Captain Bartolo Montador

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Mercenary Logo.jpg Captain Bartolo Montador

Mercenary Ordic Privateer Warcaster

Mk4 icon.png
Prime
This model is available in one Prime Army, Talion Charter. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

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

Loud, bombastic and bigger than life, Bartolo 'Broadsides Bart' Montador has used his beloved cannons and warjacks to win fame and admiration with audacity, skill, and charisma. Though jovial and magnanimous, Bart truly is a bloody-minded, ruthless combatant who carries a legitimate letter of marque signed by the Ordic king. Few captains walk the delicate line between pirate and privateer with as much style as Broadsides Bart.

Basic Info

Montador1
Missing Info
Captain Bartolo Montador.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 7
MAT 7
RAT 5
M.A. N/A
DEF 15
ARM 16
CMD N/A
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 17
F. Field N/A
WJP +28
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

Mercenary - In a 2+ caster game, he can work for Cryx, Crucible Guard, Cygnar, Khador, and Protectorate.

Warcaster - All warcasters 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 : Typhoon

  1. Advancing enemy models that end their movement within Montador's control range become Knocked Down.
  2. While in Montador's control range, enemy models suffer -2 to attack rolls.
Typhoon lasts for one round.

Abilities

  • Tough symbol.jpg Tough
  • Blood-Quenched - This model gains a cumulative +1 STR and ARM for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
  • Overtake - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".

Weapons

Ace
Gun icon.jpg  RNG   ROF   AOE   POW 
SP 8 1 - 12
Red Tide
Sword icon.jpg  RNG   POW   P+S 
0.5 8 14

Spells

COST RNG AOE POW DUR OFF
Batten Down the Hatches

3 SELF Control - Round No
While in the spellcaster's control range, models in its battlegroup cannot become knocked down and gain +3 ARM, but suffer -2 DEF. Batten Down the Hatches lasts for one round.
Broadside

3 SELF Control - - No
Models in the spellcaster's battlegroup currently in its control range can immediately make one basic ranged attack. Broadside can be cast only once per activation.
Deadweight

2 8 - 12 (★) Yes
When Deadweight destroys an enemy living or undead model, choose an enemy model within 2" of it. The chosen model must forfeit either its Normal Movement or its Combat Action during its next activation, as its controller chooses.
Hot-Shot

2 6 - - Upkeep No
Target model in the spellcaster's battlegroup gains boosted ranged attack damage rolls.
Powder Keg

3 8 5 14 (★) Yes
On a critical hit, models hit lose their initial attacks and cannot make power attacks or special attacks for one round.

Theme Forces


Thoughts on Captain Bartolo Montador

Captain Bartolo Montador in a nutshell

If you want to run both a Blockader and a Galleon, you should probably pick Bart because nobody does it better or even well except for him. Bart is the only caster in Mercenaries who really makes the Galleon shine with his Hot Shot spell. Meantime his Batten Down the Hatches spell makes his army a tough nut to crack, though not insurmountably so. The trick to playing Bart is to find the right balance between defense and offense. Play too many warjacks and you won't have the focus or quality of attacks to quickly eliminate the enemy. Play too few and you don't get the most from his spells. It tends to work out that double Colossal is the most effective mix of efficiency and output.

Feat thoughts

Typhoon amounts to a big bubble of area denial. Combined with Batten, it allows you to push into the board center, armor up against shooting, and deny entry to any opposing model that lacks knockdown immunity. If the opposing force has no Steady models, they are left in a weak scenario position, and usually set up to get charged by your entire army. If they can't be knocked down, you don't have much of a feat. A vast array of armies have an out for this, but more than a few don't.

