Ashlynn d'Elyse

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Mercenary Logo.jpg Ashlynn d'Elyse

Mercenary Morrowan Llaelese Warcaster

Replacing the normal parrying blade common among Llaelese duelists with an augmented handcannon, Ashlynn d'Elyse has surprized many an opponent with a point-blank blast instead of the slice or jab of her sabre. So amazing are her abilities it has been noted that she once kissed her opponent as she delivered the final blow that ended their duel.

Basic Info

Ashlynn1
Missing Info
Ashlynn D'Elyse.jpeg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 5
MAT 8
RAT 7
M.A. N/A
DEF 17
ARM 15
CMD 9
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 16
F. Field N/A
WJP +29
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 - In a 2+ caster game, she can work for Cygnar, Crucible Guard or Protectorate.

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: Roulette

While in Ashlynn's control range, models gain two additional dice on their attack rolls. For each of those attack rolls, you choose two of the dice rolled to be discarded. Roulette lasts for one round.

Abilities

  • Parry symbol.jpg Parry
  • Dual Attack - This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
  • Riposte - When this model is missed by an enemy melee attack, immediately after the attack is resolved it can make one basic melee attack against the attacking model.
  • Veteran Leader [ Llaelese ] - While in this model's command range, other friendly Llaelese models gain +1 to attack rolls.

Weapons

Hand Cannon
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 - 12
Nemesis
Sword icon.jpg  RNG   POW   P+S 
1 6 11

Spells

COST RNG AOE POW DUR OFF
Admonition

2 6 - - Upkeep No
When an enemy model advances and ends its movement within 6" of target model in the spellcaster's battlegroup, the affected model can immediately advance up to 3", then Admonition expires. The affected model cannot be targeted by free strikes during this movement.
Chosen Ground

2 SELF CTRL - Upkeep No
While in the spellcaster's control range, models in its battlegroup gain Pathfinder and Steady.
Steady - A model with Steady cannot become knocked down.
Distraction

2 10 - - Round Yes
Target warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT for one round.
Flashing Blade

1 SELF - - - No
The spellcaster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.
Gallows

3 10 - 13 - Yes
When an enemy model is hit by this attack, it can be pushed d6" directly towards Gallows' point of origin.
Quicken

3 6 - - Upkeep No
Target friendly Faction model/unit gains +2 SPD, and +2 DEF against ranged and magic attack rolls.

Theme Forces

Recent Changes

No changes since 2019.08

Thoughts on Ashlynn d'Elyse

PP Online Store exclusive sculpt

Ashlynn d'Elyse in a nutshell

Ashlynn shines brightest in a Llaelese Resistance army where the combination of options and abilities available to her create extremely powerful combinations; the Veteran Leader only serves to underscore this. She specializes in speedy, accurate, nimble, death by a thousand cuts style play.

Feat thoughts

Roulette is Ashlynn's play to get up on attrition. It makes her army highly accurate and the opposing army unable to hit reliably. Before she had Chosen Ground players often tried to knock her down and kill her.

The game has many models that can reach effective MAT 10 and do her in if you aren't careful. But stand too far back and they'll attack you from beyond her control area.

Spell thoughts

  • Admonition - You will have to choose between this and Chosen Ground on turn 1. You would then put it on a heavy turn 2 and feat, theoretically. Good with Countercharging Toros.
  • Distraction - Useful to drop the DEF and MAT of melee units that got too close, though infantry is easy to kill as a general rule. With Sylys, she can stop a ranged unit from shooting at 12" away.
  • Flashing Blade - Used in melee. Can be used before movement as well, which makes it useful to make attacks before moving. Combined with Lunge, it is very effective.
  • Gallows - This spell is rarely cast because it costs half her stack, leaves Ashlynn exposed and you can't predict how far the push will move the target. Every once in awhile it enables assassinations or yanks a heavy into charge range.
  • Quicken - Ashlynn's best support spell. It makes high DEF, high SPD things really fast and really hard to hit directly. It can also be used to bring lower SPD heavier infantry to the fight.
  • Chosen Ground - This upkeep replaced Twister during CID development and gives her a measure of battlegroup support while keeping her safe from knockdown effects. It keeps her Vanguards upright and gives her non-Llaelese heavies pathfinder to go with the rest of the army.

