Captain Damiano

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Golab (1 year review) Tanith1 (battlebox strategy)


Mercenary Logo.jpg Captain Damiano

Mercenary Ordic Steelhead Warcaster

Captain Amador Damiano fights for glory, fame, honor, and the certainty that he will in time become a living legend. His Steelheads march in perfect lines and display a unity and responsiveness on the battlefield equal to or surpassing the infantry of any army in western Immoren. Damiano sees himself as much more than a mercenary captain; each contract he takes is not simply a paycheck, it is another conquest, another chance to show the world he is a battle commander without equal.

Basic Info[edit]

Captain Damiano
Missing Info
Captain Damiano.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Damiano1
BASE Small
SPD 6
STR {{{str}}}
MAT 7
RAT 6
M.A. N/A
DEF 15
ARM 16
CMD 9
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 16
F. Field N/A
WJP +28
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Weapons[edit]

  • Judgement - RNG 12, POW 12 pistol.
    • Damage Type: Magical - This weapon deals Magical damage.
    • Blaster - When this model makes an attack with this weapon, before the attack roll it can spend 1 focus point to give the attack a 3" AOE. All models hit suffer a POW 12 blast damage roll.
  • Glory - RNG 1, P+S 12 saber.

Abilities[edit]

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Paymaster [Steelhead] - This model starts the game with 5 coins and can spend them at any time during its activation. For each coin you spend you choose one of the following Incentives. Incentives can only target friendly Steelhead units within your CMD range. A Steelhead unit can only benefit from one Incentive per turn.
    • Battle Maneuvers - The unit gains Reposition [5"] for one turn. (Reposition [5"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 5", then its activation ends.)
    • Money Shot - Affected models gain +2 to ranged attack and ranged damage rolls for one turn.

Spells[edit]

COST RNG AOE POW DUR OFF


Convection

2 10 - 12 - Yes
When Convection destroys a living enemy model, you can give 1 focus point to a warjack in the caster's balttlegroup that is in its control range.
Deadeye

2 6 - - Turn -
Target friendly Faction model/unit gains an additional die on each model's first non-spray ranged attack roll this turn.
Death March

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

3 SELF Control - Upkeep -
When a friendly Faction model in the caster's control range destroys one or more enemy models with a melee or ranged attack during its activation, immediately after the attack is resolved one warjack in the caster's battlegroup that is in its control range can advance up to 3". A warjack can advance as a result of Road to War only once per turn.
Sure Foot

2 6 - - Upkeep -
Target friendly Faction model/unit gains +2 DEF and cannot be knocked down. Models are not affected while out of formation.

Feat: Conquest[edit]

While in Damiano's control range, friendly Mercenary models gain +3 STR and ARM and can move or be moved only during your turn. Conquest lasts for one round.

Theme Forces[edit]


Thoughts on Captain Damiano[edit]

Captain Damiano in a nutshell[edit]

Damiano is an upkeep-heavy infantry support caster and the best at that job the Mercenaries have to offer. He is unusual among warcasters as he has tools to improve accuracy, damage, threat range, defense and armor. His melee ability is unremarkable but his magic hand cannon is useful when needed, so he should hang as far back as possible to avoid incoming fire. Few warcasters support an army as well as Damiano. He is considered a top 3 Mercenary caster.

Feat thoughts[edit]

Most of the time you want to use the feat when it's time for the big charge. On rare occasions, it may be used to counter an opposing feat like Exulon Thexus or Krueger2 as it prevents his army from being moved (they can still be placed).

Spell thoughts[edit]

  • Convection - This is almost never cast. Damiano has a magical hand cannon which is better and can be AOE 3 so you'd only cast this spell if you needed to kill quite a few incorporeal models in one turn.
  • Deadeye - You will probably be casting this every turn as it negates a lot of defensive bonuses out there.
  • Death March - Good to put on any larger unit that's likely to be taking losses frequently - usually Steelhead Halberdiers although people have found it very useful on a 15 person unit of Trencher Infantry.
  • Road to War - Always a helpful spell to have up right away on Damiano before your 'jacks have closed to engage, especially if his battlegroup is following closely behind other units and can benefit from their kills.
  • Sure Foot - An outstanding infantry support spell, best used on high DEF models with Tough. Most famously, Trencher Infantry. Idrian Skirmishers with help from Rhupert also fit the bill.

