Axis, The Harmonic Enforcer

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Convergence Logo.jpg Axis, The Harmonic Enforcer

Convergence Warcaster

What Axis lacks in subtlety, he more than makes up for in knowledge, mathematical precision, and brute strength. His dedication to crushing any who oppose the Great Work is matched only by his devotion to Cyriss herself. Armed with his twin hammers Action and Reaction, Axis finds satisfaction in serving the goddess through the calculated destruction of her enemies.


Basic Info

Axis1
Missing Info
AxisTheHarmonicEnforcer WEB 0.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR
MAT 7
RAT 2
M.A. N/A
DEF 14
ARM 18
CMD N/A
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 18
F. Field N/A
WJP +30
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.)
  • Living Convergence - Unlike most of Convergence, this model is still flesh and blood.
  • Countercharge - When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. This model can use Countercharge only once per round and not while engaged.
  • Field Marshal [Countercharge] - Warbeasts/warjacks in this model's battlegroup gain Countercharge.

Weapons

  • Action - 1" reach, P+S 14 melee attack.
    • Beat Back - Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.
    • Double Strike - This model makes 2 additional attacks for each focus or fury spent purchasing attacks.
  • Reaction - 1" reach, P+S 14 melee attack.
    • Beat Back - As above
    • Double Strike - As above

Spells

COST RNG AOE POW DUR OFF


Battering Ram

2 8 - 12 - Yes
An enemy model hit by Battering Ram can be pushed 3" directly away from the spell's point of origin.
Iron Aggression

2 6 - - Upkeep -
Target friendly Faction warjack can run, charge, slam, or trample for free and gains boosted melee attack rolls.
Onslaught

2 SELF Control - Upkeep -
The spellcaster and friendly Faction models beginning their activations in its control range gain Relentless Charge for one turn.
Relentless Charge - While advancing as part of a charge, a model with Relentless Charge gains Pathfinder.
Razor Wall

2 Control Wall - Upkeep No
Place the wall template anywhere completely within the spellcaster's control range where it does not touch a model's base, an obstruction, or an obstacle. When a model enters or ends its activation in the wall template, it suffers 1 damage point.
Unstoppable Force

2 SELF Control - Turn -
While in the caster's control range, models in its battlegroup gains Bulldoze. Unstoppable Force lasts for one turn.
Bulldoze - When this model is B2B with an enemy model during its Normal Movement, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per turn. Bulldoze has no effect when this model makes a trample power attack.

Feat : Circumpotence

For one round, enemy models currently in Axis' control range suffer a -2 STR and SPD debuff and can't charge, slam or trample. Friendly Faction models gain a +2 STR and SPD buff.

Theme Forces


Thoughts on Axis, The Harmonic Enforcer

Axis, The Harmonic Enforcer in a nutshell

A melee monster, Axis shines best when it comes to a hand-to-hand dogfight. He does not improve his army's defensive prowess like Lucant, but instead buffs them with pathfinder and stronger attacks.

If one is going to play Convergence deep, it is recommended to get used to Axis; Apparently Axis and Lucant are dominating MK3 Convergence tournament list.

Spell thoughts

  • Battering Ram, while not used very often, it is useful for pushing an enemy off an objective or out of a zone, or to clear a charge lane for one of your vectors.
  • Iron Aggression is his key upkeep. You will usually cast it on the first turn, and maintain it throughout the game. This spell greatly increases a vectors' melee potential, though it can make keeping the induction chain going a challenge.
  • Onslaught is useful when on a terrain heavy table, or when your opponent is able to make rough terrain, such as Inhospitable Ground or Rift.
  • Razor Wall is an extremely useful spell for denying single-wound, high-damage units like Nihilators, Bane Warriors or Stormblades.
  • Unstoppable Force is the cherry on top, it means casters are not safe behind an infantry screen. Savvy opponents can block this with careful positioning, however.

Feat thoughts

Circumpotence is a terrific feat. Speed buffs are scarce in Convergence, and the STR buff means even an obstructor can be something to fear. The other half of the feat really damages your opponent's strategy. Melee heavy armies will cry when you pop this, although shooting heavy armies won't be as concerned. It also only affects them if they are in his control area when you activate the feat (it's a pulse feat, not a bubble feat). Don't leave the likes of Molik Karn sitting just outside your control area, you will regret it.

