Bloody Barnabas

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Minion Logo.jpg Bloody Barnabas

Minion Gatorman Warlock

Bloody Barnabas is an aged gatorman warlock and a veteran of countless battles. In the wilds of western Immoren, only a gator of surpassing strength and tenacity could hope to reach his level of combat expertise. Barnabas calls upon the great warbeasts of the swamps to combat his foes, and he directs their attacks with cunning precision. Before his hungry children swarm, Barnabas summons a magical black tide to choke the enemies of the congregation, leaving them vulnerable.

Basic Info

SOM icon.jpg

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

International distributors can still access the entire catalog of models.

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

Barnabas1
Missing Info
BloodyBarnabas.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR
MAT 7
RAT N/A
M.A. N/A
DEF 13
ARM 17
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 18
F. Field N/A
WJP {{{wjp}}}
WBP +28
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

  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Gatorman Warlock - This model can only have Minion Gatorman Warbeasts in its battlegroup.
  • Amphibious - This model treats shallow water as open terrain while advancing. While completely in shallow water, this model gains concealment and does not block line of sight.
  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
  • 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.
  • Unyielding - This model gains +2 ARM against melee damage rolls.

Weapons

  • Bite - 0.5" reach, P+S 14 melee attack.
  • Bone Cleaver - 2" reach, P+S 15 melee attack.
    • Damage Type: Magical
    • Blood Boon - Once per activation, immediately after resolving an attack in which it destroyed an enemy model with this weapon, this model can cast a spell with COST 3 or less for free.

Spells

COST RNG AOE POW DUR OFF


Death March

3 6 - - Upkeep -
Target friendly Faction unit gains +2 MAT and Vengeance.
Vengeance - During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.
Flesh Eater

3 10 - 13 - Yes
When a living enemy model is damaged by Flesh Eater, the spellcaster or a living warbeast in its battlegroup in its control range can remove d3 damage points.
Swamp Pit

2 Control 5 - Upkeep -
Place a 5" AOE anywhere completely within Barnabas' control range where it does not touch a model's base. The AOE is shallow water. While completely within the AOE, models with Amphibious cannot be targeted by ranged attacks.
Warpath

3 SELF Control - Upkeep -
When a friendly Faction model in the spellcaster'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 warbeast in the spellcaster's battlegroup that is in its control range can advance up to 3". A warbeast can advance as a result of Warpath only once per turn.

Feat: Black Tide

Enemy models without Amphibious currently in his control range become knocked down.

Theme Forces


Thoughts on Barnabas1

Barnabas1 in a nutshell

Barnabas is a well-rounded warlock with an excellent Pop & Drop feat which is normally followed up by volleys of shooting that only misses on snake eyes. He is strong in melee and can protect his army from shooting with a Swamp Pit while getting his warbeasts into interesting places via Warpath. Unfortunately he's probably the least popular warlock in the faction since the Blindwater CID because he doesn't have a damage buff and although he's a solid toolbox warlock Rask is an exceptional toolbox.

Feat thoughts

All Fall Down! Except steady models, amphibious models, huge based models, and maybe a few others. It flattens the DEF of all its victims (which can be devastating to infantry if you have ranged firepower, and can lead to assassinations) - and keeps melee infantry out for the next turn while forcing beasts and jacks to shake.

Spell Thoughts

  • Death March - a Mat buff is cool. Vengeance is excellent.
  • Warpath - cast on your first turn and just upkeep for the rest of the game. Mobility and flexibility.
  • Swamp Pit - that's either blocking shooting (but not charges) if you group up or 5" of AoE. Either way it's an excellent spell in the early parts of the game
  • Flesh Eater Zap. It's an expensive zap with a not especially good effect that the Gatorman Soul Slave can't exploit, but it kills incorporeal enemies.

Drawbacks & Downsides

  • He's a special order model.
  • He does little to break armor.
  • Enemy heavies just shake his knockdown, and lowering their DEF is not dealing with the hard part. So his feat is more of an anti-infantry feat.
  • Rask also has a speed buff, protection from shooting, and helps you hit better. He also hands out Pathfinder, gets rid of upkeeps, and has a cloudwall.
  • Calaban the Gravewalker also has some anti-shooting tech, a MAT buff, and some anti-infantry tech including an anti-infantry feat. He also has Parasite, and a lot of Remove from Play effects.

Tricks & Tips

  • Watch for any chance to pull off a Pop & Drop assassination by flattening the caster and then shooting them while they are at DEF 5. This mostly gets newbies.
  • He also has a countercharge into charge assassination


List Building Advice

Strategy

Barnabas wins fights through strategically applied pressure, not sheer brute force.

Barnabas's boasts a solid toolbox, but due to his lack of innate armor cracking abilities, will see him best served aiming for victory by scenario or assassination. Usually you'll want to avoid the enemy heavy jacks/beasts and work your way through the enemy infantry, picking at key supporting models as you go. It may be tempting to throw your heavy warbeasts right into the foe's own jacks/beasts, but keeping them back until the mid to late game will give you more options once holes in the opponent's lines start to open up. This will also discourage your opponent from throwing said warnouns directly at Barnabas, who is very vulnerable to them.