Drawbacks & Downsides[edit]

  • Damiano is pretty dependent on upkeeps to do much for his army, especially if he didn't bring Steelheads. This means any army that brings upkeep removal makes his life more difficult. He does not want to see Purification.
  • He doesn't have a strong assassination game and tends to bring a lot of infantry, which means long games that will test your clock management skills.
  • His end game ability to pull out the win by himself is well below average.
  • If you have all 3 of his upkeeps active that's half of his focus stack gone per turn. Use Sylys and/or Arcanists to remedy this.

Tricks & Tips[edit]

  • Combining Money Shot and Deadeye on a Steelhead unit with a ranged attack makes them surprisingly powerful.

List Building Advice[edit]

Strategy[edit]

Damiano hangs well back and upkeeps 2 of 3 spells. One is usually Surefoot and the other is either Road to War or Death March depending on the matchup. Once things get going, it's up to you to decide what most needs to happen during the turn, whether it is casting Deadeye, using his Blaster gun, or allocating focus to warjacks.

Surefoot works best on a unit that is tough, has good DEF, and can shrug off blasts. Trencher Infantry fit the bill, so he's often seen in Kingmaker's with a full 15 Trenchers anchoring the middle of the board. He's not very tricky so he mostly relies on having more bodies than the other army which he can turn into high quality bodies thanks to his spells and abilities.

Theme Thoughts[edit]

The best theme to take him in is almost certainly The Kingmaker's Army as it can run his Steelheads, which he has obvious synergies with - and can run Trencher Infantry which, under Sure Foot become an almost immovable cloud wall with DEF 15, no knockdown, and tough (and Brutal Charge) - while with their extra range Trencher Long Gunners are better at staying safe than Steelhead Riflemen. And you can and should bring Steelhead Halberdiers, especially ones powered up by Death March.

Soldiers of Fortune is a solid second choice, and has better free models than Kingmaker's and all the Steelheads Damiano could want, including flanking cavalry and the same money shooting artillery the Kingmaker's want but doesn't have the Trencher synergies.

Army[edit]

Damiano is not a Warjack caster - but Road to War for 3" extra movement, and an awesomely hard hitting melee feat means that his heavies make for a wrecking crew.

  • Rocinante, his personal warjack, had to be significantly buffed to be playable. Fortunately this happened, and Rocinante is very focus efficient when shooting (needed on early turns) and hits like a Mat 7 heavy warjack while if Rocinante wrecks what it charges it gets another shot. Excellent all round.
  • Toro - ARM 18 + Shield becomes ARM 23 on feat turn for impressive durability. Counter-charge + Road to War is some seriously nice mobility. Since the increase in price of the Nomad the Toro has become his favourite non-character jack.
  • The Mule likes to be able to aim, which is helped by Road to War. Also Deadeye is great for crit fishing but only if you have the spare Focus - and Eilish Garrity can boost the attack roll still further. This is more for fun than tournaments - but Critical Devastation is amazing.
  • A Buccaneer is useful to knock Damiano down in the Kingmaker's theme force, just so you can protect him via Feign Death.
  • Nomads, Talons and Mariners provide cheap options that Damiano can make great use of as he doesn't particularly excel at running warjacks


Damiano is the Steelhead leader, and his Paymaster ability means Damiano likes Steelheads of all types; everyone loves both Sure Foot for and Battle Maneuvers for tactical flexibility. They also appear in all his themes

  • Steelhead Halberdiers are almost essential with him; they will be dying and Death March is likely to trigger Vengeance - and as cheap models they get excellent use out of his feat
  • Money Shot is excellent on any Steelheads
    • Steelhead Riflemen, giving them boosted ranged attack and damage to go with their combined attacks; a pair of Steelhead Riflemen making a CRA are effectively RAT 11 POW 15 even without aiming but return fire will melt them.
    • Steelhead Calvary hit harder at range, especially with Deadeye on them. These probably gain less with him than any other choice.
    • For the artillery units, a Volley Gun under Money Shot can reliably put a large dent into medium armour heavies with d3+1 RAT 7 POW 16 attacks
    • The Cannon with Money Shot and Deadeye can provide a very accurate knockdown to open up assassinations.
    • The Mortar with Money Shot both gets POW 12 blast damage and might actually be able to hit a heavy occasionally.
  • Stannis Brocker is free in both Kingmaker's and Soldiers of Fortune and useful for Steelheads.
  • Sergeant Nicolas Verendrye brings the reinforcements - and can even bring enough armour with Damiano's feat to shrug off blast and light melee damage on the halberds. He should make his points back with 1-2 turns of reinforcements, making him cheap at the price.
  • The Steelhead Arcanist brings magic weapons to this whole mess, plus both Empower and a way to get rid of opposing cloud walls
  • The Steelhead Ironhead does nice things for threat ranges - and for tying up enemies.
  • The Steelhead Gunner is useful if you're bringing the artillery - either extra movement or a touch of extra damage.


