Borka Kegslayer & Keg Carrier

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Trollblood Logo.jpg

Borka Kegslayer
Trollblood Northkin Trollkin Warlock
Keg Carrier
Companion Pyg Solo

Mk4 icon.png
Unlimited Only
This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.

Note that the rest of this page is about the model's Mark III rules.

A one man bar brawl, the towering Borka always comes to battle accompanied by a pyg carrying a keg of booze. His army is held together by his raw charisma - it otherwise resembles a rolling drunken party, with Borka being the biggest and rowdiest drunk of all. Those who follow him have a great time in one continuous party combining his three activities - boozing, fighting, and rutting - at least until their luck runs out with any of those and they die. Also, he has a pimp fur collar and a giant codpiece, pretty daring mode of dress for a priest of Dhunia. How could you not love a guy like that?

Basic Info

Borka

Borka1
Missing Info
BorkaKegslayer.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 6
STR 9
MAT 7
RAT 5
M.A. N/A
DEF 14
ARM 17
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY 5 / 7 (★)
THRS N/A
HP 18
F. Field N/A
WJP {{{wjp}}}
WBP +28
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST N/A
N/A
N/A
(★) Refer to the Top Off rule
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warlock - All warlocks come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat: Barroom Blitz

  • Friendly Faction models beginning a charge, slam power attack, or trample power attack in Borka's control range gain +2" movement.
  • Warbeasts in Borka's battlegroup beginning their activation in his control range can make power attacks without being forced and gain an additional die on collateral damage and power attack damage rolls.
Barroom Blitz lasts for one turn.

Abilities

Weapons

  • Bomb - 8" range, 3" AOE, POW 12 ranged weapon
  • Trauma - 2" reach, P+S 15 melee weapon
    • Magical dam symbol.jpg Damage Type: Magical
    • Critical Pitch - On a critical hit against a model with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The model thrown does not deviate. The POW of collateral damage is equal to the STR of this model.

Spells

COST RNG AOE POW DUR OFF
Arcane Ward

2 6 - - Upkeep No
Target friendly Faction model/unit gains +2 DEF and cannot be targeted by enemy spells. Models are not affected while out of formation.
Mosh Pit

3 SELF Control - Turn No
(1) Knocked down friendly Faction models currently in the spellcaster's control range immediately stand up. Models that became knocked down this turn are not affected by Mosh Pit. (2) While in the spellcaster's control range, friendly Faction models gain Knockdown on their melee weapons for one turn. (3) Mosh Pit Lasts for one turn.
Wind Wall

3 SELF (★) - Round No
The spellcaster cannot make ranged attacks after casting this spell, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of the caster, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.

Keg Carrier

Keg Carrier
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR
MAT 5
RAT N/A
M.A. N/A
DEF 13
ARM 12
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Cold Imm symbol.jpg Immunity: Cold
  • Tough symbol.jpg Tough
  • Attached [ Borka Kegslayer ] - This model is attached to Borka Kegslayer. Each warlock can have only one model/unit attached to it.
  • Companion [ Borka Kegslayer ] - This model is included in any army that includes Borka Kegslayer. If Borka Kegslayer is destroyed or removed from play, remove this model from play. This model is part of Borka Kegslayer's battlegroup.
  • Party Foul - If this model is destroyed by an enemy attack, during your next Maintenance Phase one friendly Faction model/unit can advance 3" and make one basic melee attack.
  • Top Off (★ Action) - RNG 1. Target Borka1. If Borka Kegslayer is in range, he gains 2 FURY, 2 fury points, and Stumbling Drunk. Top Off lasts until the end of your next control phase. (Stumbling Drunk - A model with Stumbling Drunk cannot become knocked down. If it is hit by an enemy attack at any time except while advancing, after that attack is resolved this model is pushed d3" in a direction decided by the deviation template, then you choose its facing.)

Weapons

  • Keg Bash - 0.5" reach, P+S 8 melee weapon

Theme Forces

  • Other Factions


Thoughts on Borka1

Borka1 in a nutshell

Borka Kegslayer plays very well as a beer and pretzels warlock. His thematic abilities encourage straightforward play. Charge in on his feat turn, and knock everything down with Mosh Pit, then hope Stumbling Drunk keeps him from being assassinated.

