Unlimited Only This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.
Note that the rest of this page is about the model's Mark III rules.
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Following Ashlynn’s efforts in leading the liberation of Llael, the nation’s newly coroneted queen proclaimed her “The Queen’s Blade”, bestowing upon her the highest military authority in the land. Ashlynn is joined by a retinue of famous Llaelese duelists: Marie Aguillon, renowned for her master swordsmanship, and Vayne di Brascio, a skilled gun mage who spent years as a freedom fighter under Ashlynns command.
Basic Info
Mercenary - In a 2+ caster game, she can work for Crucible Guard, Cygnar, or Protectorate.
Warcaster Unit - All warcasters come with a stack of standard special rules - most notably being awesome. Furthermore, this warcaster comes with some troopers that can be ordered around. Click here for a newbie-friendly recap, or click here for the full rules.
Ashlynn2
Ashlynn2 |
Missing Info |
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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 |
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WJP |
+26 |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
N/A |
UNIT SIZE |
N/A |
COST |
N/A |
N/A |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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Feat: Battle Cry
- Return up to 3 friendly destroyed Faction solos with points costs of 6 or less each to play.
- Place those models B2B with Ashlynn.
- Returned models must forfeit their Normal Movement or Combat Action the turn they were returned to play.
- Models that were destroyed this turn cannot be returned as a result of Battle Cry.
- Additionally, while in Ashlynn's control range, friendly Faction models gain Dying Breath.
- Dying Breath - When a model with Dying Breath is boxed by an enemy attack at any time except while it is advancing, it can be immediately make one basic attack.
- Battle Cry lasts for one round.
Abilities
- Groundwork - While knocked down, this model is not automatically hit by melee attacks, and its DEF is not reduced by being knocked down.
- Hero of the People - When this model destroys one or more enemy models with a melee attack during its unit's activation, other friendly warrior models gain +2 to their attack rolls while in this model's command range. Hero of the People last for one turn.
- Tactician [ Llaelese ] - While in this model's command range, friendly Llaelese models can ignore other friendly Llaelese models when determining LOS. Friendly Llaelese models can advance through other friendly Llaelese models in this model's command range if they have enough movement to move completely past them.
Weapons
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Hand Cannon
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RNG
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ROF
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AOE
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POW
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12
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1
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-
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12
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Revanche
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RNG
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POW
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P+S
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2
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7
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12
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Damage Type: Magical
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Weapon Master
- Thresher (★ Attack) - This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range. Thresher attacks are simultaneous.
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Spells
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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Artifice of Deviation
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2
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Control
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5
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-
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Upkeep
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No
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Place a 5" AOE anywhere completely within the spellcaster's control range. While completely within the AOE, friendly Faction models gain cover. Enemy models treat the AOE as rough terrain.
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Blood of Liberty
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2
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SELF
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CTRL
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-
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RND
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No
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While in this model's control range, friendly living Llaelese models gain Tough and Unyielding. Blood of Liberty last for one round.
- Unyielding - A model with Unyielding gains +2 ARM against melee damage rolls.
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Hand of Fate
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2
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6
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-
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-
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Upkeep
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No
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Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll.
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Perdition
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2
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10
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-
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10
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-
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Yes
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When an enemy model is damaged by Perdition, immediately after the attack is resolved one warjack in the spellcaster's battlegroup that is currently in its control range can make a full advance toward the nearest enemy model. A model can advance as a result of Perdition only once per turn.
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True Path
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3
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SELF
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Control
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-
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Turn
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No
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The spellcaster and friendly Faction warrior models/units beginning their activation in its control range gain +2" when advancing as part of their Normal Movement and Pathfinder during their activations. True Path lasts for one turn.
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Vayne di Brasco
Vayne di Brasco1 |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Small |
SPD |
6 |
STR |
5 |
MAT |
7 |
RAT |
7 |
M.A. |
N/A |
DEF |
14 |
ARM |
11 |
CMD |
6 |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
5 |
F. Field |
N/A |
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
N/A |
UNIT SIZE |
N/A |
COST |
N/A |
N/A |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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Abilities
- Duelist - This model gains +2 DEF against melee attack rolls.
- Granted: Reposition [3"] - While this model is in formation, models in its unit gain Reposition [3"]. (Reposition [3"] - At the end of an activation in which it did not run or fail a charge, a model with Reposition [3"] can advance up to 3", then its activation ends.)