Drawbacks & Downsides

  • Focus 6 limits what she can do each turn and weakens her feat which compares unfavourably to Fiona’s when used Defensively.
  • needs her army to crack armour for her - the tools exist in mercs but she doesn’t have them.

Tricks & Tips

  • Major Harrison Gibbs allows her to back off a little bit after moving forward to do something and keeps her from getting shot if you knock her down.
    • If you plan that, have a Buccaneer nearby. You probably have to aim, and shoot her in the back, but a boosted attack roll on the net will likely to get her. Just don't cast or upkeep Chosen Ground before.

List Building Advice

Strategy

Ashlynn's feat and the Distraction spell commends her to high DEF models. Her feat is most beneficial with strong ranged attacks to ensure a strong alpha strike followed up by a turn of relative immunity to retaliation. Thus every good Ashlynn list starts with two Morrowan and two Thamarite Archons as she gets a ton of mileage out of both. They become nigh invulnerable under Roulette. Accordingly competitive list building with her is limited to either to the Resistance, or Flame, where the archons are allowed.

Before the rebalancing of 2021, her strongest list was a unit of rocketmen jamming the middle of the board backed up by heavy hitters and archons. With the change to blast immunity on rocketmen this no longer works and her best option is to use models that can get a good alpha strike in under her feat.

Ashlynn is almost invariably played in the Llaelese Resistance theme force where she and her army have innate pathfinder, she provides +1 to hit to most of her army, and she gets access to the Llaelese Solos that support her. A case can also be made for Flame in the Darkness.

Llaelese Resistance

Llaelese resistance is a very flexible theme that suits Ashlynn very much due to her veteran leader affecting the "borrowed" two units from another Faction (Cygnar, CG, or Protectorate), along with the majority of the Mercenary solos you will be taking (and also the Vanguard for what it's worth).

The first decision point will always be which faction to borrow from, and Ash has a few strong contenders:

    Cygnar Units    

Cygnar Units have a tough standing in LR right now, because they are comparatively worse than the Crucible Guard option in regards to speed, damage output, or jamming potential. Still, if you want to take them for a spin with Ashlynn, try these:

  • Trencher Infantry was once the most common Cygnar pick. By being made Llaelese by the theme they can take advantage of Reposition 3" to make a rolling cloud wall. Ashlynn can quicken them so they can move even faster than under Haley 3. This all makes for a good way of preserving her army on the way in. However, once they get jammed up, they're a bit helpless and their offensive output leaves a bit to be desired. And it all folds into anti-cloud tech
    • The second unit brought along should be a hammer to follow up the cloud wall. Storm Lances and Stormblades are two common options, the former threat much farther while the latter can lay down some ranged pressure before lines meet and hit very hard if they make it. Do keep in mind that Stormknights are designed around their support solos, in particular Gwen Keller and Laddermore, which are absent from this theme. Stormguard Infantry also suffer from a lack of electric damage rolls to buff.
  • Arcane Tempest Gun Mages - A popular build are two units with CAs to maximise the Sniper theme benefit. Ashlynn's Veteran Leader ability makes the absence of the GMCA less hurtful and Gibbs hands out repo. Their CAs can marshal merc jacks here, a Mule is a popular choice due to the hilarity of Critical Thunderbolt Devastation shots. Note again that they lack important support here, in particular Bastian Falk who acts as a much needed damage buff.

    Crucible Guard Units    

Likely the most competitive option available. Wheatehr it is ranged superiority, speedy jammign or flat out pulverizing your enemies with big fire hammers, Crucible Guard has you covered.