Maximising his feat & spells

Barroom Blitz

The main advantage of the feat is to give friendly trollbloods the extra two inches of movement. Bring him in Storm of the North along with a Krielstone Bearer & Stone Scribes with the Northkin Elder for another extra inch. An increased threat range of three inches can be game changing.

Arcane Ward

Look for models that already have a high defense for Arcane Ward, or models that are often targeted by spells. Knowing which models might be spell targets relies on experience, but look for these common themes in enemy spellcasters:

  • Enemy spells that stop a unit from charging, or otherwise receive orders
    • Arcane Ward should go on a unit that might be in charge range next turn
  • Enemy spells that decrease armor/defense
    • Arcane Ward your unit that will be in melee or threatened by guns
    • Look at your models that are scoring zones/flags, because these will come under attack next turn
  • Enemy spells that take control of warbeasts
    • Rok does not want to be taken control of...
  • Spell assassination casters with arc nodes, or who are close enough to pose a threat
    • Arcane Ward Borka

Mosh Pit

  • It can be a trap.
  • It isn't needed every turn.
  • It is a good answer to Tough.
  • It affects all your friendly Trollblood melee weapons, as long as they're in Borka's control range (which should be 14" if he is topped off).
  • Cast it, then have something with a boosted attack hit a high value or high defense target. When the target drops, other models can attack it and almost guarantee hits.
  • Cast it, and use the knockdown to clear line of sight to targets hiding behind things.
  • In a pinch, you can knock down your own models to clear line of sight.
  • Cast it, and knock down something with shield guard. Remember, a knocked down model can't use its Shield Guard ability.
  • Top Off Borka! It will be easy for his army to rush out of his control range, especially during the feat turn. Having a 14" control range helps ensure Mosh Pit will reach the furthest warbeast, long rider, or whatever is out there.

Drawbacks & Downsides

  • Borka would really love to have a Runebearer with him, as every Trollblood warlock would, but the Keg Carrier prevents additional attachments.
  • Borka relies on the Keg Carrier to have enough fury to cast his spells and still have a personal combat threat.
    • Order of activation almost requires the Keg Carrier to activate, then Borka, then the army.
    • Borka can get too far ahead of the Keg Carrier to be topped off.
  • There are currently over 50 Anti-Knockdown abilities, ranging from knockdown prevention to standing up at the beginning of the next turn, that offer counter-play into Mosh Pit.
  • Borka's feat only gives the additional damage die to his battlegroup warbeasts. He doesn't benefit from that part of his feat, nor do the Trollkin Long Riders, or Bumbles.

Tricks & Tips

  • The Keg Bearer should be topping him up every turn.
    • The Keg Carrier, as a solo, cannot activate at the same time as Borka.
    • You cannot give Borka fury during his activation.
    • You should top off before Borka activates.
    • Borka could potentially have 9 focus points during his activation. If you Top him Off turn one, he goes up to FURY 7, so he can leech up to a full 7 fury during the next control phase and retains those two extra points even when the Top Off benefit ends at the end of your control phase. If you apply Top Off again during your activation, he goes back to FURY 7 and has 9 fury points and you can do it again next turn.
  • Use Mosh Pit to clear line of sight for a deadly ranged attack.
  • Use Wind Wall to protect the Keg Carrier from ranged attacks.

List Building Advice

Strategy

His main win condition is pure attrition. Charge in and smash the enemy until they stop moving. Borka is pretty clearly primarily a melee-oriented warlock.

Both warrior and warbeast models will enjoy the +2 threat from the feat. Only warbeasts benefit from the additional die on damage from power attacks. Lists could be constructed that are either beast heavy, warrior heavy, or a mix. Borka doesn't offer a marked improvement on ranged list builds.

Theme Thoughts

    Vengeance of Dhunia    

The normal drawback of VoD, the lack of a Runebearer, doesn't apply to Borka. In turn he gets access to Farrow Warbeasts and Attuned Spirit.