Spell thoughts

  • Batten Down the Hatches - This is cast almost every turn to withstand incoming shooting and keep the attrition swing in your favor once the lines close.
  • Broadside - Most of the time you will be casting Batten and handing out focus. Rarely, you will run Galleon and cast this to drag something in to its doom, or use this to get that one last shot you need to put you into winning position.
  • Deadweight - Every once in awhile this spell provides a chance to keep your Galleon safe from an opposing heavy or colossal.
  • Hot-Shot - This spell is best used on a Galleon and is the main source of Bart's focus efficiency turning a 1 focus upkeep into multiple boosted damage rolls.
  • Powder Keg - This is a a useful tool when you have incorporeal models to deal with or are facing a ton of infantry. With Sylys and a boost to hit, it can potentially stop an opposing colossal from making initial attacks, and AOE 5 can catch a lot of targets. Enemy infantry will have to bunch up to take out your warjacks, which may just make you want to cast this to help Galleon with the AOE hate.

Drawbacks & Downsides

  • Anything that shuts down shooting shuts down Bart.
  • If Galleon has a couple of bad shooting turns in a row, or has to spend a turn running or not shooting, he's in trouble.
  • He has some trouble contesting in games where objectives or zones are spread out due to his control area.
  • Blast immunity is bad news, thankfully that's a rare ability nowadays.
  • Blessed weapons are bad news. Watch out for Protectorate, Legion and Circle.
  • Immunity to knockdown or push is also bad news.
  • Cavalry heavy armies can get around behind his force and put him in a bad spot.
  • Batten encourages you to bring a large battlegroup which he does not have the focus to run, hampering your offensive output. Even Powder Monkeys only help this so much. He struggles to kill things fast enough. If he does not bring a large battlegroup, he offers little support to his army.
  • He is very easy to kill since he never camps. Always hide behind your colossals.

Tricks & Tips

  • Broadside is normally best cast either at the very start or the very end of your turn. Plan it out first.
  • The Bart Assassination run is to use the Galleon to throw a model 8.5" directly away such that it lands on top of the opposing caster using the rules for throw positioning. If done properly, Least Disturbance pushes the caster into position to be dragged (and they eat a POW 17 damage roll), then cast Broadsides, to hit them with a boosted POW 15 from the harpoon, drag them in and hit them with a POW 22.

List Building Advice

Strategy

Bart brings a Galleon for Hot Shot and after that it gets tricky. His feat (usually) buys his army a turn free from melee retaliation. He then hopes the Galleon blows away enough of the opposing army that his force rolls over everything. Once it was one of the best ARM skews in the games but is now nothing special. The key is to ensure your army is capable of dishing out massive damage because presenting a whole lot of high ARM models and hoping to weather the storm and grind it out is not going to work.

Theme Thoughts

    The Talion Charter    

Pirate troops themselves require a lot of support solos to function, and Bart wants to spend a lot of points on jacks, so the army does not run as well on its own as Irregulars.

However you get excellent support solos to such as Powder Monkeys for extra focus and attacks, Scharde Dirge Seers for Eyeless Sight and Magic Weapon, Aiyana and Holt for an ARM debuff, and Dougal for Double Powder Ration and Artillerist.

  • Powder Monkey - a 2 point solo with Ancilliary Attack and Empower for solos is amazing, and only allowed in Talion Charter and the ancilliary attack only working with Privateer jacks. Very helpful.
  • Scharde Dirge Seers provide Eyeless Sight and Magical Weapons in the Talion Charter only.
  • Master Gunner Dougal MacNaile provides more AoE fun with Artillerist, stealth removal and ranged threat extension via Double Powder Ration.
  • Lady Aiyana & Master Holt provide a damage buff, magic weapon and are Privateers - always good.
  • Dirty Meg has Repair d6.
  • Swamp Gobber River Raiders are excellent little contesting pieces and every so often they'll hit a weaken on a Warbeast skewing your army's ARM even further. They are fairly vital for contesting scenario in a Bart army.
  • Press Gangers ambush and make more of them selves. Thus they are vital for contesting far away zones.

    The Irregulars    

Highly recommended to play in this theme as it solves nearly all his problems for him. You can debuff ARM, DEF, remove stealth, grant magic weapon and contest with individual pieces.

