Aurum Lucanum Athanor Locke

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Locke (1 year review) Suppresor (one year review) Exemplar Bastion Seneschal (one year review) Exemplar Errants (One one year review)


CG Logo.png Convergence Logo.jpg Aurum Lucanum Athanor Locke

Crucible Guard, & Convergence, Ordic Warcaster

Aurum Lucanum Athanor Locke is a young and accomplished arcane mechanik and warcaster who also happens to be a pious Cyrissist. Outfitted with a custom-built and augmented armor frame, Locke is not only a Crucible Guard warcaster, but she leads the arm overseeing the fabrication of the Crucible Guard’s warjacks. While her faith is known to her peers, they do not suspect she acts as a secret observer and agent for the Convergence of Cyriss, bringing them intelligence from within the other organization. Her skill with machinery and engineering both on and off the battlefield has made her a highly valued asset to both groups.

Basic Info

Locke1
Missing Info
AurumLucanumAthanorLocke1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR 7
MAT 5
RAT 5
M.A. N/A
DEF 14
ARM 17
CMD N/A
ESSENCE {{{essence}}}
FOCUS 7
FURY N/A
THRS N/A
HP 18
F. Field N/A
WJP +29
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Field Marshal [Precision Strike] - Warbeasts/warjacks in this model's battlegroup gain Precision Strike. (Precision Strike - When damaging a warjack/warbeast with a melee attack, the attacker chooses which column/branch takes the damage.)
  • Resourceful - This caster can upkeep spells on battlegroup models for free.
  • Repair [d3+3] (★ Action) - RNG B2B. Target friendly Faction construct model. If the model is in range, remove d3+3 damage points from it.
  • Split Loyalties - When included in a Crucible Guard army, Locke is a Crucible Guard model, not a Convergence model. When included in a Convergence army, Locke is a Convergence model, not a Crucible Guard model.
  • Living Convergence - Unlike most of Convergence, this model is still flesh and blood.

Weapons

  • Enhanced Fist (x2) - 1" reach, P+S 12 melee weapons.
  • Flame Jet (x2) - 6" spray, POW 12 ranged attacks
    • Damage Type: Fire - This weapon does fire damage.
    • Continuous Fire - A model hit by this attack is set on fire. A model on fire suffers a POW 12 fire damage roll in the Maintenance phase of its owner's turn until the fire expires.

Spells

COST RNG AOE POW DUR OFF


Engine of Destruction

2 SELF - - Turn -
The caster gains +2 SPD, +4 STR, and +4 MAT for one turn.
Jackhammer

1 6 - - - -
Target model in the caster's battlegroup immediately makes one basic melee attack.
Redline

2 6 - - Upkeep -
Target warjack in the spellcaster's battlegroup gains +2 STR and SPD and can run, charge, or make slam or trample power attacks without spending focus. At the end of each of its activations, the affected warjack suffers d3 damage points.
Road to War

3 SELF Control - Upkeep -
When a friendly Faction model in the caster's control range destroys one or more enemy models with a melee or ranged attack during its activation, immediately after the attack is resolved one warjack in the caster's battlegroup that is in its control range can advance up to 3". A warjack can advance as a result of Road to War only once per turn.
Sentry

2 6 - - Upkeep -
Friendly Faction model gains Rapid Fire.
Rapid Fire - This model can make one basic ranged attack during your Maintenance Phase.
Bombshell

3 10 3 13 - Yes
On a critical hit, models hit are thrown d6˝ directly away from the attacker. Roll distance once for all models affected. Models thrown do not deviate. Move models farthest from the attacker first. Instead of suffering blast damage, models hit but not directly hit suffer a POW 10 damage roll. (Blast damage on non-critical hits is done normally.) The POW of collateral damage, if any, is 10.

Feat : Arcanodynamic Catalysis

  1. Enemy upkeep spells and animi in Locke’s control range immediately expire.
  2. When an enemy model is forced, casts a spell, or spends 1 or more focus or fury points while in Locke's control range, you can place one Catalytic token on a model in Locke's battlegroup currently in her control range. If a model casts a spell by spending focus or fury, Arcanodynamic Catalysis triggers only once. A model cannot have more than three catalytic tokens on it at any time.
  3. A model gains +1 DEF and ARM for each Catalytic token on it. The weapons of a model with one or more catalytic tokens on it gain Damage Type:Magical.
  4. Remove one Catalytic token from each affected model at the end of its activation.