  • Road Hog - The animus gives him sprint so he can do some work in melee then run away. Borka's control range while drunk makes far-reaching melee beasts manageable.
  • Trollkin Champions - Arcane Ward pushes these guys up to DEF 16 in melee, and being weapon masters, they are hard-hitting.
  • Krielstone Bearer & Stone Scribes - ARM buffs and damage buffs, the Trollblood staple is as good as ever. If the Trollkin Champions are joining the army, bring Skaldi Bonehammer, and attach the Northkin Elder to the Krielstone to benefit from the +2 bonus to strength, or the +1 speed bonus.

    Band of Heroes    

  • Mosh Pit feels redundant in this theme as BOH has its own answer to Tough. Mosh Pit can still play a role in BOH as a solution to high DEF, provided you have a way of leading in with something that can boost (such as Trollkin Long Riders on the charge).
  • Fennblade / Tuffalo Build:
    • Fennblades have an additional 2 inches when they charge due to No Quarter. They'd threat 15 inches.
    • Long Riders follow, and the Fennblades don't worry about impact the attacks.
  • Trollkin Champions Build:
    • A unit of Champions with Skaldi almost demands a Northkin Elder on the Krielstone.
    • Madrak0 with an Axer and Impaler can be an independent package.
    • If shield guards are in demand, the Warders can hold off some attacks. Place near Madrak to keep him from getting sniped out.
    • Horgle1 can also join, but not that Borka's power attack bit of the feat doesn't work on Horgle's or Madrak's warbeasts.

    Storm of the North    

Storm of the North offers Snow Drift, upkeep bonuses. and combined arms.

  • Long Rider Build:
    • The Northkin Raiders become the designated crumple zone, and they really like +2 DEF and anti-magic.
    • Careful positioning for a Long Rider charge is needed, to prevent killing any Raiders who survived the crumple.
  • Champion Build:

    Kriel Company    

Borka doesn't normally use this theme. It's mostly ranged units and he doesn't offer any bonuses to range, POW, or attack rolls for a ranged army, other than by having melee units knock things down. Secondly there are certainly enough knockdown weapons available in Kriel Company that Mosh Pit again feels redundant. Thirdly his feat doesn't give anything to an army that wants to walk and shoot.

    Power of Dhunia    

Power of Dhunia was originally the warbeast-heavy theme. It is possible that in the POD, Borka could run Rok plus other warbeasts to capitalize on his feat. Troll Impalers and Mulg the Ancient have critical hits that could be effective during the feat turn, and the Mauler loves a good chain attack under the feat. Mosh Pit works for all friendly faction models, and if you really want a unit to be like the Kriel Warriors, you could sub in [[Greygore Boomhowler & Co]. A list in POD could presumably carry the two junior warlocks (Horgle 1 and Madrak 0), and two archons to keep them safe. Most of the warbeast action should be in Borka's battlegroup if you're building for the feat (is it a trap?), but you could have some potentially strong beasts hitting things all over the table. This is a theme that should be watched.

Battlegroup

Rök is his pet warbeast that he can take in any theme.
  • Rök - His personal warbeast is extremely hard-hitting, comes with a damage buff, and with the bond is extremely hard to kill. Rok+one other beast of choice is a common loadout for him.
  • Slag Troll - Especially combined with Primal from Rök, the Slag can hit hard enough to wreck warjacks.
  • Troll Axer - With Rush and and being naturally hard-hitting, the Axer builds on Borka's strengths.
  • Troll Bouncer - Extremely tough and capable of doing pretty good damage, the Bouncer is an effective warbeast.
  • Pyre Troll It's quite cheap, and Borka appreciates the personal damage buff as he's tough enough to get into melee himself.
  • Troll Basher Very cheap and self-sufficient warbeast with a useful accuracy buff for the rest of your army.
  • Dire Troll Mauler - A staple in most Trollblood armies, it often scores extra collateral damage during the feat turn due to its chain attack.