This theme has all the characters you could ever want. For Bart, he likes Anastasia, Sylys, Orin1, the Hermit, Widget1, Bamfist, Harlowe, Gorman1, Dougal, and Ragman as very attractive options, though you can't fit them all in a single list. You can and should also bring Aiyana and Holt.

The best thing about Irregulars is bringing Kayazy Eliminators to stay in scenario.

  • Note: Any character solo recommended in the other themes is also recommended for this theme.
  • Gobber Tinker is cheap, good at repairs and wonderful for contesting.
  • Widget, Tinker Extraordinaire is a speedy mechanic with a nasty Ancillary Attack for the colossals. She was a game changer for Bart. Auto include.
  • Sylys Wyshnalyrr upkeeps Hot Shot for free allowing Bart to either hand extra focus out or to cycle Hot Shot - or to both Broadside and Batten. He also increases the chances of a crit when you use Powder Keg. As close to auto include as it gets.
  • Orin1 protects Galleon from spells like Blinding Light or Parasite and uses Chain Lightning to clear out single wound targets the colossals can't be bothered with. Auto Include.
  • Hermit of Henge Hold is another game changer. He enjoys Power Lifter, and his aura helps the Galleon's ranged game enormously. It also lets your colossal shrug off a damage roll once per game. Auto include.
  • Gorman di Wulfe provides Blind, an ARM debuff against constructs, and a cloud for Bart.
  • Ragman works very well in conjunction with colossals. Especially the Blockader, because Dark Shroud buffs the first 4" of its spry during its activation.
  • Harlowe Holdemhigh is simply excellent damage output every turn without needing any help, and can remove Incorporeal. He likes Dougal, who can remove stealth.
  • Kayazy Eliminators get up the board to contest and put out significant damage on their own. Bring two units and they will keep you in scenario as your big robots blast away from safety.
  • Balthazar Bamfist provides Empower, but little else for 4 points. Between him and Sylys, you can fully fuel two colossals and still cast Batten. Pretty important.
  • Scythe provides outstanding ranged damage output with no help from Bart. She pairs well with Hermit and can be kept safe.
  • Asphyxious4 and Nemo4 run independent battlegroups and take out threats to his Galleon, which ain't too bad.

    Soldiers of Fortune    

You get Mark the Target on solos to go with your Galleon or Blockader. However, there aren't any solos you'd want to take that can also act as Mark Target bots. Also, since Bart does not support Steelheads at all, they will die very fast.

Overall, not a great fit for Bart.

  • Steelhead Arcanists are less-efficient Powder Monkeys, but you can bring 3 and Sylys in this theme granting the highest possible focus pool to work with.
  • Steelhead Ironheads provide repair, and melee threat extension to his jacks, though that isn't really his game.
  • All solos have Mark the Target, which helps the ranged game, though you probably won't want to take any solos you're willing to throw away just for that.

    Kingmakers    

This theme includes Steelhead Arcanists to Empower his battlegroup, Orin1 to keep spells off your Galleon and ex-Cygnaran Rangers to increase the accuracy of the Galleon's shooting.

It is worthy of consideration and a much better choice than Soldiers of Fortune. The downside is no ARM debuffs, and none of the butt-kicking solos from Irregulars.

  • Rangers provide Mark the Target without having to give up valuable solos and you still get access to Steelhead Arcanists, but no Sylys.

Battlegroup

Bart is a jack caster through and through; Batten works best with already tough jacks, Broadside with ranged jacks, and The Talion Charter and Powder Monkeys like Privateer jacks.

His battlegroup is very important to him. It should be large enough to get good use out of Batten, but not so large that it can't kill a lot of the opposing force in a turn.