  • Crucible Guard Rocketmen with Quicken, their +2 DEF order, Ashlynn's feat, and Distraction they become an exceptionally mobile ranged force that is almost impossible for some opponents to remove. However, they have very below-average offense, so they mostly end up jamming. They also no longer have blast immunity, so removing them can be trivial for some armies.
  • Crucible Guard Infantry are simple a very solid ranged unit that like Veteran Leader. Useful in builds designed for a specific type of opponent.
  • Crucible Guard Assault Troopers are a fairly hard hitting unit that can be surprisingly difficult to remove at range with Ashlynn due to Ashen Veil and Quicken making them effectively DEF15, ARM20 vs shooting. They are instrumental for Ashlynn, who lacks a damage buff, and Assault Troppers backed by Ragman can crack open heavies.
  • Failed Experiments - Compared to the Assault Troopers they trade Weapon Master for variable stats that can make them faster, so they can zoom across the battlefield at SPD 9 under Quicken and be a nuisance with +2 DEF and Impervious Flesh, especially so under her feat.

    Protectorate Units    

Has some strong considerations, mainly because this is where the weapon masters can be found.

  • Exemplar Bastions are a very hard hitting unit that love Quicken and Pathfinder. With Ashlynn, they are MAT 8 Blessed Weapon Masters and Gibbs can heal them all to full after spreading damage around with Sanguine Bond.
  • Exemplar Vengers love the speed buff from Quicken, and hit hard enough to be worthy of consideration.
  • Flame Bringers are fast, have a high DEF stat, hit reasonably hard and can go critfishing under her feat. All good.
  • Choir of Menoth became an interesting option with the release of Malvin & Mayhem since Ashlynn can now run 2 warjacks, Crosse a third and a Quickened Mayhem under Battle becomes a terrifying prospect. But sadly Quicken and her feat alone is not enough to reliably deliver this package.
  • Flameguard Cleansers with Quicken, Assault, Spray 10, Ashlynn's Feat, and Veteran Leader, they'll fry lots of stuff. Then they die, but hopefully it's worth it. Would be great with Menite Archons, but animosity says no.

    Mercenary Options    

There are also very good in-faction choices:

  • Morrowan Archon - A Veteran Leader to your Veteran Leader, if she ever needs to nail a Gallows or Distraction. More importantly its a durable Shield Guard and Blinding Radiance is effectively a DEF buff in melee that you can abuse with her feat and Quicken.
  • Thamarite Archon - A gun plat form that is accurate speedy and has high defence and Dodge, so perfect for her feat. Two of them can give each other rerolls (if Ragman needs them you are using him wrong) and contribute all game.
    • Their presence makes the Llaelese Resistance Theme formidable under Ashlynn's leadership. You want 2 or 3 minimum as you have no better options to spend points on once you've maxed out your 2 unit choices.
  • Malvin & Mayhem - Quicken is an okay buff on them and the Choir make them pretty likely to hit the enemy lines on Ashlynn's feat turn undamaged where they could be swinging at POW 22 if needed.
  • Major Harrison Gibbs allows all your Llaelese warriors to reposition 3", and is pretty much an auto-include unless you do the Malvin/Choir build.
  • Ragman - Auto-include with her because you need to do something about heavy armor.
  • Gorman1 Almost auto-include, though sometimes he won't quite fit. Veteran Leader makes him RAT 7. And a Rust Bomb is still a much needed damage buff, even if it is conditional.
  • Anastasia Di Bray - She's as close to auto-include as it gets unless you just can't spare the 3 points. Ashlynn is one of the few casters in the game that can actually deliver her to trigger Espionage. Ashlynn also prefers to go first so she gets the alpha strike under her feat.
  • Thorn Gun Mages - With Ashlynn they are RAT 8 snipers with Pathfinder, Prowl and Thunderbolt that can set things on fire or unjam with Black Penny. While they are probably worth 9 points with all these bonuses, 8 points is still a lot in a world where 8-9 pt Archons exist. They also die, very quickly.
  • Gastone Crosse really likes having an extra point of RAT available, and can run a Mule highly effectively to go crit-fishing on her feat turn. If you don't feel like commiting 19 points to the package, you can always give him a Talon or Buccaneer instead. His discombobulate spell has many application aside from granting +2 to hit, as it also turns of Shields, Counter Charge or freestrikes, among others.
  • Taryn Di La Rovissi, Llaelese Gun Mage really likes being RAT 8, and Shadow Fire opens up assassination vectors. She also gains Sniper from the theme. She's sometimes tough to squeeze in due to the wealth of other choices.
  • Sylys Wyshnalyrr gives Ashlynn extra focus, extra range, and a better chance of hitting Distractions or Gallows. All great. It is possible Sylys was designed specifically with Ashlynn in mind as few casters utilize all his abilities as well as she does.
  • Eilish Garrity brings upkeep removal and puppet master improving the accuracy of an already accurate army.

