Archnumen Aurora

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Mercenary Logo.jpg Convergence Logo.jpg Archnumen Aurora

Mercenary, & Convergence Partisan, Warcaster

Second only to the Iron Mother in her command of the Convergence of Cyriss, Aurora has been elevated to the rank of archnumen, and with that rise, her battle armor has been reformed to match the archnumen’s increasingly formidable nature.

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Boxed Set
Aurora2 comes in a boxed set alongside Prefect Hypatia and one unit of Negation Angels.

At the time of writing (2021.02) Aurora and Hypatia are not available for individual purchase (although the Negation Angels are).

Basic Info

Aurora2
Missing Info
Aurora2.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 7
STR 7
MAT 7
RAT 5
M.A. N/A
DEF 15
ARM 17
CMD 9
ESSENCE {{{essence}}}
FOCUS 7
FURY N/A
THRS N/A
HP 18
F. Field N/A
WJP +27
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Mercenary - This model will work for Convergence

  • PartisanConvergence ] - When included in a Convergence army, this model/unit is a Convergence model/unit instead of a Mercenary model/unit.
Since Aurora2 is a Partisan, she can be included in a Convergence army without it needing to be a 2+ caster game (unlike normal Mercenary warcasters).

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.

Living Convergence - Note that this model is a living model (unlike most of Convergence's forces).

Feat : Starstrike Calibration

  1. Aurora and friendly Faction models with Flight activating within Aurora’s control range gain +2 SPD.
  2. Additionally, while in Aurora's control range, friendly Faction models with Flight gain +2 to damage rolls against enemy models without Flight.
Starstrike Calibration lasts for one turn.

Abilities

  • Flight symbol.jpg Flight
  • Battle Directives - At any time during its activation, this model can use one of the following directives:
    • Ascension Command - While in this model's command range, friendly models with Flight gain Blast Resistance and Flying High. Ascension Command lasts for one round. (Blast Resistance - This model gains +4 ARM against blast damage.) (Flying High - Ranged attacks targeting a model with Flying High with a RNG greater than 8" suffer –3 RNG, to a minimum of 8. Friendly models can advance through a model with Flying High if they have enough movement to move completely past its base. A model loses Flying High if it loses Flight.)
    • Phantom Protocol - While in this model's command range, friendly models with Flight gain Dodge and Reposition [5"]. Phantom Protocol lasts for one round. (Dodge - A model with Dodge can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.) (Reposition [5"] - At the end of an activation in which it did not run or fail a charge, a model with Reposition [5"] can advance up to 5", then its activation ends.)
    • Suppression Initiative - While in this model's command range, friendly living or construct models with Flight gain Dual Attack. Suppression Initiative lasts for one turn. (Dual Attack - A model with Dual Attack can make melee and ranged attacks in the same activation. When a model with Dual Attack makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. A model with Dual Attack can make ranged attacks even while in melee.)
  • Limited Battlegroup - The only warjacks that can be in this model's battlegroup are non-character Convergence and non-character Mercenary warjacks. Warjacks in its battlegroup are considered to be the same Faction as this model..
  • Repairable - This model can be targeted with Repair special actions as if it were a construct model.

Weapons

Inertial Destabilizer
Gun icon.jpg  RNG   ROF   AOE   POW 
11 1 4 13
Thermionic Lance
Sword icon.jpg  RNG   POW   P+S 
2 6 13

Spells

COST RNG AOE POW DUR OFF
Arcane Propulsion

2 6 - - Upkeep No
Target non-huge based warjack in the spellcaster's battlegroup gains +2" movement when advancing as part of their Normal Movement, +2 DEF, and Flight.
Bladed Gale

3 8" spray - 13 (★) Yes
Models hit lose Flight for one round.
Hand of Destruction

2 10 - - Upkeep Yes
Friendly models in this model's battlegroup gain an additional die on attack and damage rolls against target model/unit. Discard the lowest die in each roll.
Spirit Door

3 Control - - - No
Choose a model in the spellcaster's battlegroup that is in its control range. Immediately place that model completely within 2" of the spellcaster. If the chosen model is the spellcaster, immediately place it completely within 2" of another model in its battlegroup that was in its control range at the time the spell was cast. A model cannot advance or attack after being placed by Spirit Door this turn.