Black Tide is a strong psychological weapon: anyone who knows about it will be anticipating it, and you can use this to bully them into playing defense. Once it's gone, so is a fair chunk of your leverage. You're not helpless without it, but wasting it will hurt you. More experienced opponents will try to force Barnabas to feat defensively- Black Tide isn't essential to winning, but you want to play it offensively.

That said, don't let it's potential overshadow Warpath and Death March. These two upkeeps give Barnabas' forces a deceptive degree of mobility that will give you the means to play the feat to maximum effect.

A shooting-centric army will serve you well, because you generally get to kill a much wider swathe of the enemy's army on feat turn, thanks to the near inability to miss.

Theme thoughts

    Blindwater    
If you're going to pick a theme with Barnabas, this theme is the way to go. Barney B's toolbox of spells, abilities and feat demand a mixed group of infantry and warbeasts. You won't be maxing out on troops as a result, but Barnabas wants at least 1 gatorman posse for screening, so you may as well get that extra mileage out of the theme benefits. 8 boxes, snacking, prayers and Death March on top mean your gatormen will cut their way through most infantry. Extended deployment will bump up your Advanced-Deploying ranged skirmishers like Croak Raiders and Longchops(who you can get for free here) even further and guarantee them an advantageous position for his feat or harass any enemy units looking to get an early go at the scenario objectives.

  • Croak Raiders - Burn, baby, burn. Excellent shooters.
  • Gatorman Posse - in The Blindwater Congregation Death March gives them some of the speed they like.

    Will Work For Food    
It's worth mentioning a couple of decent options that he can get in this theme, but not Blindwater:

  • Cylena Raefyll & Nyss Hunters Decent shooters who can also melee.
  • Targ can give an Ironback Spitter two ranged blasts per turn. That's a lot of pain on feat turn. Targ is also 1 point cheaper than the Gatorman Soul Slave, which Barnabas really doesn't need anyway since he's not really fury hungry outside of casting upkeeps on turn 1.

Battlegroup

  • Swamp Horror - in Will Work For Food the Swamp Horror gets to play Pac-Man on feat turn. Warpath, Chain Strike, Overtake, and auto-hitting knocked down targets.
  • Blackhide Wrastler Because nothing else he brings is going to break armor.
  • Bull Snapper - Spiny Growth is 2 ARM for 1 Fury which is starting to let him play forward.
  • Ironback Spitter - His best shooting beast.


Other

Trivia

Released in Forces of Hordes: Minions (2011)

Warbeasts he can take

With the way Minion battlegroups work, this warlock can't simply take any Minion warbeast, and instead is limited to the following choices:

Gatorman Warbeasts Edit)
Lights Boneswarm - Bull Snapper - [Underchief Mire only: Swamp Troll]
Heavies Blackhide Wrastler - Blind Walker - Ironback Spitter - Swamp Horror
Gargantuans Dracodile

Other Minion models

Minion Logo.jpg       Minion Index       (Edit)
Farrow Warlocks (Edit)
Warlocks Arkadius1 - Carver1 - Helga1 - Midas1 - Sturm & Drang1
Lesser Warlocks Rorsh


Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager | Midas only: Boneswarm
Heavies Road Hog - War Hog
Gatorman Warlocks (Edit)
Warlocks Barnabas1 - Barnabas2 - Calaban1 - Jaga-Jaga1 - Maelok1 - Rask1
Lesser Warlocks Underchief Mire - Wrong Eye


Gatorman Warbeasts Edit)
Lights Boneswarm - Bull Snapper - [Underchief Mire only: Swamp Troll]
Heavies Blackhide Wrastler - Blind Walker - Ironback Spitter - Swamp Horror
Gargantuans Dracodile
 
Units, Solos, & Battle Engines
Warlock attachments Targ - Gatorman Soul Slave
Units Farrow

Farrow Bone Grinders - Farrow Brigands - Farrow Commandos - Farrow Razorback Crew - Farrow Slaughterhousers - Farrow Valkyries

Gatorman

Boil Master & Spirit Cauldron - Bog Trog Ambushers - Croak Raiders - Croak Trappers - Gatorman Bokor & Shamblers - Gatorman Posse - Gobber Bellows
Special WA: Void Leech

Unaligned

Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea

Solos Farrow Agata, Queen of Carnage - Maximus - Rorsh & Brine - Targ
Gatorman

Bog Trog Mist Speaker - Bog Trog Trawler - Croak Hunter - Flugwug the Filcher - Gatorman Husk - Gatorman Soul Slave - Gatorman Witch Doctor - Kwaak Slickspine & Gub - Longchops - Wrong Eye & Snapjaw

