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.

SOM icon.jpg

Special Order Model
This model is no longer available through normal US distributors (as of 2018.04). Instead your local game store needs to order it through PP's Special Order Service. More info is available at PP Retailer Support As of 2019.09, PP have removed the SOS info from the Retailer Support website.

International distributors can still access the entire catalog of models.

See also the Official Press Release and/or Category: Special Order Model.

As of 2019.09, PP has removed

Basic Info

Missing Info
Ashlynn D'Elyse.jpeg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 17
ARM 15
ESSENCE {{{essence}}}
HP 16
F. Field N/A
WJP +29
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock


  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • 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 it is missed by an enemy melee attack, immediately after the attack is resolved this model 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.





2 6 - - Upkeep -
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 - - Upkeep -
Battlegroup models in the caster's control range gain Pathfinder and Steady.
Steady - This model cannot become knocked down.

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 - - - -
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.

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

3 6 - - Upkeep -
Target friendly Faction model/unit gains +2 SPD, and +2 DEF vs ranged/magic attack rolls.

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.

Theme Forces

Recent Changes

2018.06 Crucible Guard Release

  • She can now work for Crucible Guard (in a 2+ caster game)

2019.08 Dynamic Update

  • This model became a Morrowan model, which will allow them to go in the new Flames in the Dark theme.

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.

Spell thoughts

  • Admonition - Often cast on Ashlynn so she can run away if charged because she doesn't have Sprint or Reposition. It is also good on a heavy to keep it from getting charged. You will have to choose between this and Chosen Ground
  • 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.
  • 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

  • She's a special order model.
  • Against a dedicated ARM skew, she may struggle. While she excels at delivering her army, she doesn't shine at making it wreck shop once she arrives.
  • Anything that can shoot Ashlynn from outside her control area can be a problem unless you bring Vanguards, which you probably should.
  • Roulette might be a nice feat to protect high-DEF models and hit high DEF models - but Cygnaran warjacks are going to need two 1s on four dice to miss most merc jacks in melee; it does little to help protect any of her heavy jacks except Gallant, who is not allowed in theme. It also does nothing against blast scatters.
  • She has far more options than focus. Plan carefully.

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


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. Therefore she gets a ton of mileage out of both Morrowan and Thamarite Archons, which become nigh invulnerable under Roulette.

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).

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

    Cygnar Units    

This is the most commonly taken option for Ashlynn.

  • 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.
    • 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.

    Crucible Guard Units    

The second most common option

  • Crucible Guard Rocketmen with Quicken, their +2 DEF order (which grants blast immunity), Ashlynn's feat, and Distraction makes them 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.
  • 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 DF15, ARM20 vs shooting.

    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. They are one way to ensure you deliver a painful alpha strike after Ashlynn's feat turn.
  • Exemplar Vengers love the speed buff from Quicken, and hit hard enough to be worthy of consideration.
  • Choir of Menoth will probably see the least play under Ashlynn than with any other caster in this theme, but they can still provide strong support for a larger battlegroup to benefit from Ashlynns chosen ground spell.
  • Flameguard Cleansers with Assault, Spray 10, Ashlynn's Feat, and Veteran Leader, they'll fry lots of stuff. Then they die.

    Mercenary Options    

There are also very good in-faction choices:

  • Major Harrison Gibbs allows the whole army to reposition 3", and is pretty much an auto-include
  • Ragman - another auto-include with her because you need to do something about heavy armor.
  • Gorman1 is auto-include number three. Veteran Leader makes him RAT 7.
  • 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, 9 points is still a lot.
  • 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 tn the package, you can always give him a Buccaneer for a 10" net instead.
  • 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.
  • The Morrowan Archon and Thamarite Archon provide abilities that work well with her kit. The Thamarite Archons are hyper accurate on her feat turn. The Morrowan Archon even grants her Veteran Leader helping her land her spells. 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.

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 Legion of Lost Souls is a fine target for Quicken.
  • She is allowed to bring a Cygnar Lancer warjack through which she can arc Distraction and Gallows. Something Ashlynn players have long dreamed of.

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:


  • 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.) Still, it's a luxury pick you probably don't have points for compared to a Morrowan or Thamarite Archon that require no resources to do their thing.
  • 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.
  • Blockader - Under Quicken, Ashlynn's feat and with Ragman in tow, it will smash nearly anything. You might lose it afterward if you play it that way, however.