- Point-Blank - During its activation, this model can make melee attacks with its ranged weapon, with a melee range of 0.5". Do not add this model's STR to damage rolls with ranged weapons. Charge attacks made with ranged weapons are not boosted.
Weapons
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Dual Magelock
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RNG
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ROF
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AOE
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POW
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10
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2
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-
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10
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-
Damage Type: Magical
- Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
- Black Penny - This attack ignores the target in melee DEF bonus.
- Trick Shot - If this attack directly hits, choose another model within 4" model hit. The chosen model suffers an unboostable POW 10 magical damage roll. The point of origin for this damage is the model hit. Trick Shot damage rolls are not considered to have been caused by an attack.
- Thunderbolt - Enemy models hit are pushed d3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed.
- Both Barrels (★ Attack) - This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it used a Both Barrels attack.
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Sword
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RNG
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POW
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P+S
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0.5
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3
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8
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Marie Aguillon
Marie1 |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Small |
SPD |
6 |
STR |
6 |
MAT |
7 |
RAT |
N/A |
M.A. |
N/A |
DEF |
14 |
ARM |
13 |
CMD |
6 |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
5 |
F. Field |
N/A |
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
N/A |
UNIT SIZE |
N/A |
COST |
N/A |
N/A |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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Abilities
- Duelist - This model gains +2 DEF against melee attack rolls.
- Granted: Riposte - While this model is in formation, models in its unit gain Riposte. (Riposte - When a model with Riposte is missed by an enemy melee attack, immediately after the attack is resolved it can make one basic melee attack against the attacking model.)
Weapons
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Dueling Blade
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RNG
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POW
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P+S
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0.5
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4
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10
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Weighted Cloak
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RNG
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POW
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P+S
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0.5
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1
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7
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- Trip Up - When a small-based model is hit by an attack with this weapon, it becomes knocked down.
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Theme Forces
Thoughts on Ashlynn2
Ashlynn2 in a nutshell
Ashlynn2 is conceived to be leading from the front. Her high DEF and immunity to knockdown's DEF penalty permit this to a certain extent, though she really isn't hardy enough to play very far forward in the early game - even a simple cavalry charge from the right model could quite possibly do her in. She also doesn't hit hard enough to encourage you to play forward like you would with Butcher3 or Barnabas2. Also, Reposition 3" isn't good enough to get her back to safety.
So instead of leading from the front, she usually casts True Path and juggles Hand of Fate, which is kinda boring, but effective. Yet another issue with her kit is that Marie wants to be charging, whilst Vayne and Ashlynn herself would rather not.
She has a mid to late-game feat that brings back up to 18 points of models and can make for some janky assassination runs.
Feat thoughts
Three solos come back and are allowed to either move OR act in the same turn providing they did not die this turn. You can use this to assassinate the opposing caster, or to take out a high-value target while getting back 10-18 points of your own. Obvious candidates are Anastasia to trigger Espionage and let the solos move and attack even if they have to give up their movement, Gorman1 to blind, Boss MacHorne to combo smite, Hermit or Ragman to produce an ARM debuff and Savio to make two strong attacks. All of these models can be taken in either Llaelese Resistance or Flame in the Darkness.
Living the dream would mean charging towards a model near the opposing caster with Ashlynn and then using the feat to bring back Anastasia, and somebody like Gorman. Assuming you brought back on Anastacia within 5" of the opposing caster, she could then trigger Espionage allowing Gorman to walk forward and blind the caster thereby setting up the assassination from a Hand of Fated Galleon. Not as easy as it sounds.
Alternatively, you can just revive potent ranged models to give them odd shooting angles and shoot something of value (preferably the enemy caster) to death. This works best in Irregulars where you can bring Harlowe, Scythe, and Delores. Other possibilities for interesting effects exist like Hutchuk or Dez, so use your imagination. This method of using the feat allows you to haphazardly throw away powerful solos to score some early attrition gains and then bring them back once destroyed.
Note that you cannot bring back Thrall Warriors as they do not have a points cost and as such do not cost 6 points or lower. None doesn't mean zero in this case.