Flame in the Darkness

This theme loses on the flexibility of the units that Llaelese "borrows", but gives you access to the Morrowan and Thamarite range. Specifically, Morrowan Archons, Thamarite Archons and Ragman. It also lets her put some Cygnar and/or Khador warjacks in her battlegroup.

Ashlynn will not have Pathfinder or access to Gibbs. Also there are only two models in the theme that her Veteran Leader will work on. Still Flame offers certain things Resistance does not.

  • Gabriel Throne and Alexia3 provide excellent damage boosts she appreciates in addition to Ragman (The latter only to the Legion though).
  • Precursor Knights are a fine target for Quicken, they don't need help hitting hard, either.
  • She is allowed to bring a Cygnar Lancer warjack through which she can arc Distraction and Gallows. Something Ashlynn players have long dreamed of.
  • Alternatively run her with a Hurricane as the biggest arc-node available.
  • Quicken is great for the slow Khador jacks. The Conquest or the Juggernaut pack some serious melee power and can go crit fishing on feat turn.
  • Gallant - A hard hitting focus efficient jack is all she really wants for her battlegroup, and Gallant delivers.
  • Jakes1 eases some of her focus burden and can put Sidekick on her jack, which adds to the DEF skew.

That said, aside from Quicken, Fiona plays a similar game and brings a lot more to the table in this theme.

Irregulars and Soldiers of Fortune

She doesn't really want to be in either of these themes. Other casters run those themes better. That said, though:

Battlegroup

  • Blockader - Under Quicken, Ashlynn's feat and with Ragman in tow, it will smash nearly anything that is not also a colossal. You will lose it afterward if you play it that way, however.
  • The Toro hits like a truck, especially with Ragman's help, has just enough DEF to be annoying to hit under Roulette. As a bearer of the Admonition spell, the Toro can either Countercharge and back away or Admonition into position, then Countercharge.
  • Mangler - Free charges to ease the burden on Ashlynn's focus, a thresher attack to take advantage of during feat and a chain weapon to mitigate high armor due to shields. While a pricey option it is a good choice with Ashlynn.
  • Mule - Critical Devastation is amazing when it works. And it's never more likely to work than under her feat. She's very fun for this alone.
  • Mariner - Mariners are just all-round solid warjacks. Under Ashlynn's feat they can unleash a very accurate POW 14 shot from downtown without needing to boost to hit. This ensures you get to use Ashlynn's feat offensively no matter how far back the opponent plays.
  • Vanguard - Its a Llaelese warjack so benefits from her Veteran Leader. MAT and RAT 7, Pathfinder and Shield Guard for only 10 points. (Note: While it does benefit from Veteran Leader, it is not affected by Gibbs.) It has versatility and staying power, and it can contribute fairly well under her control. If you're going to run one of these warjacks with anyone in mercenaries it should be her.