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 has a Statue of Liberty sculpt in her likeness in Privateer Press's Monsterpocalypse game.
  • Ashlynn was the inaugural winner of the Warmadness 2019 popularity contest (out of a pool of 64 casters), making her ostensibly the most beloved character in the game. Her prize is she gets to "go epic" (ie rules for an Ashlyn2 model will be released sometime in 2020).

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)

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

Non-Casters "Junior Warcaster" Crosse1 'Jack Marshal

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

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 Madelyn Corbeau - Reinholdt - Wyshnalyrr
Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)

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 - 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


Cephalyx Agitator - 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

Alexia, Mistress of the Witchfire (2) - Alexia, The Undying (3) - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella, Duchess of Dread - Bloody Bradigan - Boomhowler, Solo Artist - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez - Dirty Meg - Doc Killingsworth - Eilish Garrity, the Occultist - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - First Mate Hawk - Flugwug the Filcher - Gastone Crosse - Glyn Cormier, Illuminated One - Gorman di Wulfe, Rogue Alchemist (1) - Gorman the Mad (2) - Grand Master Gabriel Throne - Gubbin - Gudrun the Wanderer - 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 - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Viktor Pendrake - Widget, Tinker Extraordinaire - Wrong Eye & Snapjaw

Battle Engines Hammerfall Siege Crawler
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: 2019.09

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 Strikeand/or Lunge     (Edit)

  • 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. 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 if they run, fail a charge, or use an ability like Reposition.
      Because doing one of those things makes that specific model's activation to end (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat 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 Unitor Warlock Unit     (Edit)
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 (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • 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 Warcastersor 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)

  • 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)
  • You can't use Dual Attack 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.
  • 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.
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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.
    • Although if you have two models giving out the buff, then they can give it to each other. (Locked thread)
  • 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)
(Click Expand to read)

* 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 within your own activation ( Edit )
    • You can trigger Countercharge during your own activation, but only if an enemy model somehow triggers their own move. For instance, you move towards a model with 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.)
    • In this scenario you may boost Countercharge attacks and trigger only-during-activation effects (such as Critical Shred & Sustained Attack) exactly as if you were in your activation (because you are).
    • Also, 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.
  • 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)

  • Steady models are still susceptible to other effects of knock-down attacks (if there are any).
    • For example, a steady model hit with a Head butt won't be knocked down but will take damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.

Rules Clarification : Distraction - None yet. (Edit)

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Rules Clarification:  : Thresher and/or Flashing Blade and/or Cyclone     (Edit)
(Click Expand to read)

Resolving the attack

Under this heading, the word "Thresher" is used interchangeably for "Flashing Blade" and "Cyclone" too

  • Thresher makes an attack against every model, and as such it targets every model. Thus if a model "may not be targeted by melee attacks", you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • All attacks made by a Thresher attack are simultaneous.
    • If a model is out of LOS when you start the Thresh, then you may not attack it as part of the Thresh (even if the Thresh kills what is blocking your LOS)
    • This means 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 (for instance the Cryx Harrower that collects souls), it cannot collect them until all Thresh attacks are resolved.

Thresher only

  • All attacks made by a Thresher are special melee attacks, and as such won't trigger stuff like Grim Salvation or Rhyas's feat. (Infernal Ruling)
  • No matter how many enemy you kill, Thresher only counts as a single attack for the purposes of triggering Berserk, Quick Work, Black Spot, etc
  • You can do a Thresher on a charge (it's a special melee attack).
    • If you charge & Thresher, only the damage roll against your charge target is automatically boosted - other models caught in the thresh suffer an unboosted damage roll (although you can spend focus/fury to boost it)
  • You can't buy additional Thresher attacks, because they're (★ Attack). You can buy additional normal melee attacks, though.
  • Thresher will hit friendly models.

Flashing Blade only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell , then you'll get your boosted charge attack against it.
  • Flashing Blade doesn't hit friendly models

Cyclone only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell and is still in range, then you'll get your boosted charge attack against it.
    • If you used the advance to move out of range of your charge target, it was still as successful charge so it won't cause your activation to end. However, you are still limited to making melee attacks only.
  • Cyclone will hit friendly models.
  • The attack(s) from Cyclone occur simultaneously with "Ends its movement" triggers (such as Admonition). As such, the active player can use the Cyclone attacks before the inactive player uses his Admonition move. (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)

Rules Clarification : Quicken - None yet. (Edit)