There is also the Dying Breath portion of the feat, which allows destroyed models to make an attack before being removed. Ranged units and weapon masters would be best for this. Most especially gun mages in the Llaelese theme. However, this is more of a neat feature of the feat rather than the primary benefit and you will forget about it unless you play her a few times.
Note that returned journeymen do not return with any focus on them and won't regain control of their jacks if they are still around. the latter is also true for any jack marshals you may bring.
Spell thoughts
With only 6 focus and 1-2 upkeeps out, you'll be picking any 1-2 of these spells per turn and forgoing the rest.
- Artifice of Deviation
- This is Ashlynn's sole defense against ranged attacks so if you need it, it's nice to toss it out there.
- In the rare instance your opponent does not have pathfinder, it can make for good board control as well.
- Blood of Liberty
- You'll probably only cast this if you're using Llaelese Resistance, because in other themes you're unlikely to have enough pure Llaelese models to justify it. Also, the pure Llaelese models have eggshell armour so the +2 ARM is unlikely to make a difference.
- Stacking it with Feign Death from Gibbs is moderately helpful.
- Unyielding is only really beneficial on high-ARM and/or multiwound troops (such as Exemplar Cinerators and Exemplar Bastions). Those sorts of models also appreciate being sped up with True Path, so you're steered pretty hard toward those models.
- Otherwise you ignore this spell.
- Hand of Fate
- A great spell it works well on just about anything, but in particular, on any of the 6 colossals she can bring.
- It's an exceptional spell that you may wish to juggle - if you can spare the focus to upkeep and recast it.
- Perdition
- This spell is basically a back-pocket assassination enabler. You're looking for an opportunity where giving your warjack an extra advance is game-changing, and you've got a low ARM target in range that you've got a good chance of damaging with a POW 10, and you can afford to cast this spell (and probably boost it, too).
- Note that the warjack has to move towards the nearest enemy, but it doesn't have to be directly towards it.
- True Path
- This will be one of your main spells in the early turns and eat up all your focus. +2" movement is super useful.
- The Pathfinder aspect will be irrelevant if you're using Llaelese Resistance, since that grants Pathfinder for free.
- Note that Vayne and Marie do not benefit from True Path, because of the unfortunate way the spell is worded.
Drawbacks & Downsides
- She was advertised as a "leading from the front" type of caster, just like Rahera was, yet, just like Rahera, she can't actually play forward very far due to boosted 10's and 11's being fully capable of hitting her and her wanting to spend all her focus. This concept only really came into its own with Azazello, and boy, did he perfect it.
- She has virtually no focus for a battle group, in fact, she will likely not have much focus period. Most of the time you will upkeep HoF and cast True Path every round and camp the rest, or else she will die easily.
- Her two companions have lower DEF leaving her vulnerable to enemy debuffs like Crippling Grasp or Freezing Grip if those models are left exposed.
- Aurora1, Shae and Blaize all have +2 MOV spells and also have better delivery mechanisms than Ashlynn.
Tricks & Tips
- Di Brascio:
- He gets to choose an Attack Type even when he does a Both Barrels attack. Note that, if you pick Trick Shot, the second damage roll doesn't get +4 damage.
- When he uses Point-Blank, he gets two melee attacks with his ROF 2 gun plus his sword attack.
- Or he can use Point-Blank with Both Barrels. You won't get a sword attack if you choose this option though.
- His Point-Blank attacks get to pick an Attack Type too.
List Building Advice
Strategy
Your biggest challenge will be safely delivering the army mostly intact. Ashlynn offers limited ranged defense and has no great way to stop enemy alpha strikes if they out-threat her or if they have a strong defensive feat.
Llaelese Resistance
One huge draw for this theme is the free rubble, which effectively doubles her Artifice of Deviation spell to stop shooting. As well as access to the medium infantry of other factions.
- For her feat, you have Princess Delores, Malvin2, Boss MacHorn, Anastasia, Taryn and sometimes Ragman, Crosse1 or Gibbs to choose from.
- Two units of Crucible Guard Assault Troopers make for an excellent core to the list, being able to be night unshootable with Carapace and threatening super far with True Path their main threat is Weapon Master single wound infantry, which are preyed upon by Thamarite Archons and Gun Mages. The Morrowan Archon makes them way dodgy in melee as well.
- Exemplar Cinerators - Similar to Ass Troopers, but they trade Back Draft and Carapace for Take Down and Vengeance.
