Brigadier General Gunnbjorn

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Trollblood Logo.jpg Brigadier General Gunnbjorn

Trollblood Warlock

The Trollbloods have suffered for decades at the hands of outsiders, and the infernal invasion was yet another human atrocity that punished the kriels. The infernals had not come to Caen for their souls, but the cosmic horrors still slaughtered the children of Dhunia whenever their forces crossed paths.

During this turmoil, a trollkin hero rose to the occasion and organized a proper military operation to force the infernals out of trollkin lands and far away from the worshippers of Dhunia. Brigadier General Gunnbjorn has negotiated wartime peace treaties with other non-trollkin Dhunia worshippers, such as the savage Farrow, and assembled an army far greater than the enemies of the kriels have seen before. He will stop at nothing until the world is rid of the otherworldly menace or anyone else who dares threaten his people again.

Basic Info

Gunnbjorn2
Missing Info
Gunnbjorn2.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 6
STR 7
MAT 6
RAT 7
M.A. N/A
DEF 15
ARM 16
CMD 10
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 17
F. Field N/A
WJP {{{wjp}}}
WBP +28
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

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 - Bombing Run

Gunnbjorn and friendly Faction models beginning their activation in Gunnbjorn’s control range gain Reposition [3”] and their ranged weapons gain Full Force. Bombing Run lasts for one turn.

Reposition [3"] - At the end of an activation in which it did not run or fail a charge, a model with Reposition [3"] can advance up to 3", then its activation ends.
Full Force - When a weapon with Full Force targets an enemy model, the AOE of the weapon does not cause blast damage. Instead, models hit by the AOE suffer a damage roll equal to the POW of the weapon.

Abilities

  • Tough symbol.jpg Tough
  • Battle Plan - This model can use one of the following plans at any time during its activation. A friendly Faction model/unit can be affected by only one plan each turn.
    • Bring It Down - RNG CMD. Target friendly Faction non-warlock warrior model. If the model is in range, it immediately makes one basic ranged attack. During this attack, the model gains boosted ranged attack rolls and damage rolls.
    • Relay Coordinates - RNG CMD. Target friendly Faction unit. If the unit is in range, models in the unit gain Hunter. Relay Coordinates lasts for one round. (Hunter - A model with Hunter ignores cover and concealment when making ranged attacks.)
    • Unload! - RNG CMD. Target friendly Faction warbeast. If the warbeast is in range, its ranged weapons gain +1 ROF. Unload! lasts for one turn.

Weapons

Liberty Rifle
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 - 12
Axe
Sword icon.jpg  RNG   POW   P+S 
0.5 4 11

Spells

COST RNG AOE POW DUR OFF
Explosivo

1 6 - - Upkeep No
Target friendly Faction model's ranged weapons gain Damage Type: Magical. If the affected model directly hits and boxes an enemy model with an attack from a ranged weapon, center a 3" AOE on the boxed model, then RFP that model. Models in the AOE are hit and suffer an unboostable POW 8 magical blast damage roll.
Expose

2 Control 5 - Upkeep No
Place a 5" AOE anywhere completely within the spellcaster's control range. While within the AOE, enemy models lose and cannot gain Stealth or Shield Guard and do not gain bonuses from spells, including animi, that add to their ARM or DEF.
Foxhole

2 Control 5 - Upkeep No
Place a 5" AOE anywhere completely within the spellcaster's control range where it does not touch a model's base, an obstruction, or an obstacle. Models completely within the AOE have cover and do not suffer blast damage. When drawing LOS to a model not completely within the AOE, ignore intervening models completely within the AOE.
Relentless Barrage

2 Control - - - No
Target warbeast in this model's battlegroup that is in its control range can immediately make one basic melee or ranged attack. A model can be targeted by Relentless Barrage only once per turn.

Theme Forces

  • Other Factions

Thoughts on Gunnbjorn2

Recent Release icon.jpg

New model - This article is a Work In Progress
This model has only recently been released/spoilered, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Please don't delete this warning unless you (1) have played several games with the final rules (games with CID rules don't really count) and (2) you've reviewed this article and it mostly(★) matches your experiences.

(★) Bearing in mind that other editors may make suggestions you don't think are the "best" but that doesn't make them "wrong". Don't delete stuff just because you disagree with it, please.
See also Category: Recent Release and Category: Recent Change.