  • Galleon - a tough ranged Privateer jack that's an amazing recipient of Hot Shot, Bart works amazingly well with the Galleon. This is probably the whole reason you're playing Bart.
  • Blockader - the second choice Privateer Colossal. It has a large melee threat and better accuracy with the sprays at close range. It is also able to handle targets Galleon can't and vice-versa. They complement each other very well and two ARM 22 colossals is daunting. One of each colossal is a fine way to strike a balance between destructive output and focus efficiency.
  • Mariner - an excellent all-round ranged Privateer jack (but not that tough), the Mariner is the cheaper broadside option and works effectively with Bart. Between Bart, Broadside, Hot Shot, and a Powder Monkey, it's possible for a single Mariner in the Talion Charter to dish out three 4" AoEs, all with boosted damage in a single turn. Still it's not what he's looking to do. He will never have the focus to invest in its activation.
  • Swabber - a tough ranged Privateer jack and a great recipient of Broadside when no Galleon is present (boosting the harpoon damage on out of activation shots is great), the Swabber would be excellent if it wasn't so pillow fisted in melee. It is useful as a Shield Guard for the Galleon against certain types of ranged attacks.
  • Freebooter - it's officially a Privateer Heavy - in practice it's a light on steroids. Fast and effective for its cost. The Galleon gets it 2" further up the table for it to cause trouble, but Bart does not have the focus to run it.
  • Buccaneer - Superb for knockdowns. Helps the Galleon a ton. One is worth taking if you have the points as it requires no help to do its thing.
  • Swashbuckler - has a gun, but it’s too short ranged to get much use out of it, batten down the hatches also weakens dodge. It’s not a jack Bart should be reaching for often but it is the cheapest Privateer jack with a damaging ranged weapon.

There are a few non-Privateer jacks he works well with.

  • Rover - Bart's favourite non-Privateer jack is both tough and has a ranged attack, but Bart can't support it.
  • Toro - a melee warjack with a shield and counter-charge, the Toro is neither ranged, nor a privateer and Bart will never have the focus to hand off to it.
  • Mule - A worse version of the Mariner for Bart.
  • Talon - It brings lots of ARM and boxes at a bargain price and has high MAT on the charge making it a solid pick though its offense is lacking.

Assume you took two colossals for your battlegroup. You need to support them, stay in scenario with contesting pieces and dish out the pain with the rest of the army, which Bart will do nothing to support.

Other

Trivia

  • Released in Forces of Warmachine: Pirates of the Broken Coast (2007)
  • Bart was last seen helping Magnus "liberate" Fellig from Khador so Magnus could stage his military operations in Cygnar.
  • Bart personally commissioned the design of the first Mercenary colosals, the Galleons, and Magus promptly bought out the first two created from under his nose.

Warjacks he can take

With the way Mercenary battlegroups work, this model can't simply control any Mercenary warjack, and instead is limited to the following choices:

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Note: Other restrictions may apply, such as 'Jack Marshals can't control Colossals, character warjacks aren't allowed in most theme forces, etc.

Other Mercenary models

Mercenary Logo.jpg       Mercenary Index       (Edit)
Mercenary 'Jack Controllers (Human) (Edit)
Warcasters

Ashlynn1 - Ashlynn2 - Aurora2 - Blaize - Caine3 - Crosse2 - Damiano - Fiona - Macbain - Magnus1 - Magnus2 - Montador - Rahera - Shae

"Juniors"

Asphyxious4 - Crosse1 - Nemo4

'Jack Marshals

Colbie Sterling - Dirty Meg - MacHorne1 - MacHorne2 - Raluk Moorclaw - Rutger Shaw - Steelhead Ironhead

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Rhulic 'Jack Controllers (Edit)
Warcaster Durgen Madhammer - General Ossrum - Gorten Grundback
'Jack Marshal Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
Units, Solos, & Battle Engines
Warcaster attachments

Doctor Stygius - Madelyn Corbeau - Reinholdt - Wyshnalyrr

Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Non-character Units

Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Legion of Lost Souls - Ogrun Assault Corps - OoI Resolutes - OoI Vigilants - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - SH Cannon - SH Halberdiers - SH Cavalry - SH Mortar - SH Riflemen - SH Volley Gun - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator (small or medium based units) - Special WA: Morrowan Battle Priest (Morrow units)