- Choir of Menoth - If you want to soup up a Galleon with Hand of Fate, these guys are your friends.
- Thamarite Archon - Two of them, always! Hot swap Hand of Fate between them and watch them evaporate skirmish screens and even put dents in heavies witht heir Free shots. Parking them in an Artifice is almost unfair.
- Thorn Gun Mages - The bring 6 Sniper shots per unit, with which they can delete Single Wound Infantry for the rest of the list. Bring Gibbs to give them Repo and let them hang out in some fog, the theme rubble or an Artifice to keep them safe.
Flame in the Darkness
- Alexia2, Alexia3, Savio, Delores and Hermit are the obvious feat target solos.
- Bring 1-2 Morrowan Archons, and 2 Thamarite Archons. They are amazing models and make great use of True Path.
- Precursor Knights with Hand of Fate should get there with Vengeance and True Path and they should annihilate just about anything. 2 Units should be about all you can afford.
- Legion of Lost Souls care a high-quality unit with recursion and RFP.
- Gallant - It's a Shield Guard that has Accumulator and therefore demands less focus from her.
- The Reliant or Stormclad can Accumulate from Savio.
- Grolar a fully loaded Grolar with Hand of Fate on it is an incredible assassination piece, as Vladimir2 players will attest. Ash can replicate that here.
- She has access to a total of six colossals here. All of them will do well with HoF on them.
- Stormwall has a lot of utility and two really long-range guns.
- Hurricane offers outstanding guns for HoF and Ashlynn's True Path spell gets around the problem of your Archons losing Flight when near the thing.
- Conquest - HoF ups the likelihood of Critical Devastation going off.
- Victor - A 20" main gun with good attack types and Flak Guns that are able to shred Archons.
Irregulars
Scythe, Alexia2, Hermit and Delores are great solos to bring back. Hermit helps the output of an HoF Galleon, Princess, Nemo or Croes. In Irregulars, you would simply be trying to leverage Hand of Fate and True Path to deliver your army as you have no Morrowan Archons to help you play forward.
- Asphyxious4 you will hardly find a better use for True Path than throwing a Hand of Fate'd Gaspy at the enemy at high speeds. He also brings a very important damage fixer.
- Croes Cutthroats - Under Hand of Fate they should be able to gun down a good portion of the enemy army, then throw down in melee with the help of True Path, Dark Shroud, and Master of Ruin. Crosse sets up Backstab for obscene levels of damage output.
- Crosse1 - Discombobulate sets up Backstab for Croes. He is also an expensive solo to bring back with the feat, but he returns without focus, so your mileage may vary.
- Flugwug, Underboss Vizkoya - They both have the ability to pull in an enemy caster with an attack and thus make for nifty feat targets
- Nemo4 - With Hand of Fate he becomes a terrifying gun platform, or he can bring a jack who takes to it very well, too, like a Charger. The added recursion and extra solos (most likely a Steelhead Ironhead) are just gravy on top!
- Gudrun2 - Parking models in an Artifice and having Gudrun nearby for Kinetic Distorsion makes them not worth shooting at.
- Kayazy Eliminators - With True Path the threaten very far and don't need much else in terms of input.
Soldiers of Fortune
The main reason to play in this theme is to juggle the hell out of Hand of Fate between Steelhead Halberdiers and Steelhead Cavalry units. Just load up on the dudes and send them screaming across the table with True Path. Also Halberdiers in Verendrye's command range get Wall of Steel, which helps them resist blast damage when bunched up in an Artifice of Deviation.
- The best feat solos here are Gorman1, Anastasia, and Dez in order to slam something over the enemy caster. Or Alexia2 and Stannis to get 12 points worth of models back into the game.
- Rocinante provides focus efficiency and Guard Dog. The Guard Dog ability allows Ashlynn to play forward a bit further than in Irregulars and a gun with HoF on it will do some serious damage, too.
- A Galleon with HoF will perform very well supported by Mark the Target and an Arcanist.
Battlegroup
She has too many spells to cast so her battlegroup is going to be small, either one colossal or two heavies.
- There are a few jacks mentioned previously, because they're only available in specific themes.
- Galleon - Normally a terrible colossal, Hand of Fate enables it to sit back and launch the hate, especially with Choir or Hermit.
- Blockader - Also good with Hand of Fate but she offers it no threat extension.