Gunnbjorn2 in a nutshell

Gunnbjorn 2 has, much like his initial iteration, a strong ranged combat element to his design and overall gameplan. However, unlike Gunnbjorn 1, Gunnbjorn 2 is almost exclusively about ranged combat. He loses the versatility of spells such as Rock Wall and a more defensive feat to become laser focused on doing one thing and doing it incredibly well: blowing stuff up from afar. This is the core of his design. Gunnbjorn 2 is THE ranged powerhouse of Trolls, but pays for it in a lack of any melee oriented utility, and Foxhole and Repo [3"] (on feat turn) as his only defensive tech.

Gunnbjorn also has a list of unique Battle Plans, which act as his "fifth free spell", and all three of them are very strong. Bring it Down is especially potent on weapon Crews such as the Razorback in the new theme force, since the crew can run into position and be told to shoot (fully boosted) by Gunnbjorn and then shoot AGAIN with a Gunnery Sergeant. Relay Coordinates is the most situational of the three abilities but still has plenty of strong application, and Unload allows any warbeast to get an extra shot with its ranged weapons during its turn. Note that no trollblood warbeast currently has more than one ranged weapon, but in the future this ability could give a beast more than 1 shot if its packing more weapons.

Feat thoughts

His feat, Bombing Run, allows your army to bypass so many rules that could potentially prevent blast damage (such as Girded, trenches, etc) while cranking all that damage up to its full POW. There is counterplay to this feat, primarily your opponent spreading their forces out to try to minimize your AOE potential, but this means your opponent is positioning turn to turn based on your potential offensive output, which can greatly hinder their scenario play. Even with proper positioning, you can still run a friendly model up next to something you really need to destroy and blast your ally in the back to at least get the regular AOE damage on an enemy caster or key model as the feat only works when targeting enemy models.

Spell thoughts

  •     Relentless Barrage    
    is the Hordes version of Open Fire from Warmachine.
    • it’s best used in conjunction with his feat and a massive AOE attack such as those provided by Dozer & Smigg or a Dire Troll Bomber
    • often it’s too expensive to use with 3 upkeeps (not all of which you will need on a turn by turn basis) and it doubles up a bit with his battle plan. It also can’t be cast by the Runebearer due to the battlegroup specification.
  •     Expose    
    is a powerhouse spell that allows Gunny to place a 5" AoE within his control that turns off Stealth, Shield Guard, and causes ranged attacks to ignore Arm and Def from spells. Requires Gunny to place himself further forward than he really wants to be and is a solid argument for running him in themes that allow the Runebearer for that extra 2 inches of ctrl.
  •     Explosivo    
    - a great spell to cycle because of its low cost. It helps vs infantry and adds magic attack which lets you go after incorporeal models.
    • because of its rfp effects you can deny a lot of effects and recursion.
    • remember that full force is tied to the ranged weapon so the AOE from explosivo that comes due to a spell effect will not be effected at all.
  •     Foxhole    
    - the only Defensive part of Gunnbjorn2s kit - it grants the same benefits as dig in. Placement can be a challenge with it's requirements.

Drawbacks & Downsides

  • if you do not have an AOE weapon his feat is lacklustre.
  • after using expose he is usually close enough to be charged.
  • Most lists will have more shield guards than you can catch in the 5" AOE. You might catch a unit of Initiates in one Expose but the other two + the Paladins in tow will laugh at your attempts and continue business as usual.

Tricks & Tips

  • Unload! - doesn’t need to target a battlegroup warbeast, using it on Horgle1s hot shotted Pyre Troll allows you 3 boosted AOE3 fire attacks

List Building Advice

Strategy

Do enough damage with shooting to survive the counterattack.

Theme thoughts

    Kriel Company    

  • Barrage Team - They shoot far, they shoot well, and they can be Lucky Shot to RAT 8.
  • The weapon crews, the Pummeler Crew especially, really love the feat and Bring it down!
  • Thunderstone Brug is an absolute auto-include with him, Target Acquired is a really good Plan for Gunny himself or any of his troops, on feat turn especially.
  • Gunnery Sergeant - More buffs for weapon crews!
  • Troll Whelps - Your cheapest sources for Mark Target.
  • Pyg Tanks and Ledfoot & Tredz bring some significant mobility to your list and their guns benefit from the feat.
  • Kriel Stone - +2 ARM is still really good on War Wagons, Tanks and Barrage Teams (who are multi wound models). Outside of those models there is a case to be made for skipping it.
  • Northkin Raiders and a Hooch Hauler can be a cute combo on his feat turn: Oil something up with the Cask Bomb, then have the Raiders and Pyre Trolls throw bombs at it. Due to the feat everything under their templates will take a boosted POW 12.
  • Runebearer - Gunny2 has no spells the Runebearer can cast however he appreciates the Harmonious Exaltation and the extra 2" on control range translate to him being (slightly) safer when putting down his Expose AoE.
  • War Wagon - a big pow 17 AoE 5 main gun with Quake and Arcing Fire. Base Rat 5 but with access to Artillerist, Lucky Shot, Mark Target, Shooting Gallery, and even aiming means you can get it's Rat up to exceptional levels.