Theme Forces

Thoughts on Locke

Locke in a nutshell

Locke is an arcane mechanik in the service of the Order of the Golden Crucible, who also serves as a warcaster fighting alongside the Crucible Guard. She is also secretly a member of the Convergence of Cyriss and can work for both factions. All her spells help her jacks, and she has a mix of support features found on Guard & Convergence casters. She has a field marshal, and can push her Mat to silly levels (Convergence), while also featuring a powerful defensive feat which is best described as a mass debuff to the enemy army (Guard). A very unique caster for both factions, and an absolute beast when she engages.

Feat thoughts

Locke's feat relies heavily on her spell selection and model placement. You either need to make your opponent spend focus/fury (Such as by attacking a Warcaster/Warlock and having them reduce or transfer), or make sure that you are able to capitalize on your opponent's use of focus/fury.

You often want to stack Locke's feat tokens to the maximum of three, giving whatever model selected multiple turns of a brilliant defensive buff.

Spell thoughts

  • Jackhammer It's a great spell under most circumstances but you'll want Arc Nodes and Channelers to keep Locke safe.
  • Road to War is a mainstay spell of hers. Cast it on turn 1 and every non-Colossal has very interesting threat ranges.
  • Redline is another one of her mainline spells - a speed and damage buff. Well worth spell cycling. Combined with Road To War that's a 5" threat extension and +2 damage.
  • Engine of Destruction is a spell cast from turn 2 onwards in Convergence armies, but almost never cast in Crucible Guard unless the enemy is silly enough to get their caster within 12" of yours. This is because it boosts Locke to MAT 9 - and if Locke is MAT 9 then so are all her Vectors. In Crucible Guard it just gives an 11" charge threat range at MAT 9, P+S 16 to beat down enemy casters that get too close.
  • Sentry is her ranged buff. It requires you have one decent ranged warjack (the rest can all be melee) - and gives you an extra shot.
  • Bombshell is a bad zap. But if you can't do anything else on feat turn it's better than nothing.

Drawbacks & Downsides

  • She does nothing to help models outside her battlegroup.
  • Jackhammer has only a 6" range, which means she needs to either channel (and Convergence channellers are easy to kill while Crucible Guard arc nodes burn out) or play uncomfortably forward (playing forward is mitigated somewhat by her feat).
  • Ranged attacks are vital to trigger Road to War early, which often means you have to make a choice between maximizing Road to War or protecting your army with Combat Alchemist clouds.
  • Locke's feat does little into certain types of lists, such as infantry spam, unless Locke is really far up the table.

Tricks & Tips

  • When using Road to War in Convergence, make sure to activate your Optifex Directive early and hand out Pathfinder to the Vectors before they start moving.
  • She can't take the Toro or Vanguard in a Convergence army, due to the way Split Loyalties is worded.

List Building Advice

Strategy

Her main method of winning is a warjack/vector beatdown, and her feat combined with jackhammer means she can beat up jacks and beasts - while Road to War is an anti-infantry spell. She's also a combined arms caster, with shooting triggering Road to War

She has a very effective assassination that involves delivering a Redline'd warjack to the enemy warcaster then Jackhammering them until they die. The warjack doesn't even need to Charge or make any attacks on it's activation. If it can arrive at the opponent's warcaster with at least one non-crippled weapon system, and you can get Locke or an Arc Node or Channeler to within 6", you've pretty much won. Run your 'jack if you need to, then activate Locke, and begin Jackhammering. 7 free Melee attacks from the warjack (5 if you are Convergence, you'll want to cast Engine of Destruction to boost your battlegroup to MAT 9) will most likely kill any caster.

Other Strategies include taking the hit from the opponents charge, and using her feat to make them miss and / or heavily armoured. Then you use the counter attacks to swing the attrition back in your favour. This can enable a longer game, where your feat will play more into winning by attrition, and also scenario.

Dont be afraid to throw a jack forwards and cripple an aspect / system of a heavy, or even start the piece strade and take it off the board. Even a light jack like the Vanguard or Galvaniser can take out a cortex with a few focus or jackhammers, and a opposing heavy with no cortex is worth a lot less.

Theme thoughts

She's a battlegroup caster - in Convergence she goes straight in Destruction Initiative and Crucible Guard in Prima Materia without needing to think twice. However Magnum Opus is a really solid theme, and it's worth considering how Locke's 'jack lineup blends with the efficiency of Crucible Guard medium-base infantry.