- Mangler - It has a free charge and can wreck some shop under Hand of Fate
- Mariner - It can sit back and shoot every turn and not always demand focus to accomplish something.
- Nomad - 2-3 of them make a cheap battlegroup that puts out big hits. Thanks to Powerful charge they don't need to boost to hit on a charge, most of the time, so they don't need focus input.
- Toro - 2 of them fill her WJPs exactly and give you access to the Princess (see above), who is arguably her best feat target.
Other
Trivia
- Released 2020.03
- 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 was the creation of Ashlynn2.
- Her sword is her dead father's sword.
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:
- 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 Index (Edit)
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Units, Solos, & Battle Engines
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Warcaster attachments
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Doctor Stygius -
Madelyn Corbeau -
Reinholdt -
Wyshnalyrr
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Lesser Warlocks
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Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
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Non-character Units
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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)
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Character Units
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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
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Non-character Solos
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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
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Character Solos
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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
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Battle Engines
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Hammerfall Siege Crawler -
Nemo4
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Independent Warjack
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Malvin1 & Mayhem1
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Theme Forces (Edit)
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Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
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This index was last updated: 2021.11
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Rules Clarifications
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Rules Clarification: : Warcaster Unit or Warlock Unit (Edit) (Click Expand to read)
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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 : Groundwork - None yet. (Edit)
Rules Clarification : Hero of the People - None yet. (Edit)
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Rules Clarification : Tactician and/or Operations Command (Edit)
- Applying the LOS and Movement bonuses work like mirror opposites:
- LOS: The models you draw LOS through do not need to be in the Tactician bubble. The model drawing LOS does need to be in the Tactician bubble.
- Movement: The models you move through do need to be in the bubble. The model moving does not.
- The "can ignore for LOS" is not optional. You cannot opt to "turn off" your ability to see through models, in the hope of getting a free strike or some such. (Infernal Ruling)
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* 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 : Weapon Master - None yet. (Edit)
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Rules Clarification : Thresher (Edit)
- Thresher is a special attack. If you make additional attacks, they will be a single basic attack (you cannot buy additional special attacks).
- Thresher is optional.
- All attacks generated are Special Attacks.
- Thresher will 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 : Artifice of Deviation (Edit)
- "Treat Open Terrain as..." (Edit)
- This ability doesn't change the terrain type, just how models treat it. (In comparison to, say, Rapid Growth which creates a forest.)
- Because it doesn't change, models that get a benefit for being near terrain (ie the Earthborn Dire Troll) need to instead be inside the affected area to gain the benefit. If it's outside the area, then from its current point of view the area is open terrain.
- If you have two overlapping effects like this (such as "treat open as rough" overlapping with "treat open as shallow water"), the area is treated as both terrain types.
- If you then have a model that ignores one of the overlapping effects (such as Amphibious trying to treat shallow water as open terrain) they'll still suffer the effect they're not ignoring. (Infernal Ruling)
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Rules Clarification : Hand of Fate and/or Manifest Destiny and/or Signs & Portents (Edit)
- This buff affects any damage roll that is caused by a model, not just normal attacks. For instance, it can affect the damage roll when a Berserker explodes via Unstable. (Infernal Ruling)
- 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.
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Rules Clarification : Perdition and/or First Blood (Edit)
- The move does have to be towards the nearest enemy, but it is not "directly" towards.
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Rules Clarification : True Path (Edit)
- If the spellcaster is part of a unit (i.e. Ashlynn2), then the other members of the unit do not gain the benefit of True Path, because their activation has already started. (Infernal Ruling)
- Pathfinder (Edit) - Pathfinder does not apply to involuntary movement (pushes & slams). (Infernal Ruling)
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Rules Clarification : Dying Breath (Edit)
- If the attacking model also has an ability that triggers on Boxed, the attacker's ability is resolved first (because they're the Active Player).
- If their effect causes you to be RFP'd (and most do), then you won't get to trigger Dying Breath because you're no longer on the table.
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Rules Clarification : Duelist - None yet. (Edit)
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Rules Clarification : Tactics vs Granted (Edit)
- Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
- Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
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- Granted [ Vengeance ]
- If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
- It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
- It is not "If you get damaged, you get Vengeance next turn."