    Vengeance of Dhunia    

Attuned Spirit is really good as it allows him to cast one animus for free each turn, usually Far Strike or Lucky Shot. The lack of the Runebearer hurts him badly though.

  • Splatter Boar - Basically Lucky Shot on a stick and it has a great AOE gun to boot. Use these to cast Lucky Shot on Barrage Teams then light' em up!
  • He has access to one more friendly faction Weapon Crew here: The Razorback Crew and it's probably the best of the three.
  • Dhunian Knot - Three Puppet Masters on a stick can be really good for a ranged based army.
  • Boomhowler2 - Repo 3" can make up for the loss of the Rune Bearer, as it lets him back up after casting Expose and shooting.
  • Dez & Gubbin - They get to take one very powerful shot per turn which is liable for the feat. For some reason it's magical so it can snipe out the odd Gremlin Swarm for you which nothing else can do reliably.

    Minions outside of VoD    

  • Lynus & Edrea - Edrea gets rid of clouds, Lynus grants applied Knowledge which can be very dangerous with Gunnbjorns Armour Piercing gun.
  • Bog Trog Mist Speaker - Guidance is great for any ranged model.

Battlegroup

  • Unsuprisingly he's a fan of the Dire Troll Bomber, as Far Strike is a fundamental animus for him. It also has 2 high pow 4" AOE ranged attacks and is a great target for Unload and/or Relentless Barrage giving him up to 4 attacks in a turn. Note that if you use Relentless Barrage on the Bomber on feat turn it will not gain the benefits on that shot as the Bomber needs to activate to gain Full Force.
  • Dozer & Smigg his pet warbeast (and its resident rider). Lucky Shot is an amazing animus for the stuff Gunnbjorn synergies with and boosted POW 10 blast damage outside of feat turn is amazing, too (note the feat says the models no longer deal blast damage, so Dozer cannot make use of his bond during that time).
  • Dire Troll Blitzer - a good target for Explosivo as it can target multiple models and really spread out the blasts in a way a single spray cannot.
  • Pyre Troll - Is ROF 2 natively with an AOE gun and packs a melee damage buff for any model in its Animus.

Other

Trivia

Released 2020.12

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 attachments Trollkin Runebearer
Lesser Warlock Horgle1
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 - Earthborn Dire Troll
Dozer & Smigg - 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 - Horgle Ironstrike (1) - Horthol, Long Rider Hero - Janissa Stonetide - Ledfoot & Tredz - 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: 2020.12

Rules Clarifications

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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.
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • As of 2020.08, I have lost track of how this is supposed to work and I'm giving up until it is sorted properly. Refer to this thread for the latest ruling and follow-up questions.


  • 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 : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • End of Activation (Edit)
    • Some end-of-activation abilities explicitly state your activation ends as part of resolving the ability, and some don't. Either way, you can never do anything extra during or after triggering an end-of-activation ability. You cannot cast spells, purchase additional attacks, use a mini-feat, etc.
    • If you start resolving an end-of-activation-movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • For units: if any model in the unit starts resolving the unit's end-of-activation-movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
    • If you have more than one end-of-activation ability, you have to choose which one to resolve, then your activation ends and you cannot use the other one.
    • See also the training article: LPG - End of Activation.
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Rules Clarification : Full Force      (Edit)

  • If a weapon generates additional AOEs, then those additional AOEs will be affected by Full Force too. (Infernal Ruling)
  • Not blast damage (Edit)
    • Due to the way it is worded, this spell/weapon does full POW to all models in the AOE. It is not blast damage and it is not halved.
    • For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)
    • Models that are immune to blast damage have no defence vs this spell/weapon.