Unaligned

Alten Ashley - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Dhunian Archon Efaarit Scout - Eilish Garrity, the Occultist - Feralgeist - Gobber Tinker - Gremlin Swarm - Gudrun the Wanderer - Hermit of Henge Hold - Hutchuck, Ogrun Bounty Hunter - J.A.I.M.s - Lanyssa Ryssyl, Nyss Sorceress - Ledfoot & Tredz - Orin Midwinter, Rogue Inquisitor - Ogrun Bokur - Raluk Moorclaw, the Ironmonger - Primal Archon - Pyg Tank - Saxon Orrik - Swamp Gobber Chef - Swamp Gobber River Raiders - Thamarite Advocate - Thrullg - Totem Hunter - Underchief Mire - Viktor Pendrake - Void Archon

Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
 
Minion - Theme Forces
Minion Faction Themes (Edit) The Blindwater Congregation - The Thornfall Alliance - Will Work for Food
Unlimited Minions themes(Edit) Disciples of Agony (Skorne) - Oracles of Annihilation (Legion) - Secret Masters (Circle)
This index was last updated: 2019.09

Rules Clarifications

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Rules Clarification : Consume      (Edit)

  • Consume triggers on all hits, not just direct ones. So if you trigger Consume on an AOE weapon (such as Hyperion) it will RFP every model in the AOE. (Infernal Ruling)
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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Blood Boon and/or Rites of Blood and/or Ritual Slaughter and/or Soul Food and/or Blood Weaver     (Edit)

  • Timing (refer Appendix A):
    • If you choose a non-offensive spell then it's resolved at Step 12.
    • If you choose an offensive spell then it's resolved at Step 14.
    • If you have another ability that triggers at Step 12 (such as Iona1 having Overtake), you can either cast a non-offensive spell and resolve them in any order, or you can resolve the other ability before the free offensive spell. You can't cast an offensive spell at Step 14 then go back to Step 12.
    • (Infernal Ruling for all of the above)
  • If you trigger the free spell from an attack that also grants a free melee/ranged attack (such as Rahera1 with Black Spot) then you can't have both an offensive spell and the free attack, because of the "attack-generating abilities" rule in the core rulebook. You can cast a non-offensive spell and get the free attack, though. (Locked Thread)
  • The free spell doesn't interact with abilities that change the COST of a spell. (Infernal Ruling)
    • For instance, if you trigger it while being affected by Lamentation then you can still cast a COST 3 spell (even though if you spent focus to do the same thing it would cost you 6 focus/fury).
  • (Rites of Blood only): The Priestess doesn't need to be in the caster's CTRL range to use her ability.
  • (Blood Weaver only): It's not tied to a specific weapon, and it can be triggered multiple times per turn.


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Rules Clarification:  : Warlock      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury 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 warlocks 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 Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • 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)
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.

Rules Clarification : Gatorman Warlock and/or Bog Trog Warlock - None yet. (Edit)
Rules Clarification : Amphibious - None yet. (Edit)
Rules Clarification : Tough - None yet. (Edit)

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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

  • You only get one attack when making a countercharge, regardless of how many initials you normally have.
  • You can't spend fury/focus to boost it, or buy additional attacks afterwards. Because you're only allowed to do spend fury/focus during your own activation.
  • The charge attack damage is only boosted if the Countercharger moved 3" or more, as with a regular charge.

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)

Unit with countercharge

  • This applies to Zaadesh2 with Scarab Packs
  • Each model in the unit has its own individual countercharge. They don't have to all countercharge at the same time, and only the specific model within 6" of the trigger will be able to countercharge.
  • If a model is out of formation, it won't be able to countercharge (since it is unable to move out of his normal movement).
  • If a model starts in formation but the countercharge movement takes it out of formation, it won't be able to make the charge attack (but will engage).
  • If several models in the same unit want to countercharge the same model, you fully resolve the counter charge of the first, including the attack, before starting the counter charge of the other(s).
  • If the unit commander countercharges such that the other models become out of formation, they immediately lose the ability to trigger countercharge (because out-of-formation models can't move).

Other interactions

  • Since Countercharge isn't an actual activation, you can't trigger in-activation stuff like Sprint or Quick Work.
    • Exception: Very rarely you can trigger Countercharge during your own activation. For instance your opponent triggers Admonition to try and move away.
  • 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).

Rules Clarification : Unyielding - None yet. (Edit)


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Rules Clarification : Death March      (Edit)

  • This spell cannot be cast on independent models, only on units.
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Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
  • Vengeance is not an activation. It does not prevent the unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Out of formation models cannot make attacks.
  • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
    • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
    • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
  • Triggers
    • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
    • If a CA has Granted: Vengeance then only models in formation have it. However, models that are damaged while out of formation can trigger Vengeance, they just will not benefit from it. (Locked thread)

Rules Clarification : Flesh Eater - None yet. (Edit)

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Rules Clarification : Swamp Pit      (Edit)

  • For models that get a bonus from being near water (ie the Earthborn Dire Troll), then:
    • If they're outside the CTRL area they don't get any bonus, because the terrain still is Open despite the spell. There is no water terrain for them to be nearby.
    • If they're inside the CTRL area they do get the bonus, because they're treating the terrain they're within as water.
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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 : 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.