Circumpotence is best when used in the midst of the table, properly supported with the Corollary. If Axis can cover about half the table, his army can enjoy the buffs, while punishing the enemies army; perfect for a second-wave attack. It can also be used to deny the alpha against a fast, melee heavy army. Just remember to keep your shield guards close, or camp a good amount of FOCUS; feated Axis will surely attract a lot of ranged attacks.

Drawbacks & Downsides

  • He's a special order model.
  • Axis has no gun, and his RAT isn't doing his vectors any favors.
  • Without any shooting support to cover his army's approach, expect a lot of casualties vs gunline armies like Cygnar.
  • He has the lowest Focus stat in Cyriss.

Tricks & Tips

  • Axis benefits from his feat and spells, so he can bulldoze and beatback his way to the enemy 'Caster, and double strike means he can get a lot of swings in. Don't rely on this, but if the opportunity presents itself, go for it.
  • Razor wall is great when it comes to field-covering. Cast it, and place an Inverter behind the wall. Watch your opponent bang their head against the wall trying to get through that.
  • Calculating countercharges are crucial to Axis' play style. Screening the vectors with servitors or infantry is a good choice, but you can also screen vectors with another vector. Be cautious about using Inverters' macropummeler on the countercharge, they won't get to use it during your next turn.

Typical Army & Strategy

Strategy

Axis's main win condition is scenario victory. He has some decent assassination game but experienced opponents often do not give chances for a melee assassination.

His field marshal, Countercharge, is remarkable when holding objectives and can help speed up the otherwise slow jacks. Look for opportunities to have an Inverter knockdown an incoming heavy, or to pick off a solo coming in.

Theme Thoughts

The best theme to take him in is Destruction Initiative because he is a high MAT convergence caster with multiple battle group buffs. And because DI is simply the better theme at present of the two available.

Army

He wants to grind the enemy down, bringing lots of infantry, and having enigma foundrys to bring them back to life. He also wants a good number of vectors to take advantage of his field marshal, as well as iron aggression and unstoppable force.
Warjacks

  • Corollary : Axis has the lowest FOCUS amongst cyrissian warcasters. He's addicted to the corollary, as he sometimes needs all of his focus to smack people around, and really wants to the control range boost to max out his feat.
  • Cipher : On feat turn, the Cipher punches harder than just about anyone. He is also one of two vectors free from Axis' abysmal RAT, since his guns don't need to hit to be effective.
  • Diffuser : Luck helps overcome Axis' rock bottom RAT. He also means you can spread out more free charges, meaning you aren't limited to just iron aggression.
  • Inverter : The bread and butter of Axis. It is fairly normal to see Axis fielding multiple inverters. Macropummeler with countercharge is terrific, and he can overcome almost all of the Inverter's weaknesses (namely hitting and low speed). On his feat turn, a single inverter can charge a fair distance and wreck half a colossal. Try not to waste such a monster!
  • Conservator : As a melee-based army, Axis' army gets hurt badly when facing serious shooting. You'll need some shield guards, and the conservator is one of the best.

Units etc

  • Obstructors : Shield wall infantry which become deadly under Axis. With supporting enigma foundries, clearing obstructors can be a nightmare, and axis' feat makes them a very hard puncher for such a low cost.
  • Transfinite Emergence Projector & Permutation Servitors : Flexible gun platform, free from his dreadful RAT. Axis can't buff his defense like Lucant, but who needs extra DEF when you can Countercharge any incoming 'Jacks?

Other

Trivia & Lore

Video Battle Reports

Other Convergence models

Convergence Logo.jpg       Convergence Index       (Edit)            
Battlegroup
Warcasters

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

Light

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

Heavy

Assimilator - Cipher - Conservator - Inverter - Modulator - Monitor

Colossals

Prime Axiom - Prime Conflux

Units, Solos, & Battle Engines
Units

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

Solos

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

Battle Engines

Nemo4 - TEP

Theme Forces Mercenaries
Clockwork Legions - Destruction Initiative - Strange Bedfellows

Refer to Category: Convergence of Cyriss Mercenary

This index was last updated: 2020.03

Rules Clarifications

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Rules Clarification : Beat Back      (Edit)