Army - Crucible Guard

  • Aurum Legate Alyce Marc - Locke loves the support Alyce provides, and can easily make full use of her abilities every turn. Jackhammer has a funny interaction with Big Alyce, the two together can push through the last damage needed on a weakened enemy caster.
  • Prospero - Locke fields many 'jacks, making Prospero useful for all of his abilities. Preferably with Suppressor or Retaliator as Guided Fire is great with sprays. Note that Instability Equation is one of the best counters to jamming infantry Locke can field.
  • Toro - Locke loves this beatstick and her army should field several of them (Competitive Note - As of August 2018, the exact number preferred has not been developed, though most top players would recommend 2-3). Between Countercharge, Road to War and Redline, Toro's non-linear threat reaches absurd levels and lets him bully the table.
  • Vindicator - Crucible Guard's go to answer heavy, Locke can maximize the threat range & effectiveness of the Vindicator's amazing set of Attack Types.
  • Suppressor - Long range sprays are always good, especially when boosted and the SPD of their carrier is buffed. (Competitive Note - As of August 2018, medium base infantry are a very real archetype, which a Suppressor or two with Locke answers quite cleanly)
  • Retaliator - The combination of Grievous Wound on a spray with Locke's Field Marshal ability is pain for the enemy to deal with, especially good against packed infantry with Tough such as Trolls.
  • Liberator - Locke wants to swap her upkeeps and cast Jackhammer, but it can be hard for her to keep up with her 'jacks. The Liberator's Experimental Arc Node allows Locke to cast her spells across the battlefield, while still serving as an effective frontline 'jack.
  • Vanguard - Locke is primarily a 'jack caster, at home in either theme in Crucible Guard. Prima Materia gives the otherwise underwhelming Vanguard (Locke typically wants more heavies or something with more umph) double Shield Guard, perhaps the most points efficient defensive tech in the faction.
  • Vulkan - SPD8 and POW21 with Redline plus all its abilities make the Vulkun extremely potent with Locke. This is on top of the Vulkan's ability to correct for match ups into armies with lots of Immunities, which is a huge weakness for Crucible Guard lists without the Railless or infantry spam.
  • Crucible Guard Mechaniks - With that many 'jacks one or two Mechaniks are very useful to provide Pathfinder and Repairs.
  • Combat Alchemists - Cloud walls really help Locke deliver her army. In addition, Combat Alchemists serve as a solid scoring and zone denying option for an army which would rather spend its 'jacks killing other 'jacks.
  • Dragon's Breath Rockets - A highly efficient weapon crew which can be free in Magnum Opus or contribute to free solos in Prima Materia. Almost certainly a staple, especially when you consider how Withering Humor devastates 'jack jamming infantry.