Theme Forces

Recent Changes

No changes since 2021.10

Thoughts on Aurora2

Aurora2 in a nutshell

Aurora2's concept is to be THE air superiority warcaster and, as such, most of what she does is support flying models. Since she can only make one model into a flying model, she is steered into taking a bunch of stuff that already has flight: Angels, Negators, Tesselators, Void Archons, Carrion Thralls and Asphyxious4.

To these models she grants strong protection from shooting and high maneuverability. Then she feats and sends in the army to wreck shop. Her army is slower than Aurora1's, but harder to shoot and more warjack-heavy.

Feat thoughts

+2 speed and +2 damage against non-flyers is pretty straightforward. It only works on flying models so your whole army should fly.

If you play Aurora2 aggressively her feat will be your main method of assassination, either with the main lady herself or with a host of angels.

Spell Thoughts

  • Arcane Propulsion isn't super strong on paper, but it does let the warjack get affected by her feat and/or her battle directives.
    • Mercenary and Convergence heavies are low DEF, so +2 DEF doesn't normally make much difference. The Mariner and the Swabber are the best choices because pushing DEF 12 up to DEF 14 does make a noticable difference. Also they benefit from Dual Attack when she uses Suppression Initiative. If you want to be cute, put it on a Swashbuckler for DEF 17 in melee.
    • Note that you cannot hot-swap Arcane Propulsion to increase the number of models affected by her feat/battle directive. Or rather, if you do hot-swap it, the old model will no longer be affected.
  • Bladed Gale is expensive, though you might cast it once in a blue moon - against Legion of Everblight flying circus lists for example.
  • Hand of Destruction is her output boost and steers you toward a large battlegroup to take advantage of it.
  • Spirit Door yanks a battlegroup model out of the fire and sets up interesting plays.

Drawbacks & Downsides

  • A large base makes her a difficult caster to screen.
  • She can't take character warjacks. So she can't have Rocinante in Soldiers of Fortune. (Although she'll probably never be played in that theme.)
  • She does nothing for any model without flight.
  • Her dual attack directive mainly only works on Angels where it is lackluster.

Tricks & Tips

  • You can use Bladed Gale or her gun to ground enemy flying models for a turn, then feat and have your army enjoy +2 to damage rolls against them. This is especially good against pesky Archons.
  • Keep in mind her damage buff works on guns as well!
  • Cast Arcane Propulsion on your ranged heavy, then use her Dual Attack plan. Now that heavy can trample forwards and shoot, giving it an extra 5" range on its gun (2 from the spell and 3 from the trample).
  • if you realise too late you have positioned poorly - spirit door a shield guard model into a position where it can block a charge lane as well as protect you at range.

List Building Advice

Strategy

Don't get shot on the way in, feat, alpha strike and hopefully win

Theme Thoughts

Strange Bedfellows is her natural home, so much so that we won't even discuss her other themes. It's because SBF is where all the flying models are, and every model become friendly Faction so can benefit from her abilities, feat, and spells. In particular, the flying Archons.