  • You cannot use Beat Back if you destroy the target; because you can't advance towards a model that is no longer on the table. (Infernal Ruling)
  • You can trigger Beat Back even if the model is no longer in your melee range after the attack. For instance, if you used a Pitch to throw it away, you can still Beat it Back. (Locked thread)
  • The free advance doesn't depend on the target being pushed, but it is dependent on you trying to push them:
    • If you try to push something which Cannot Be Pushed (such as a Colossal), then it won't move and then you can advance directly towards it.
    • If you choose not to push your target, then you choose not to trigger Beat Back, so you don't get to advance.
  • Beat Back can be used to push larger models.
  • See also the clarifications on Pushes.

Rules Clarification : Double Strike - None yet. (Edit)


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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 Unit or Warlock Unit     (Edit)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are (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:  : Countercharge      (Edit)
(Click Expand to read)

    Triggering Countercharge    
  • You can trigger Countercharge if you're engaging, but not engaged.
  • Some abilities let you "ignore intervening models when declaring a charge" (such as Flight). Unfortunately, you still need LOS to trigger Countercharge, and it's only after CC is triggered that you actually get to declare a charge. In other words, Flight and Countercharge don't work together for LOS purposes.
  • What does trigger Countercharge
    • Countercharge triggers off any advance, not just in-activation stuff.
    • You can trigger Countercharge during your own turn, if your opponent has an ability to move during your turn (such as Admonition).
    • Standing still but changing facing is an advance.
  • What doesn't trigger Countercharge
    • 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.
  • When a unit is moving, countercharge is triggered on a model-by-model basis. So you can countercharge after any model in the unit has finished its move within range, but you can only countercharge that model who just finished its movement. You can't "save it" until the entire unit finishes moving and then say "I'm going to Countercharge the first guy you moved."

    What can your opponent do?    

  • Once you trigger countercharge, your opponent cannot use a "Any Time" ability until the countercharge is fully resolved. Even though it's their turn.
  • They can trigger their own abilities from your movement (such as Admonition) and/or your attack (such as Shock Field).

    Attacks, Boosting, & Other Triggers    

  • You only get one attack when making a countercharge, regardless of how many initials you normally have.
  • The charge attack damage is only boosted if the Countercharger moved 3" or more, as with a regular charge.
  • Countercharge occurs outside of activation so you can't spend fury/focus to boost a countercharge attack, nor buy additional attacks afterwards, not trigger stuff that only happens during your Combat Action (like Berserk).
    • Exception: It is possible to trigger Countercharge during your own activation (for instance your opponent triggers Admonition to try and move away). In that case, you can do all the stuff mentioned above. (Locked Thread)

    After the Countercharge    

  • You cannot use any abilities that trigger on "during activation" or "during combat action" (such as Sprint) after a Countercharge, as Counter Charge is not an activation. (Locked thread)

    Other interactions    

  • 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.
  • Countercharge vs Slipstream ( Edit )
    • Both these abilities trigger at the same time (end of movement). The active player then resolved his first.
    • This can let the Slipstream model place something to block the Countercharge model.
  • Assault vs Countercharge ( Edit )
    • With reference to the Activation Timing (Apdx A), Countercharge occurs at Step 5, and Assault occurs at Step 5 for independent models and Step 6 for units. (Infernal Ruling about the Step 6)
    • So, if a model with Assault finishes its charge movement within range of a model with Countercharge then...
      • If it's an independent model then you need to resolve the Assault shot before making the Countercharge move. This is because both abilities occur at the same time but active player effects are resolved first.
      • But if it's a model belonging to a unit, then you need to resolve the Countercharge immediately, then finish moving the rest of the unit, then start Assault shots.
  • Countercharge & Cavalry ( Edit )
    • A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
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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 : Battering Ram      (Edit)

  • 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)
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Rules Clarification : Iron Aggression      (Edit)

  • If you're planning to use this spell lots, it's probably worth brushing up on the slam and trample rules clarifications.
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Rules Clarification : Onslaught      (Edit)

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Rules Clarification : Relentless Charge      (Edit)

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Rules Clarification : Razor Wall      (Edit)