Army - Convergence

  • Corollary - All but auto-included in every Convergence list, and for good reason. An extra 2" on Locke's control range is huge for catching enemies in her feat, as well as abusing Road to War almost anywhere on the board. Being able to fuel her battlegroup for her allows Locke to spend more on casting Engine of Destruction and Redline, too.
  • Inverter - 2" reach, and pow 19/22 with Redline. Redline and Road to War drastically increase this otherwise slow vector's threat range, and everyone loves Mat 9 auto-knockdown P+S 22. It can be worth including two in your lists.
  • Assimilator - Strong weapon master melee, and a good ranged attack for triggering Road to War. An excellent Sentry target. Do note that since attacks from Ground Pounder occur simultaneously, a single Ground Pounder can only move one model with Road to War.
  • Conservator - Under her feat, these become really difficult to kill, with a Def 14/Arm 23 statline if given three Catalytic Tokens. With Redline and if the opponent triggered Hand of Vengeance, the Conservator becomes MAT 7 POW 19. For total overkill, Engine of Destruction brings it to MAT 11. Not bad, for a 12 point heavy.
  • Diffuser - Sentry allows the little fella to get two beacons out each turn. This can allow a single Diffuser to contribute heavily to an army.
  • Galvanizer - While banking on Critical Effects isn't always the best decision, the Galvanizer contributes to free solos, can repair other vectors, and with Field Marshal [Precision Strike] it can try to scalpel out important systems/branches on enemy battlegroups. If nothing else, it's always good for contesting zones cheaply.
  • Prime Axiom - Locke's assassination run is characterized by the Inverter, but there is something to be said about jackhammering a redline'd Prime Axiom. However, including the Axiom limits how many vectors you can cram in a list, and Locke tends to enjoy saturating the table with heavies. Whether you start your list-building with the Axiom, or prefer multiple Assimilators, having the additional ranged presence from either helps you trigger Road to War, playing into Locke's toolkit.
  • Reflex Servitors - In Destruction Initiative, you can get up to five groups of servitors for free. Reflex Servitors are best used for creating an early skirmish line and pressuring scenarios while the rest of Locke's battlegroup moves up. With POW 14s, they can threaten some heavier armor when they move in to attack. However, due to the wording of Detonation, only a model killed by the direct hit will trigger Road to War, not anything killed by the blast damage.
  • Elimination Servitors - When it comes to free servitors in Destruction Initiative, Elimination Servitors have the added benefit of not dying whenever they make an attack.
  • Attunement Servitors - For all your pesky stealth-removal needs! Attunement Servitors can open up otherwise untouchable models to be lit up by your forces, allowing for those important Road to War movements!
  • Optifex Directive - Convergence walkers don't have Pathfinder. This fixes that, and patches up any Redline induced damage. Locke also doesn't have any Magical Weapons outside of her feat turn. The Directive fixes that, too.
  • Algorithmic Dispersion Optifex - Convergence's Arc Node. Cheap but fragile, keep it defended with shield guards. Good for swapping Redline around on the flanks in the early game, then running out to channel Jackhammers when lines have clashed.

Other

Trivia

  • Released with the Crucible Guard Faction (2018.06).
  • While not the first two-faction warcaster, she is the first (and currently only, ignoring the weird Oblivion themes) who is not also Mercs or Minions.

Video Battle Reports

Convergence

Crucible Guard

See also Category: Video Battle Reports for more casters with videos.

Other Faction models

CG Logo.png       Crucible Guard Index       (Edit)            
Battlegroup & Similar
Warcasters Aurum Legate Lukas di Morray - Aurum Adeptus Syvestro - Marshal General Baldwin Gearhart & Mr. Clogg - Aurum Lucanum Athanor Locke - Captain Eira Mackay
Warcaster attachments Aurum Legate Alyce Marc (Crucible) - Sylys Wyshnalyrr (Mercenary) - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Prospero (BGC)
Light Liberator - Retaliator - Vanguard
Heavy Suppresor - Toro - Vindicator
Colossal Vulcan
Units, Solos, Battle Engines, & Structures
Units Infantry - Assault Troopers - Combat Alchemists - Dragon's Breath Rocket - Rocketmen - Shock Troopers -
Ranking Officer : Doctor Alejandro Mosby
Solos Rocketman Ace - Mechanik - Trancer
Prospero - Gorman - Hutchuck
Battle Engines Railless Interceptor
Theme Forces
Magnum Opus - Prima Materia
Mercenaries
Refer to Who Works for Whom and/or Category: Crucible Guard Mercenary
This index was last updated: 2018.11
Convergence Logo.jpg       Convergence Index       (Edit)            
Battlegroup
Warcasters Aurora - Axis - Directrix - Locke - Lucant - Orion - Syntherion
Light Corollary (Attached) - Diffuser - Galvanizer - Mitigator
Heavy Assimilator - Cipher - Conservator - Inverter - Modulator - Monitor
Colossals Prime Axiom - Prime Conflux
Units, Solos, & Battle Engines
Units Clockwork Angels - Eradicators - Obstructors - Optifex Directive - Perforators - Reciprocators - Reductors
Special CA [Any Unit] : Transverse Enumerator
Solos

Accretion Servitors - Algorithmic Dispersion Optifex - Attunement Servitors - Elimination Servitors - Enigma Foundry - Frustum Locus - J.A.I.M.s - Reflex Servitors - Steelsoul Protector

Battle Engines Transfinite Emergence Projector & Permutation Servitors
Theme Forces Mercenaries
Destruction Initiative - Clockwork Legions

Eilish Garrity, the Occultist - Hermit of Henge Hold - Void Archon

This index was last updated: 2019.04

Rules Clarifications

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Rules Clarification : Feat: Arcanodynamic Catalysis
Asphyxious3's & Locke1's feats (Edit)
These two warcasters have identical triggers for their feat, so I'm lumping their clarifications together.