  • Death Archons - Between Dodge, Swift Vengeance, her +2 SPD from feat, and Reposition[5"], Aurora2 is one of the best casters for Death Archons, up there with Azazello1. I've had games where a Death Archon made its way 20 inches up the board: 3 inches from Dodge, 3 from Swift Vengeance, 6 from base SPD, 2 from Aurora feat, 3 from a charge, and 3 inch melee.
  • Void Archons - They fly and are incredible shooting pieces, able to shoot 10" sprays at POW 16 on feat turn, then back up 5" with the reposition directive. Flying High keeps them save from shooting on the way in, which is their main weakness. However, they want souls, which means you want Angels to provide them. You can also go in deep and take Hypatia and multiple units of Angels although some would say this is a worse Aurora1 army.
  • Carrion Thralls - The main work units for her thanks to Flight and Finisher. Just remember when list building they are only effectively POW 10.5 with Finisher.
  • Negation Angels - They are flying units with souls, meaning they benefit from Aurora's kit and fuel her Archons. Their paralysis attacks also provide hit fixing for your other troops. Tag something with para, then let your Carrion Thralls rip it apart with Finisher.
  • Clockwork Angels aren't normally as good at staying alive as Negation Angels, but get the flight buffs from Aurora. You usually skip these for more tesselators, because angels die against most anti-single wound infantry tech and Tesselators don't.
  • Prefect Hypatia - She's a great combat solo in her own right, who also flies, and grant Angels in her command Apparition, extending her threat ranges
  • Asphyxious the Sanctified & Annihilation Servitors - Another great work piece that also applies Dark Shroud with his servitors and thus powers up your Carrion Thralls.
    • He can bring along a Scavenger, which also flies. Under feat and Dark Shroud it will hit way above it's point cost of 7 even before you factor in Finisher.
  • Necrosurgeons can add to play new Carrion Thralls. Keep in mind you can go over the model limit in the units this way.
  • Algorithmic Dispersion Optifex - An Arc Node is vital for landing crucial Hands of Destructions while keeping Aurora safe. The buff to induction is also appreciated if you run her with Vectors.
  • Hermit of Hengehold - He can give her +2 to hit on HoDs or Bladed Gales. Or contribute to ARM cracking with his Master of Ruin aura.
  • Widget1 a cheap mechanic who flies and uses Ancillary attack on key models.
  • Widget2 - She is a flying model with what effectively amounts to a hand cannon, so +2 to damage rolls on her makes her gun pretty good
  • Eilish Garrity, the Occultist - Puppet Master on Hand of Destruction can be the difference between victory and defeat, depending on what model/unit needs to die. Gate Walker means that on most maps, he can walk to Aurora, Puppet Master her, and then teleport back to cover or a flag.

Battlegroup

Aurora generally wants to run quite battlegroup heavy to really leverage Hand of Destruction. Her battlegroup is normally a Corollary, 3-4 Tesselators, and a single heavy that'll benefit from Arcane Propulsion which she can yo-yo in and out with Spirit Door.

  • A Corollary is absolutely mandatory for focus support and you should not play her without one. Remember it can give focus to non-Vector jacks, but can't absorb focus from non-Vectors.
  • Tesselators benefit from her directives and their guns benefit from her feat. Taking 3-4 of them lets you really leverage Hand of Destruction to focus-fire an enemy to death every turn. The Directives allow them to either back up 5" after shooting, or go all-in with Dual Attack to extend their shooting threat range by another 3" (assuming something is in charge range).

Popular heavies include:

  • The Conservator is a nice cheap heavy that can both protect Aurora and power up when Angels die. As a CoC jack it can be part of Induction chains.
  • Mangler - The priciest, but also the most effective option. It charges for free and massively appreciates the SPD buff from Arcane Propulsion for a 12" threat range (14" on feat turn, 16" with Gaspy4 around) on its threasher attacks. The P+S 21 spike ball on feat turn wrecks major face and it can be Spirit Door'd back after wards
  • Toro - Flight combined with Counter Charge can be a hilarious gotcha .
  • Freebooter - The cheapest heavy you can field. With Arcane Propulsion it reaches DEF 15 and SPD 9 with Jury Rigged, so it goes quite far. The feat and the abundance of Dark Shroud in the theme fixes its damage problem.

Starting a 25 point Brawl list

In 2021.02 Phillip Melvin, one of the LOS authors, put together this Convergence list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Strange Bedfellows

Aurora2: [+27 WJP] (Convergence)
Void Archon: [9 pts]
Prefect Hypatia: [Free] (5 pts)
Algorithmic Dispersion Optifex: [2 pts]
Stormsmith Stormcaller: [1 pt]
Negation Angels: [6 pts]
Stormsmith Grenadiers: [5 pts]|


For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

  • Released 2020.04

Other Faction models

Convergence Logo.jpg       Convergence Index       (Edit)            
Battlegroup
Warcasters