Starting a 25 point Brawl list

In 2021.03 Phillip Melvin, one of the LOS authors, put together this 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 - Llaelese Resistance

Ashlynn1 [+29 WJP]
Taryn di la Rovissi, Llaelese Gun Mage [Free] (4 pts)
Major Harrison Gibbs [4 pts]
Anastasia di Bray [3 pts]
Thorn Gun Mages [8 pts]
Dannon Blythe & Bull [5 pts]


For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

Ashlynn to Ashes - Limited edition sculpt
  • Released in Warmachine: Superiority (2006)
  • She has received two alternate sculpts:
    • The first is a PP store exclusive with her holding a flag.
    • The second is the MiniCrate limited edition "Ashes to Ashlynn".
    • She also shows up in one of PP's other board games, Monsterpocalypse, as a building. She's the Statue of Liberty in that game.
  • Ashlynn was the winner of the Warmadness 2019 popularity contest (out of a pool of 64 casters), making her ostensibly the most beloved caster in the game. The prize she got for winning was Ashlynn2.

Video Battle Reports

Warjacks she can take

With the way Mercenary battlegroups work, this model can't simply control any Mercenary warjack, and instead is limited to the following choices:

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
Note: Other restrictions may apply, such as 'Jack Marshals can't control Colossals, character warjacks aren't allowed in most theme forces, etc.

Other Mercenary models

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

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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 : Chain Strike and/or Lunge     (Edit)

  • The extra melee range kicks in the instant you start your activation, and if that makes you engage an enemy then it means you can't aim.
  • The extra range does apply during Frenzies (because that is defined as an activation)
  • The extra range doesn't apply during free strikes or when your opponent takes control of your model.
  • It doesn't increase the range of Power Attacks, because you do not apply weapon special rules to Power Attacks (unless they specifically reference Power Attacks, like Hard Head does). (Locked Thread)
  • If you're affected by another range-altering rule (such as Jakes2's feat) then that won't override Chain Strike. (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.
  • 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).
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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 : Parry - None yet. (Edit)

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Rules Clarification:  : Dual Attack      (Edit)
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* 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 : Riposte      (Edit)

  • You can't resolve Riposte from a free strike because, by definition, the attacker is in your rear arc and thus you can't target them.
  • 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 : Veteran Leader      (Edit)

  • Veteran Leaders don't give themselves the buff, because of the "other models within ..." clause. However, if you have two models giving out the buff, then they can give it to each other. (Locked thread)
  • If a model can get Veteran Leader from two sources (such as Vet Leader [Winterguard] simultaneous with Vet Leader [Assault Kommandos]) then the benefit does not stack. (Infernal Ruling)
  • Some versions say "friendly" and some don't. Regardless, Veteran Leader only buffs friendly models. (Infernal Ruling)


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Rules Clarification:  : Admonition      (Edit)
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* What does trigger Admonition
    • Admonition triggers off any advance, not just in-activation stuff. You could even trigger your Admonition off an enemy's Admonition!
    • Standing still but changing facing is an advance.
  • What doesn't trigger Admonition
    • Aiming, or forfeiting your movement, is not advancing.
    • If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
    • Being placed (such as Teleport) is not an advance.
    • Involuntary movement (being slammed, thrown, or pushed) is not an advance.
  • You don't have to trigger Admonition the first time an enemy moves nearby - you can save it until it best suits you. (Infernal Ruling)

  • Countercharge during your own activation (Countercharge vs Admonition etc) ( Edit )
    • You can trigger Countercharge during your own activation, but only if an enemy model moves during your activation. For instance, you move towards a model who has Admonition and they trigger that to try to move away. (You do a normal move, they trigger admonition and move, you trigger countercharge from their admonition-move.)
    • However countercharge always counts as being out-of-activation, no matter when you trigger it. (Infernal Ruling)
    As a result, you can't trigger only-during-activation effects (such as Critical Shred & Sustained Attack).
    • On the other hand, you can potentially get two charge attacks (one for your normal charge, one for the counter charge). (Infernal Ruling)
      This ruling still applies even after the 2018.07 update (Infernal Re-ruling)
  • Countercharge plus Admonition
    • If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
  • Countercharge Inception
    • If a model [A] has Countercharge, and it charges an enemy model [B] that has Countercharge and Admonition, then ...
      • Model [A] charges and triggers CC and Admo on [B]
      • Model [B] Admo moves but before it can resolve its own CC, it triggers CC on [A]
      • You now have two models that have triggered CC simultaneously. So the Active player gets to resolve their one first.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Chosen Ground      (Edit)

