Faithful Masses - Warriors of the Old Faith
Refer to Who Works for Whom and/or Category: Protectorate of Menoth Mercenary
This index was last updated: 2020.01

Rules Clarifications

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Rules Clarification : Feat : Bastion of Faith

  • If a model is hit by a throw/slam/etc attack, and you transfer the attack to a warjack, then the warjack is the model that gets moved.

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Weapon Master - None yet. (Edit)

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Rules Clarification : Eruption of Ash      (Edit)

  • If Eruption of Ash is on a magical weapon, then the initial attack can hurt an incorporeal model. However, the AOE that is put into play by the weapon is not magical and doesn't harm them.
  • Hazard templates, and similar "non-hazard damage" templates (Edit)   [Show/Hide]
    • What's a "non-hazard"? Well, most templates that deal damage to models that walk into them are defined as 'Hazards' but some, like Creeping Barrage and Wall of Fire, are not.
      They behave similarly with two differences: 1) a Hazard is defined as terrain; 2) by default Hazards have no Damage Type (even if the spell/weapon that put it into play does have a Damage Type). That said, some Hazards do have a Damage Type.
    • When you first put these templates into play they don't do damage to models they overlap. The exceptions are if it's from an AOE weapon it will do damage, or if it says it does damage it will do damage.
    • Damage templates from spells:
      • Spells which leave a template and are not described as a hazard will do magical damage to models that walk around in them. (Example: Razor Wall)
      • Spells which leave a template and are hazards will not do magical damage to models that walk around in them. Instead, they do whatever damage type is specified by the spell description. (Example: Breath of Corruption).
      • (Infernal Ruling)
      • Some spells do both. They aren't labelled as a hazard, so it does magical damage, and also they specify another damage type. For example, Wall of Fire.
    • A model which is "placed" also counts as "entering" an area, so the hazard will damage any one who teleports/spawns into it, too.
    • If two hazard templates are overlapping, a model that enters them will take two points of damage.
    • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance).
    • Damage from a hazard is not considered to be from the weapon/spell that originally put it into play (so it doesn't gain the Damage Type or any other special rules of the weapon/spell).
  • Hazardous Clouds (Edit)
    • A hazard, by definition, is a terrain effect. If a template is both a cloud and a hazard it will not block sprays as per the errata (2017.09) to spray attacks. (Infernal Ruling)

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    Rules Clarification:  : Warcaster      (Edit)
    (Click Expand to read)

    • General
      • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
      • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
      • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
      • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
        • See also the clarifications on Any Time abilities (below).
      • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
        • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
      • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)

    • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
      • "Any Time" abilities can be used at any time during a model/unit's activation, except:
      1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
      2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
        • Running, failing a charge, or failing a slam.
        • Abilities that include "then its activation ends" (such as Reposition and Teleport).
      3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
      4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
      5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
      6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
        (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
      7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
      8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
      9. Units: See below.

      • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
      • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

      Units with "Any Time" abilities
      • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
      • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
        • You can use an "Any Time" ability before running, however.
      • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
    • Warcaster/Warlock Cavalry ( Edit )
      • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
        • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.

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    Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
    (Click Expand to read)

    This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
    • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
    • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
    • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
    • Press Forward Order vs Spells cast at Any Time (Edit)
      • As of 2020.08, I have lost track of how this is supposed to work and I'm giving up until it is sorted properly. Refer to this thread for the latest ruling and follow-up questions.

    • Steamroller 2018
      • The non-caster models can contest scenario zones & flags.
      • The caster model cannot contest.
      • The caster model can control zones and flags by itself, but:
        • to control a zone, the entire unit remaining in play needs to be in formation.
        • to control a flag, the entire unit remaining in play must be within 4" of the flag.
    • Units Buying Attacks (Edit)
      • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
      • A model can only buy additional attacks during its Combat Action.
      • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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    Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

    • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
    • They can't upkeep each other's spells.
    • They can only dominate one SteamRoller scenario element at a time.
    • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
    • Units Buying Attacks (Edit)
      • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
      • A model can only buy additional attacks during its Combat Action.
      • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
    • The Legion Twins
      • Rhyas cannot dominate a zone while out of formation.
      • Rhyas can use the feat while out of formation.
    • Haley3
      • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
      • The echoes can Control/Contest scenarios like a normal unit.
      • Haley Prime can dominate an element even if the echoes are out of formation.

    Rules Clarification : Sturdy - None yet. (Edit)

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    Rules Clarification : Brace For Impact      (Edit)

    • You can still be damaged by a slam.
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    Rules Clarification : Retaliatory Strike      (Edit)

    • "Basic melee attack" also includes Mount Attacks. Refer to the definition of 'Basic Attack' in the rulebook.
    • You can't make Retaliatory Strikes vs free strikes, because the free striker is defined to be in your back arc (regardless of the actual model's facings) and thus you don't have LOS to it. (Infernal Ruling)

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    Rules Clarification : Boundless Charge      (Edit)

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    Rules Clarification : Bulwark      (Edit)

    • If a battlegroup model is not B2B but is then slammed/thrown into another one, then the Bulwark 'activates' before the slam/throw has a chance to knock them down.
    • Models that are already knocked down gain no benefit from Bulwark.
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    Rules Clarification : Cleansing Fire      (Edit)

    • On a critical hit, all models in the AOE suffer continuous fire, otherwise none do.
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    Rules Clarification : Fire      (Edit)

    • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
      • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
    • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
    • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
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    Rules Clarification : Deceleration      (Edit)

    • Deceleration works vs blast damage.
    • Deceleration works vs special effects on the gun/spell that cause "direct" damage. For instance, the Throw damage caused by the White Squall spell.
    • Deceleration doesn't work vs 'secondary' damage that is 'not considered to be an attack' (such as Electro Leap).
    • Deceleration doesn't work vs hazards that are put into play by spells/guns (such as the Stormwall's Covering Fire).
    • Deceleration doesn't work vs non-offensive spells that also do damage, such as Blazing Effigy. (Locked thread)
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    Rules Clarification : Hallowed Avenger and/or Guardian Protector     (Edit)

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    Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

    • Vengeance moves do not have to be towards an enemy model.
    • You can choose to not move, but still get the attack. One is not conditional on the other.
    • Vengeance is not an activation. It does not prevent the model/unit from activating and acting normally later in the turn.
    • Stationary and knocked down models may not perform Vengeance moves nor attacks.
    • Units only
      • Out of formation models cannot make Vengeance moves nor Vengeance attacks.
        However if the unit commander uses their movement to bring the Grunts back into formation, then they can move and attack.
      • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
      • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
      • If you manage to spawn new models during the Maintenance Phase (such as with Reconstruction or Blood-Bound) then those new models can also make Vengeance attacks. (Infernal Ruling)
      • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
        • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
        • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
    • Triggers
      • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
      • If a CA has Granted: Vengeance then only models in formation have it. However, models that are damaged while out of formation can trigger Vengeance, they just will not benefit from it. (Locked thread)