Aurora1 - Aurora2 - Axis - Directrix - Locke - Lucant - Orion - Syntherion

Light

Corollary (Attached) - Diffuser - Galvanizer - Mitigator - Negator - Tesselator

Heavy

Assimilator - Cipher - Conservator - Inverter - Modulator - Monitor

Colossals

Prime Axiom - Prime Conflux

Units, Solos, & Battle Engines
Units

Asphyxious4 - Clockwork Angels - Eradicators - Obstructors - Optifex Directive - Negation Angels - Perforators - Reciprocators - Reductors
Special CA [Any Unit] : Transverse Enumerator

Solos

Accretion Servitors - Algorithmic Dispersion Optifex - Attunement Servitors - Destructotron 3000 - Elimination Servitors - Enigma Foundry - Frustum Locus - J.A.I.M.s - Prefect Hypatia - Reflex Servitors - Steelsoul Protector - Widget, Mathlete Archeologist

Battle Engines

Nemo4 - TEP

Theme Forces Mercenaries
Clockwork Legions - Destruction Initiative - Strange Bedfellows

Refer to Category: Convergence of Cyriss Mercenary

This index was last updated: 2021.11
Mercenary Logo.jpg       Mercenary Index       (Edit)
Mercenary 'Jack Controllers (Human) (Edit)
Warcasters

Ashlynn1 - Ashlynn2 - Aurora2 - Blaize - Caine3 - Crosse2 - Damiano - Fiona - Macbain - Magnus1 - Magnus2 - Montador - Rahera - Shae

"Juniors"

Asphyxious4 - Crosse1 - Nemo4

'Jack Marshals

Colbie Sterling - Dirty Meg - MacHorne1 - MacHorne2 - Raluk Moorclaw - Rutger Shaw - Steelhead Ironhead

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Rhulic 'Jack Controllers (Edit)
Warcaster Durgen Madhammer - General Ossrum - Gorten Grundback
'Jack Marshal Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
Units, Solos, & Battle Engines
Warcaster attachments

Doctor Stygius - Madelyn Corbeau - Reinholdt - Wyshnalyrr

Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Non-character Units

Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Legion of Lost Souls - Ogrun Assault Corps - OoI Resolutes - OoI Vigilants - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - SH Cannon - SH Halberdiers - SH Cavalry - SH Mortar - SH Riflemen - SH Volley Gun - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator (small or medium based units) - Special WA: Morrowan Battle Priest (Morrow units)

Character Units

Alexia1 - Asphyxious4 - Croe's Cutthroats - Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowler1 - Herne & Jonne - Lady Aiyana & Master Holt - Lynus & Edrea - MacHorne1 - The Commodore Cannon - The Devil's Shadow Mutineers

Non-character Solos

Cephalyx Agitator - Death Archon - Gobber Tinker - Menite Archon - Morrowan Archon - Ogrun Bokur - Powder Monkey - SH Arcanist - SH Ironhead - SH Gunner - Swamp Gobber River Raider Thamarite Advocate - Thamarite Archon - Void Archon

Character Solos

Alexia2 - Alexia3 - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella1 - Black Bella2 - Bloody Bradigan - Boomhowler2 - Boomhowler3 - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez1 - Dez2 - Dirty Meg - Doc Killingsworth - Doctor Stygius - Eilish1 - Eiryss1 - Eiryss2 - Eiryss4 - First Mate Hawk - Flubbin1 - Flubbin2 & Dreyfus2 - Flugwug the Filcher - Crosse1 - Glyn Cormier, Illuminated One - Gorman1 - Gorman2 - Grand Master Gabriel Throne - Gubbin1 - Gubbin2 - Gudrun1 - Gudrun2 - Harlan Versh, Illuminated One - Harlowe Holdemhigh - Hermit of Henge Hold - Hutchuk, Ogrun Bounty Hunter - J.A.I.M.s - Kell Bailoch - Lanyssa Ryssyl, Nyss Sorceress - Lord Rockbottom - MacHorne2 - Major Harrison Gibbs - Malvin2 - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Princess Delores Graciela - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Scythe - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Tubbin - Underboss Vizkoya - Viktor Pendrake - Weird Wendell - Widget1 - Widget2 - Wrong Eye & Snapjaw

Battle Engines

Hammerfall Siege Crawler - Nemo4

Independent Warjack

Malvin1 & Mayhem1

Theme Forces (Edit)
Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

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.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • 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).
RC symbol.png