Character Units

Alexia1 - Asphyxious4 - Croe's Cutthroats - Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowler1 - Herne & Jonne - Lady Aiyana & Master Holt - Lynus & Edrea - MacHorne1 - The Commodore Cannon - The Devil's Shadow Mutineers

Non-character Solos

Cephalyx Agitator - Death Archon - Gobber Tinker - Menite Archon - Morrowan Archon - Ogrun Bokur - Powder Monkey - SH Arcanist - SH Ironhead - SH Gunner - Swamp Gobber River Raider Thamarite Advocate - Thamarite Archon - Void Archon

Character Solos

Alexia2 - Alexia3 - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella1 - Black Bella2 - Bloody Bradigan - Boomhowler2 - Boomhowler3 - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez1 - Dez2 - Dirty Meg - Doc Killingsworth - Doctor Stygius - Eilish1 - Eiryss1 - Eiryss2 - Eiryss4 - First Mate Hawk - Flubbin1 - Flubbin2 & Dreyfus2 - Flugwug the Filcher - Crosse1 - Glyn Cormier, Illuminated One - Gorman1 - Gorman2 - Grand Master Gabriel Throne - Gubbin1 - Gubbin2 - Gudrun1 - Gudrun2 - Harlan Versh, Illuminated One - Harlowe Holdemhigh - Hermit of Henge Hold - Hutchuk, Ogrun Bounty Hunter - J.A.I.M.s - Kell Bailoch - Lanyssa Ryssyl, Nyss Sorceress - Lord Rockbottom - MacHorne2 - Major Harrison Gibbs - Malvin2 - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Princess Delores Graciela - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Scythe - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Tubbin - Underboss Vizkoya - Viktor Pendrake - Weird Wendell - Widget1 - Widget2 - Wrong Eye & Snapjaw

Battle Engines

Hammerfall Siege Crawler - Nemo4

Independent Warjack

Malvin1 & Mayhem1

Theme Forces (Edit)
Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
This index was last updated: 2021.11

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:  : Warcaster      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. 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 : Blood-Quenched - None yet. (Edit)
Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Swift Hunter and/or Overtake     (Edit)

  • The free move must be resolved before other abilities that involve attacks (such as Quick Work or Berserk). Refer Step 12 vs 14 in Appendix A.
  • This ability does not trigger off special attacks, only basic ones.
  • An important difference:
    • Swift Hunter can be triggered by any attack, including out-of-activation attacks.
    • Overtake only works on attacks during your Combat Action. Even stuff like Impact Attacks won't trigger it.
  • If you make a free strike during your Combat Action (for instance the enemy used a special rule to move during your Combat Action) you can trigger Overtake on that free strike. It still counts as being during your Combat Action. (Infernal Ruling)
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Rules Clarification : Knockdown      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.

Rules Clarification : Batten Down the Hatches - None yet. (Edit)

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Rules Clarification : Broadside and/or Abattoir     (Edit)

  • A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as a Broadside attack. And similar logic for melee + Abattoir. (Infernal Ruling)
  • Warbeasts/warjacks cannot spend focus/fury to boost these attacks (because the attacks occur out-of-activation), but the caster can boost their own attacks (since it happens during the caster's activation).
  • Secondary effects of the warjack's gun can still trigger (as long as they're not limited to "activation only" or "Combat Action only"). For instance, the Galleon can drag stuff in with its harpoon and get its free melee attack. And similar logic for melee + Abattoir.
  • Once per Activation (Edit)
    • These sorts of rules can be triggered in different model's activations. For instance, Infection can be triggered on free strikes. (Infernal Ruling)
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.

Rules Clarification : Deadweight - None yet. (Edit)
Rules Clarification : Hot-Shot - None yet. (Edit)
Rules Clarification : Powder Keg - None yet. (Edit)