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Rules Clarification : Steady      (Edit)

  • If you are hit by a knockdown effect during your own turn then ... nothing happens. Unless it was a Slam or a Throw that knocked you down.
    In that situation, there is a core rule that says "models immune to knockdown that become knocked down from a slam or throw must forfeit either movement or action when they activate". But that core rule doesn't apply to other knockdowns (lots of players assume it does)
  • Steady models are still susceptible to other effects of knock-down attacks (if there are any). For instance, a Head Butt attack causes damage and knockdown - a Steady model would still take the damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
  • Steady models who make a tough check during an advance can continue advancing. (Locked Thread)

Rules Clarification : Distraction - None yet. (Edit)

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Rules Clarification : Flashing Blade      (Edit)

  • Flashing Blade is an unlimited spell.
  • Flashing Blade is optional.
  • All attacks generated are basic attacks.
  • Flashing Blade will not hit friendly models.
  • Simultaneous melee attack (Edit)
There are several abilities/spells that allow a model to make simultaneous melee attacks vs everything in range (Blood Reaper, Cyclone, Flashing Blade, High-Impact, Thresher)
      Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all of these abilities:   [Show/Hide]
Targeting/Timing
  • To make a multi-melee-attack (MMA) you have to make individual melee attacks vs every model, and this means you need to target every model with a melee attack. If a model "may not be targeted by melee attacks" (such as Una2's feat) then you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • The attacks are effectively multiple separate attacks.
    • If you have a buff to your "next attack" (such as Tune Up) then it only works vs the first model you roll dice against, not vs every enemy. (Infernal Ruling).
  • The attacks are simultaneous.
    • If a model is out of LOS when you start the MMA, then you may not attack it during the MMA (even if the MMA kills what is blocking your LOS).
    • You need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens from destroyed models (for instance the Cryx Harrower that collects souls), it cannot collect any tokens until all MMA are resolved.
Charging
  • If you charge and cast a spell to generate MMA, then none of those MMA count as a charge attack. You've "paused" your charge. If the charge target survives the spell, then you get to make a normal charge attack vs it.
  • If your MMA is simply tied to your weapon, then only the damage roll against your charge target is automatically boosted - other models caught in the MMA suffer an unboosted damage roll (although you can spend focus/fury to boost it)
Triggering other abilities
  • Most abilities that give the attacker a bonus move/attack tend to use the phrase "destroy one or more enemy models with a melee attack" and as such you'll only trigger this ability once. For example Berserk, Quick Work, Black Spot, etc
  • Other abilities, that trigger on "hit" or "damage", can be triggered from every attack in the MMA.
Many abilities only trigger off a basic melee attack, so don't work with special MMA (like Thresher). But if your MMA is basic (like High-Impact), things might get a bit complicated. In particular:
  • If you have Beat Back on the attacker, it is resolved after the attack. Every model that survives the MMA is eligible to be Beat Back-ed, and the attacker chooses the order. Pick one, push it and follow it, then decide if you want to Beat Back another survivor. Each push will recenter the directly away / directly toward part of the push. (Infernal Ruling)
  • If you have Electro-Leap on the attack, it is resolved after all attack rolls but before any damage rolls. The models that you just attacked will have electo-leaps bounce between them (as they will generally be the closest to each other). After the Electro damage is resolved, you can roll melee damage vs any models that survived the electric damage. (Infernal Ruling)
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Rules Clarification : Gallows      (Edit)

  • The target is pushed directly toward the point of origin, not the caster. This distinction is important if the spell is channeled.
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
    • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)

Rules Clarification : Quicken - None yet. (Edit)