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.
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Rules Clarification:  : Partisan      (Edit)
(Click Expand to read)

Which Faction am I?
  • Partisans are Mercenary (or Minion) models unless they're taken in their "Home" Faction. For example, a Mercenary model that is Partisan [Cygnar]:
    • When used in most armies it is "friendly Faction" only to other Mercenary models.
    • When used in a Cygnar army it is "friendly Faction" to Cygnar models ... and stops being "friendly Faction" to any other Mercenaries in that Cygnar army.
  • In a multi-caster game, Partisans count as the main army's Faction and not as a Mercenary models (if playing a Faction other than Mercaneries). (Infernal Ruling)

Attachments

  • If a Partisan unit can get a special attachment from their Partisan Faction (for instance a Soulless Escort or Trollkin Sorcerer) then they can only get that attachment when they're in the Partisan Faction. They can't take it when working as a regular Mercenary. (Locked thread)
  • When taken in their Partisan Faction, they can't have a Ranking Officer attached.

Partisan warcasters

  • If you have a Partisan caster, you must choose whether your army is a Mercenary force or a [Partisan Faction] force. What warjacks the caster can take are then limited by your choice.
  • Partisan casters can be taken in [Partisan Faction] theme forces. Refer to the main rulebook.
  • Partisan casters can be fielded in multiple-caster games. (Locked thread)
    See also the Category: Partisan for what happens if you mix and match Partisan casters and Merc casters in multi-caster games.

Partisans & Theme Forces (Edit)

  • Partisans are Mercenary/Minion models, so there are two ways you can add them to a theme force:
    1. Freely: If the Partisan is on the list of allowed models, then you can take as many as you want plus another Mercenary unit/solo. (Infernal Ruling)
      They can be explicitly allowed (for example Jaws of the Wolf allows "Kayazy models/units" so Partisan Kayayz can be used freely).
      They can be implicitly allowed (for example Scourge of the Broken Coast allows "living Cryx models/units" and Partisan Cephalyx fit that criteria, so they can be used freely). (Infernal Ruling)
    2. Limited: If the Partisan isn't on the list of allowed models, it does use up your "Up to one Mercenary/Minion" slot, so you can only have the one.
  • Whether you used option 1 or 2 above, once they're in your theme force they count as a Faction model and so:
    • They can be taken as a Requistion Option (if they fit the Requistion description).
    For example Lanyssa can be taken as a free solo in the Legion of Dawn theme. (Infernal Ruling)
    • They will get any theme benefit that they fit the description for.
    For example Storm Division gives all Cygnar models Immunity Electricity, so Partisan Mercs in that theme get immunity too.
    For example Nemo4's Mechaniks get Reposition [3] in Heavy Metal. (Infernal Ruling)


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

 
  • Flight doesn't ignore:
    • Impassable terrain.
    • Most hazards. The exception is they do ignore Acid Bath and Burning Earth as long as they don't land in them.
    • Templates that stay in play and do damage to models moving through them (such as a Scather).
    • Free strikes.
  • Trampling with a flying model (Edit)
    • Flight allows you to trample "over" medium- and larger-bases.
    • Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
      • Unless, of course, you have an exception like Blade Rush.
  • Flight on a Cavalry model (Edit)
    • Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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Rules Clarification : Battle Directives      (Edit)

  • 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)
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Rules Clarification : Ascension Command      (Edit)
Rules Clarification : Above it All - None yet. (Edit)
Rules Clarification : Flying High - None yet. (Edit)

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Rules Clarification : Phantom Protocol      (Edit)

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Rules Clarification : Dodge      (Edit)