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Battle Plan      (Edit)

  • A model can issue a Battle Plan to itself (assuming it meets the 'model type' criteria).
  • 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)
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Rules Clarification : Bring It Down      (Edit)

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Rules Clarification : Relay Coordinates      (Edit)

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Rules Clarification : Hunter      (Edit)

  • Although you ignore cover/concealment, you don't ignore "secondary" bonuses a model gets from it. For example, a model with Prowl will still gain Stealth from their concealment. (Infernal Ruling)

Rules Clarification : Unload! - None yet. (Edit)


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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 : Armor-Piercing and/or Case Cracker     (Edit)

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Rules Clarification : Thunderbolt      (Edit)

  • If you have multiple effects that resolve on "hit" (such as Thunderbolt & Electro Leap), then you get to choose the order.
    • Thus, you could trigger Electro Leap first (and bounce from their initial position), then move them via Thunderbolt.
    • Or trigger Thunderbolt first, move them, and then Electro Leap (and bounce from their final position).
  • 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)
  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.

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    Rules Clarification : Explosivo      (Edit)

    • The damage from the AOE is considered to be damage from the model that has Explosivo, but it is not damage from the ranged attack. (It is damage from the triggered ability called "Explosivo")
      It doesn't benefit from stuff that modifies a weapon's damage roll, such as Sniper. (Locked thread)
      It does benefit from stuff that modifies a model's damage, such as Prey. (Infernal Ruling)
    • If you put Explosivo on a weapon that directly hits multiple enemies, then all models boxed by the initial attack will turn into 3" AOEs. Clusterbombs, away!
      • Note that normal AOE weapons only directly hit the original target. To get this clusterbomb effect you need something like a spray attack, Siege's Ground Pounder attack, or Thunderhead's Energy Pulse attack.
    • The AOE damage is just damage, it's not considered to be an attack.
    • Not considered an attack & "Non-attack damage roll" (Edit)   [Show/Hide]
      • There are two ways you can get these "non-attack" damage rolls. Either way, they interact with other special abilities that trigger on 'attack/damage' (such as Vengeance) in the same manner, and as such we'll call both types "Pure Damage" for brevity.
      • Type 1 - A secondary damage roll that is not considered to be an attack:
        Some attacks create a second damage roll that is explicitly "not considered an attack" (such as Electro Leap).
      (Note that although the second damage roll is not an attack, the original attack certainly is and will trigger stuff normally. These clarifications don't apply to the original attack.)
      • Type 2 - Non-attack damage roll:
        Some special abilities & special actions tell you to make a damage roll without mentioning whether it is considered an attack or not (such as Vent Steam and Flak Field).

      • Pure damage is not an attack, so doesn't trigger stuff like Vengeance.
      • Pure damage is not an attack, so doesn't benefit from stuff that affects 'attack damage rolls' (such as Bethayne1's feat). (Infernal Ruling)
      • Pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
      • Pure damage is not from an attack, but it is damage from the original model. This has two implications:
        1. It's not an attack from a weapon so:
          • it won't gain damage buffs from the weapon (such as Poison).
          • it won't gain any Damage Types from the weapon. (Infernal Ruling)
        2. It is a damage roll from a model so:
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    Rules Clarification : Expose      (Edit)

    • The second part of this spell is effectively Blessed, so I've included the Blessed clarifications.
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    Rules Clarification : Blessed and/or Creator's Wrath     (Edit)

    • Blessed ignores buffs even if they're not directly on the target. For instance, Haley3's Temporal Distortion spell gives a DEF buff to everyone within 5" ... and Blessed ignores it. (Locked thread)
    • You only ignore the DEF/ARM buff if the spell directly adds to the stat. A spell which instead grants a separate non-spell ability, and the ability gives a DEF/ARM buff, would not be ignored. (Infernal Ruling)
      In this ruling, Blessed does not ignore the DEF from Ashen Veil, because the DEF bonus comes from Concealment, and not the spell itself.
    • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else].
      • For example, the spell Cloak of Ash grants concealment, and models with concealment gain +2 DEF. You would not ignore this DEF bonus.
      • For example, the spell Death Ward grants +2 ARM and the defender chooses which column suffers damage. You would ignore the ARM bonus, but the defender still picks the column.
    • The Mk3 Blessed icon resembles the old Mk2 Magical Weapon icon. Do not get them confused.
    • This ability only ignores buffs from spells, not buffs from feats (such as Stryker1's Invincibility +5 ARM) or abilities (such as Protective Aura's +2 ARM).

    Rules Clarification : Foxhole - None yet. (Edit)

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    Rules Clarification : Open Fire and/or Relentless Barrage     (Edit)

    • Since this spell targets, the caster must have LOS to the jack/beast. (Or channel through an arc node that has LOS to the jack/beast).