  • Number of tokens gained
    • You get one token every time an enemy casts a spell and/or boosts and/or etc.
    • You only get one token when a warlock casts an animus, even though technically it's a spell and an animus.
    • You only get one token when a beast uses Geomancy, even though technically being forced to Geomancy and using Geomancy to cast a spell are 2 separate steps. (Infernal Ruling)
    • You only gain one token regardless of the cost of the spell - whether the enemy casts it for free, or spends 4 focus, it's all the same to him.
    • You only get one token when an enemy beast is riled, regardless of how much fury the beast is riled for.
      • Example: An enemy warcaster casts a spell and boosts the hit roll and boosts the damage roll. You'll get 3 tokens.
  • Other
    • If an attack is boosted you gain the tokens immediately, not at the end of the attack. This means Gaspy has to heal old damage before suffering new damage, and Locke has to decide who to buff before seeing whether the attack manages to hit/damage.
    • If a model spends fury that is "on another model" (such as Sentry Stones or a Grunt in a warbeast pack), it is the location of the model actually doing the spending that is relevant to the feat. (Infernal Ruling)


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Rules Clarification : Knockdown      (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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Rules Clarification : Fire      (Edit)

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


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Rules Clarification:  : 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. Units: Before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    2. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    3. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    4. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    5. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    6. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    7. 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.)
    8. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

    • 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
    • Even if the ability says "any time during the unit's activation", 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 that model's activation has ended (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 Unit or 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 Warcasters or Warlocks     (Edit)

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

  • Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)
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Rules Clarification : Marksman and/or Precision Strike     (Edit)

  • These abilities do not get around Retribution Force Fields. The attacker's ability assigns it to a column, and Force Field reassigns it.
  • Versus a Colossal or Gargantuan, you don't get to choose which grid is damaged. That is still governed by which Firing Arc the attacker is standing in.
  • Attacker chooses column vs Defender chooses column (Edit)
    • When both the attacker and defender have an ability that lets them choose the column that gets damaged, the attacker gets to choose. (Infernal Ruling)
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Rules Clarification : Resourceful      (Edit)

  • 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 : Repair      (Edit)

  • When repairing warjacks, you can choose which damage boxes to heal - they don't all have to be the same column.
  • If you get a +1 bonus to a repair roll, that is one extra hitpoint healed. Not +1 to the number of pips showing on the dice.

Rules Clarification : Split Loyalties - None yet. (Edit)

Rules Clarification : Engine of Destruction - None yet. (Edit)

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Rules Clarification : Jackhammer      (Edit)

  • The caster can cast Jackhammer on themself (as they're a member of their own battlegroup).
    • The caster can do this before advancing. They can even choose to do initial ranged attack(s) as their combat action, after casting the spell.
  • 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 : Redline      (Edit)

  • If you plan on casting this often, you'll probably want to check the rules clarifications on slams and tramples
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Rules Clarification : Road to War and/or Warpath and/or Rites of Torment     (Edit)

  • Note that this spell triggers when a model is destroyed. RFP attacks might interfere with it.
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Rules Clarification : Sentry      (Edit)

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Rules Clarification : Rapid Fire      (Edit)

  • You can't boost Rapid Fire shots, since you can only boost during your activation. (Infernal Ruling)
  • If a model with Rapid Fire has different Attack Types, it can choose which to Attack Type to use for the Maintenance Phase shot. (Infernal Ruling)
  • If a model's attacks gain an effect "when this model activates" (such as the Blightbringer), then those effects won't apply to the Maintenance Phase shot. (Infernal Ruling)
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Rules Clarification : Bombshell and/or Full Battery Fire     (Edit)

  • See also the throw rules recap.
  • If any two models (or more) in the AOE are B2B before the throw, then when you move the second model it is going to re-contact the first. This means you'll get an extra damage die vs the second model, or collateral damage (depending on who is larger than whom).
  • If the first model can't move the full throw distance (because it contacts an obstacle, or an equal/larger based model) then the other model(s) in the AOE are going to smack into him when they get moved. Thus you'll get extra damage die/collateral damage.
  • Incorporeal models won't be thrown, because "can't be thrown" trumps "is thrown". (Infernal Ruling)
  • Bombshell only
    • The sentence "instead of suffering blast damage" only relates to what happens on a critical hit. If it's not a critical, you apply blast damage as normal. (Infernal Ruling)