  • Dodge triggers after any missed attack - melee, ranged, or magic.
  • An enemy model with 2" melee range that is B2B with you before you Dodge, will be exactly 2" away afterwards, and thus will be able to attempt a 2nd melee attack.
  • If you're missed by an AOE attack, but it doesn't deviate very far and still hits you then: Dodge still triggers, but the AOE does damage before you get the Dodge movement. (Infernal Ruling)
  • If an enemy can attack you when you advance and then stop moving (such as Countercharge or Defensive Strike) and they miss you, then you can trigger Dodge (because you're no longer advancing).
  • Dodge plus Riposte (Edit)
    • If a model has both Dodge and Riposte, you can choose whether to dodge or riposte first. Appendix A Step 13 applies here, because the controller of the model being attacked is not the active player.
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Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • End of Activation (Edit)
You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
  • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
  • If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
  • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
  • See also the training article: LPG - End of Activation.
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Rules Clarification : Suppression Initiative      (Edit)

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Rules Clarification:  : Dual Attack      (Edit)
(Click Expand to read)

* If you fail a charge, then you do not get to make ranged attacks.
  • If you have multiple ranged attacks and/or melee attacks, you can intermingle them in any order. (Infernal Ruling)
  • You can charge, make a ranged attack, then make your charge melee attack. Even though you made a ranged attack, that doesn't change the fact that your first melee attack is the charge attack. (Infernal Ruling)
  • You must complete all initial attacks before buying attacks. You can't go: Make an initial melee attack, then buy a melee attack, then make an initial ranged attack. (Locked Thread)
  • Dual Attack doesn't let you mix initial attacks with a (★) attack. Dual Attack only lets you make either:
    1. Initial melee attacks and initial ranged attacks.
    2. Power attack and initial ranged attacks.
      Any other combination of (★ Attack) and initials is disallowed. See this thread for full explanation and links to relevant Infernal Rulings.
    • You could theoretically make a special melee attack and then buy additional ranged attacks (or vice versa) ... but the core rules say "The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any" so the special attack would have to explicitly allow a swap - and I'm unaware of any that do so.
  • There is no penalty for shooting an enemy you are in melee with.
  • Your ranged attack(s) can target a model you are not in melee with. (Infernal Ruling)
  • Dual Attack & Drag ( Edit )
    • This is pretty-much limited to just the Prime Axiom under Syntherion
    • If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
    • If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
    • If you didn't charge then ... just go nuts. There's no restrictions that I know of.
  • Dual Attack & Slam/Trample ( Edit )
Power Attack Slam and Trample combine your Normal Movement and Combat Action, and how this works with Dual Attack is:
  • Slam: You must resolve the movement, the attack, and moving the slammed model. Only then can you make initial ranged attacks.
  • Trample: You must resolve the movement, the attacks, and the free strikes. Only then can you make initial ranged attacks.
  • (Infernal Ruling)
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Rules Clarification : Limited Battlegroup and/or Affinity     (Edit)

  • Aurora2, Nemo4, or Asphyxious4 version of this rule lets them take warjacks from multiple Factions, and states "Warjacks in its battlegroup are considered to be the same Faction as this model."
    • If the controller dies, the warjack becomes inert and remains the same Faction as it was when it started the game, it does not revert to the Faction printed on its card. (Infernal Ruling)
    • If the inert warjack is a Vector, and it is reactivated by another caster, it's MAT/RAT will change to match it's new controller.
    However if the inert Vector is reactivated by a 'Jack Marshal, its new MAT/RAT score will be 0. If the 'Jack Marshal dies later, the Vector will become autononmous but the MAT/RAT remains 0. (Infernal Ruling)
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Rules Clarification : Repairable - None yet. (Edit)


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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.")
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Rules Clarification : Free Fall      (Edit)

  • If you hit a model with Flight that is immune to knockdown, it will still lose Flight. Being immune to knockdown does not make it totally immune to Freefall.
  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.

Rules Clarification : Arcane Propulsion - None yet. (Edit)

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Rules Clarification : Bladed Gale      (Edit)

  • Models can regain Flight afterwards. For instance, Krueger1 could cast Skyborne on himself.
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Rules Clarification : Hand of Destruction      (Edit)

  • Discard Die (Edit)
    • If you're discarding lowest or highest, you have to discard even if you want it for a critical hit.
    For instance: if you discard "the lowest die", need 6+ to hit, and roll a 3, 3, and a 4 ... then you must discard one of the 3s, and you'll end up with a non-critical hit with the 3 + 4.

Rules Clarification : Spirit Door - None yet. (Edit)