  • The size of the wall template is 0.75" by 4". (Infernal Ruling)
  • The template is not "Wall terrain" and will not provide cover or block charges.
  • Hazard templates, and similar "non-hazard damage" templates (Edit)   [Show/Hide]
    • What's a "non-hazard"? Well, most templates that deal damage to models that walk into them are defined as 'Hazards' but some, like Creeping Barrage and Wall of Fire, are not.
      They behave similarly with two differences: 1) a Hazard is defined as terrain; 2) by default Hazards have no Damage Type (even if the spell/weapon that put it into play does have a Damage Type). That said, some Hazards do have a Damage Type.
    • When you first put these templates into play they don't do damage to models they overlap. The exceptions are if it's from an AOE weapon it will do damage, or if it says it does damage it will do damage.
    • Damage templates from spells:
      • Spells which leave a template and are not described as a hazard will do magical damage to models that walk around in them. (Example: Razor Wall)
      • Spells which leave a template and are hazards will not do magical damage to models that walk around in them. Instead, they do whatever damage type is specified by the spell description. (Example: Breath of Corruption).
      • (Infernal Ruling)
      • Some spells do both. They aren't labelled as a hazard, so it does magical damage, and also they specify another damage type. For example, Wall of Fire.
    • A model which is "placed" also counts as "entering" an area, so the hazard will damage any one who teleports/spawns into it, too.
    • If two hazard templates are overlapping, a model that enters them will take two points of damage.
    • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance).
    • Damage from a hazard is not considered to be from the weapon/spell that originally put it into play (so it doesn't gain the Damage Type or any other special rules of the weapon/spell).
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Rules Clarification : Unstoppable Force      (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:  : Bulldoze      (Edit)
(Click Expand to read)

(A) People think Bulldoze works like a bowling ball hitting tenpins.
But this is wrong because the models haven't been moved DIRECTLY away.
(B) Whereas if you move models DIRECTLY away, you bulldoze the first guy okay, but then the next one's path is blocked (shown in red), and you get stuck.

Bulldoze - General

  • Models are pushed directly away from you at the point of contact. Some players do this incorrectly, refer to the section on moving models, below.
  • You cannot cast spells or use any other "any time" abilities when you 'stop' to resolve the Bulldoze movement. It's just a pause, not a stop.
  • The size of the Bulldozer vs the Bulldozed does not matter. A small model bulldozes a large model just fine. (Just don't expect to move a Colossal etc.)
  • Bulldoze only works during your Normal Movement. This includes full advances, runs, charges, and slams, but doesn't include stuff like Reposition or Energizer.
  • You can't make free strikes against models you Bulldoze (because for them it is involuntary movement).
  • Enemy models with 2" melee range will still engage you after being bulldozed. Because they will be exactly 2" away and thus still within 2".
  • An enemy model can only be pushed once by the Bulldozer, but if you have multiple Bulldozer models then you could push the same enemy multiple times.
  • If you contact a model you want to Bulldoze while overlapping another model or an obstacle, then you can "pause" on top of that other model/obstacle while resolving the Bulldoze, then continue your movement off the other model/obstacle. (Locked thread)


Bulldoze - Charges / Slams

  • If you attempt to Bulldoze a model out of your charge lane but it does not move far enough, you can't Bulldoze again. You will continue your charge, contact it again, and stop.
  • You can use Bulldoze to get the charge bonus against models between 1 and 3" away. Simply move into B2B, bulldoze them 2" to make some more room, then you can move 2" further forward to get to the "moved at least 3 inches" requirement.
    • Similarly for Slams vs models within 1-3".
  • If you Bulldoze your charge target out of your melee range, this doesn't break the "once in your melee range the target must stay in your melee range" rule. Bulldoze is an exception. (Infernal Ruling)


Bulldoze - Moving the models
A lot of people think they can bulldoze straight through the enemy lines, like shown on Image A. But what actually happens is more like Image B. This is due to 3 important factors you need to apply:

  1. Bulldoze pushes models directly away from your base. Not at an angle. Directly. Away.
  2. If there is a model behind the bulldozed model, the model will STOP.
    • And in this situation, a model beside the pushed model is effectively behind it unless you're pushing at a perfect tangent.
  3. A model can be pushed only one time via Bulldoze.
  • 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)