Other

Trivia

Released in Hordes: Evolution (2007)

Video Battle Reports

Other Trollblood models

Trollblood Logo.jpg       Trollbloods Index       (Edit)
Battlegroup & Similar
Warlocks

Borka1 - Borka2 - Calandra - Gunnbjorn1 - Gunnbjorn2 - Grim1 - Grim2 - Grissel1 - Grissel2 - Doomshaper1 - Doomshaper2 - Doomshaper3 - Horgle2 - Jarl - Kolgrima - Madrak1 - Madrak2 - Madrak3 - Ragnor

Warlock Attachment

Trollkin Runebearer

Lesser Warlocks

Horgle1 - Madrak0

Light warbeasts

Ice Troll - Night Troll - Pyre Troll - Slag Troll - Storm Troll - Swamp Troll - Troll Axer - Troll Basher - Troll Bouncer - Troll Impaler - Winter Troll

Heavy warbeasts

Dire Troll Blitzer - Dire Troll Bomber - Dire Troll Brawler - Dire Troll Mauler - Dozer & Smigg - Earthborn Dire Troll - Mulg the Ancient - Rök

Gargantuan Glacier King - Mountain King - Sea King
 
Units, Solos, & Battle Engines
Units

Dannon Blythe & Bull - Boomhowler1 - Dhunian Knot - Kriel Warriors - Stone Bearer - NK Bears - NK Fire Eaters - NK Raiders - Pummeler Crew - Pyg Burrowers - Pyg Bushwhackers - Pyg Lookouts - Sons of Bragg - Scattergunners - Thumper Crew - T Champions - T Fennblades - T Highwaymen - T Long Riders - T Runeshapers - T Scouts - T Sluggers - Warders
Special WA: Trollkin Sorcerer

Solos

Boomhowler2 - Boomhowler3 - Braylen Wanderheart, Trollkin Outlaw - Bumbles - Dhunian Archon - Fell Caller Hero - Fennblade Kithkar - General 'Thunderstone' Brug - Horgle1 - Horthol, Long Rider Hero - Janissa Stonetide - Ledfoot & Tredz - Madrak0 - Northkin Shaman - Pyg Tank - Stone Scribe Chronicler - Troll Whelps - Trollkin Champion Hero - Trollkin Skinner Valka Curseborn, Chieftain of the North

Battle Engines Hearthgut Hooch Hauler - War Wagon
 
Theme Forces
Band of Heroes - Kriel Company - Power of Dhunia - Storm of the North - Vengeance of Dhunia
 
Minions that work for the Trollblooods
Refer to Who Works for Whom and/or Category: Trollblood Minion
This index was last updated: 2021.10

Rules Clarifications

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

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

  • If you Pitch on a charge attack, then the throw damage will be boosted (but not collateral damage).
  • Throw ( Edit )
     
    • If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.
  • Collateral Damage
    • Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
      • It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
      • It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
      • It doesn't matter if the attacker has crippled weapon systems or aspects.


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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. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. 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 after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability 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 not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : 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 : Cold - None yet. (Edit)
Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Relentless Charge      (Edit)

Rules Clarification : Unyielding - None yet. (Edit)

Rules Clarification : Arcane Ward - None yet. (Edit)

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Rules Clarification : Mosh Pit      (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.

Rules Clarification : Wind Wall - None yet. (Edit)


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Rules Clarification : Attached      (Edit)

  • Attached models are not (normally) part of the warcaster's/warlock's battlegroup. (Infernal Ruling)
(You need the Companion rule to become part of the battlegroup).
  • Thus, attachments are not affected by battlegroup-only effects such as Energizer (unless they're a Companion).

Rules Clarification : Companion - None yet. (Edit)

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Rules Clarification : Party Foul      (Edit)

  • There is absolutely no range limitation on who benefits.
  • See also the rules clarifications on Vengeance regarding the advance and attack.
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Rules Clarification : Top Off      (Edit)

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Rules Clarification : Stumbling Drunk      (Edit)

  • When using the deviation template, the "4" should point towards the origin of the damage. (Infernal Ruling)
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
    • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)


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