- If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
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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 : Point-Blank (Edit)
- Number of attacks
- Point-Blank gives you an extra initial melee attack (even though, RAW, it doesn't meet the criteria). (Infernal Ruling)
- If you can make additional melee attacks, these can be Point-Blank attacks regardless of the weapon's ROF. (Locked Thread)
- If you have the option of choosing between ranged or melee attacks (for instance you combined Point-Blank with Gunfighter), then you need to declare whether you're making melee or ranged attacks this activation, then declare the weapon and the target. (Infernal Ruling)
- AOE
- Point-Blank AOEs work just fine, because the AOE template isn't tied to the range.
- You make a melee attack roll then if you hit you centre the AOE template, or you miss and deviate the AOE template (it can only deviate 0.25").
- If you have a buff to melee damage rolls (such as Flaming Fists) then it will affect the blast damage rolls too.
- Sprays
- Point-Blank sprays don't really work. The spray template is intrinsically linked to the attack's range, and Point-Blank overwrites the range.
- You still get one attack tho - you make the melee attack roll, then go straight to the melee damage roll. You never put the spray template down.
- Other
- Since Point-Blank only works during your activation, you can't use it on free strikes or other out-of-activation melee attacks.
- Gunfighter vs Point Blank (Edit)
- If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
- These two abilities are subtly different, but it's an important difference.
- Gunfighter allows you to make ranged attacks while in melee.
- Point blank allows you to make melee attacks with your ranged weapon.
- Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
- Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
- Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
- Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
- Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
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Rules Clarification : Attack Type and/or Arcane Savant (Edit)
- If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
- If your target can only be targeted by certain kinds of attack (ie a Menoth warjack with Passage), you can first choose the correct Attack Type (ie Magical Damage vs Passage) and then that allows you to target it. The Attack Type selection and target declaration both occur at Step 1 (Refer Appendix A). (Infernal Ruling)
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Rules Clarification : Black Penny - None yet. (Edit)
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Rules Clarification : Trick Shot (Edit)
- Trick Shot damage occurs before the damage roll of the main attack. (Step 8 vs Step 9 of the Attack Sequence.)
- Shield Guard and similar trigger at Step 6 of the Attack Sequence but Trick Shot occurs at Step 8. So if the hit gets moved by a Shield Guard, the Trick Shot will bounce from the Shield Guard model not the original target.
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Not considered an attack & "Non-attack damage roll" ( Edit) [Show/Hide]
- There are two ways you can get these "non-attack" damage rolls.
- Type 1 - A secondary damage roll that is not considered to be an attack. Some attacks create a second damage roll that is explicitly "not considered an attack" (such as Electro Leap).
- (Note that although the secondary damage roll is not an attack, the original attack certainly is and will trigger stuff normally. These clarifications don't apply to the original attack.)
- Type 2 - A damage roll that's not from an attack. Some special abilities & special actions tell you to make a damage roll without mentioning whether it is considered an attack or not (such as Vent Steam and Flak Field).
- When it comes to other abilities that trigger on damage (such as Vengeance) both types function the same way. For brevity we'll refer to both as "Pure Damage".
- Pure damage is not an attack, so doesn't trigger stuff like Vengeance.
- Pure damage is not an attack, so doesn't benefit from stuff that affects 'attack damage rolls' (such as Bethayne1's feat). (Infernal Ruling)
- Pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
- Pure damage is not from an attack, but it is (normally) damage from the original model. This has two implications:
- It's not an attack from a weapon so:
- it won't gain damage buffs from the weapon (such as Poison).
- it won't gain any Damage Types from the weapon. (Infernal Ruling)
- It is a damage roll from a model so:
- Exception: Some damage is not from an attack and not from a model (for example, Collateral damage). In this case, you should reverse the stuff listed under #2 above.
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Rules Clarification : Thunderbolt (Edit)
- If you have multiple effects that resolve on "hit" (such as Thunderbolt & Electro Leap), then you get to choose the order.
- Thus, you could trigger Electro Leap first (and bounce from their initial position), then move them via Thunderbolt.
- Or trigger Thunderbolt first, move them, and then Electro Leap (and bounce from their final position).
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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)
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.
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Rules Clarification : Both Barrels - None yet. (Edit)
Rules Clarification : Duelist - None yet. (Edit)
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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 : 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 : Trip Up (Edit)
- 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.
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Note to Editors
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