In The Kingmaker's Army

  • Trencher Infantry are amazing under Sure Foot; a max unit of 15 models with DEF 15, Tough, no Knockdown, and Dig In are as difficult to remove as infantry gets. Toss in Deadeye and the Trenchers do lots of work - with a startlingly powerful charge on feat turn.
  • Trencher Long Gunners don't melt the way Riflemen do. And you can put Money Shot onto a Volley Gun, which at least survives better than the rifles.


Also:

Other[edit]

Trivia[edit]

  • Originally released in the Warmachine: Wrath expansion (2011).
  • Captain Damiano appears to be based off of Don Quixote, a fictional Spanish 'knight' made infamous for charging windmills in the play "Man of La Mancha" (Wikipedia: Tilting at Windmills).
  • The name of Don Quixote's old decrepit horse and Damiano's bonded family warjack, "Rocinante", is a Spanish pun meaning either "Foremost Steed" or "Old Workhorse." (Wikipedia: Rocinante)
  • Ironically, in Portuguese "amador" has the meaning of amateur, dilletante or nonprofessional, contradictory to Amador Damiano's personal entitlement to not only fight for gold and coin (as some other mercenary warcasters), but also for fame, honor and glory.

Warjacks he can take[edit]

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[edit]

Mercenary Logo.jpg       Mercenary Index       (Edit)
Mercenary 'Jack Controllers (Human) (Edit)
Warcasters Ashlynn - Blaize - Caine3 - Crosse2 - Damiano - Fiona - Macbain - Magnus1 - Magnus2 - Montador - Rahera - Shae
Non-Casters "Junior" Warcaster Crosse1 'Jack Marshal Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Sam & the Devil Dogs
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)
Warcasters Durgen Madhammer - General Ossrum - Gorten Grundback
Marshals 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 Madelyn Corbeau - Reinholdt - Wyshnalyrr
Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
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 - Sam & The Devil Dogs - Croe's Cutthroats - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea - Commodore Cannon - Devil's Shadow Mutineers
Solos

Cephalyx Agitator - 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

Alexia, Mistress of the Witchfire (2) - Alexia, The Undying (3) - Alten Ashley - Anastasia Di Bray - Bloody Bradigan - Bosun Grogspar - Brun Cragback & Lug - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dirty Meg - Doc Killingsworth - Eilish Garrity, the Occultist - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - First Mate Hawk - Gastone Crosse - Glyn Cormier, Illuminated One - Gorman Di Wolfe, Rogue Alchemist - Grand Master Gabriel Throne - Gudrun the Wanderer - Harlan Versh, Illuminated One - Hermit of Henge Hold - Hutchuk, Ogrun Bounty Hunter - J.A.I.M.s - Kell Bailoch - Lanyssa Ryssyl, Nyss Sorceress - Lord Rockbottom - Major Harrison Gibbs - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Viktor Pendrake - Wrong Eye & Snapjaw

Battle Engines Hammerfall Siege Crawler
Theme Forces (Edit)
Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - The Irregulars - The Kingmaker's Army - The Talion Charter
This index was last updated: 2019.04

Video Battle Reports[edit]

Rules Clarifications[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 : Blaster      (Edit)

  • Because it says all models hit suffer blast damage, even models you directly hit will take blast damage.
  • You don't need to halve the POW on the blast damage. Because it tells you what POW blast damage to apply, you just apply that.


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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. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. 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.)
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

    • 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
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control rectangle zones and flags by himself.
    • However, to control a circular zone, the entire unit needs to be within the circle.
  • 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 : Paymaster      (Edit)

  • 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. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. 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.)
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

    • 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
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
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Rules Clarification : Battle Maneuvers      (Edit)

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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.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. (Infernal Ruling) See also this article for a detailed explanation.
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)

Rules Clarification : Money Shot - None yet. (Edit)


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Rules Clarification : Convection      (Edit)

  • A warjack can benefit from Convection multiple times.
  • A warjack cannot go over its normal focus limit (which is 3 for most jacks) as a result of Convection. Refer to the Cortex rules.
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Rules Clarification : Deadeye      (Edit)

  • If you cast Deadeye on yourself after making your first ranged attack, it will have no effect. It buffs your first attack, not your next attack.
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Rules Clarification : Death March      (Edit)

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

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

Rules Clarification : Road to War and/or Warpath - None yet. (Edit)
Rules Clarification : Sure Foot - None yet. (Edit)