Captain Jeremiah Kraye

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Cygnar Logo.jpg Captain Jeremiah Kraye

Cygnar Cavalry Warcaster

In previous centuries, salvation or doom was heralded by the sound of galloping hooves on the battlefield. The modern battlefield boasts the more fearsome sound of warjacks shaking the earth underfoot, but the meaning is unchanged. Captain Jeremiah Kraye of the Cygnaran Reconnaissance Service blends these old and new fighting disciplines into a doctrine of rapid, devastating assault. Kraye prefers to strike against an exposed flank or harass an enemy's reinforcements, and he instills his 'jacks with unprecedented mobility and crushing momentum.

Basic Info

Missing Info
CaptainJeremiahKraye WEB.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
M.A. N/A
DEF 15
ARM 16
ESSENCE {{{essence}}}
HP 18
F. Field N/A
WJP +28
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock
  • 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 - Light 'Em Up

While in Kraye's control range, the ranged and melee weapons of friendly Faction models gain Beacon and Flare. Light 'Em Up lasts for one turn.

Beacon - Friendly Faction models can charge or make a slam power attack against an enemy model hit by this weapon without spending focus or being forced. A friendly Faction model charging an enemy model hit by this weapon gains +2" movement. Beacon lasts for one turn.
Flare - Models hit by this weapon/attack lose Stealth and suffer -2 DEF for one turn.


  • Cavalry symbol.jpg Cavalry
  • Pathfinder symbol.jpg Pathfinder
  • Parry symbol.jpg Parry
  • Iron Horse - Light and heavy warjacks in this model's battlegroup gain Cavalry, Pathfinder, and Reposition [5"]. When an affected warjack makes an impact attack, that attack has a base POW equal to its STR. The melee range of impact attacks is 0.5". Affected warjacks do not gain Mount attacks from Iron Horse.
  • 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.
  • Steady - This model cannot become knocked down.


  • Radcliffe Carbine - 13" range, ROF 2, POW 11 ranged attack
  • Bitter End - 1" reach, P+S 13 melee attack
  • Mount - 0.5" reach, POW 10 mount attack.



2 6 - - Upkeep No
When an enemy model advances and ends its movement within 6" of target model in the spellcaster's battlegroup, the affected model can immediately advance up to 3", then Admonition expires. The affected model cannot be targeted by free strikes during this movement.

2 6 - - Upkeep No
While within 5" of target friendly Faction model/unit, enemy models cannot make ranged attacks.

2 SELF Control - Turn No
Warjacks in the spellcaster's battlegroup currently in its control range gain +3˝ movement when they charge or make a slam power attack. Horsepower lasts for one turn.

1 SELF Control - - No
Models in the spellcaster's battlegroup that are currently in its control range stand up and are no longer stationary. Affected models can turn to face any direction. Models that were knocked down this turn are not affected by Jumpstart.
Lock the Target

2 10 - 10 (★) Yes
A model damaged by Lock the Target cannot run, charge, make slam power attacks, or be placed for one round.

Theme Forces

Recent Changes

No changes since 2017.06

Thoughts on Captain Jeremiah Kraye

Captain Jeremiah Kraye in a nutshell

Kraye is second to none in the faction when it comes to battlegroup mobility. His unique Iron Horse rule grants you 3 benefits which could be worth a separate Field Marshal rule all by themselves. His spell list also perfectly supports his highly mobile playstyle.

Iron Horse

Becoming a cavalry model means that warjacks can a) have the option to make impact attacks when they charge and b) get auto-boosted to-hit rolls on their charge attacks.

Spell thoughts

  • Admonition - A life-saver or threat range extender. Good for extrication of an expensive jack who might be jammed or is about to be denied a safe reposition. Place effects won't trigger it, but fortunately Lock the Target denies placing altogether. See Tricks for further application.
  • Countermeasure - One of the most infuriating spells around. Especially on an advance deploying and hard to kill unit/solo. Use it on a Minuteman and watch him ruin the enemy's gunline. The enemy might move away, but this will still force him to give up his aiming bonus.
  • Horsepower - This will be your #1 spell to cast on feat turn, yielding a potential +5" for your charge range on a target marked with Beacon.
  • Jumpstart - Occasionally invaluable against certain builds that can dish out knockdown or stationary (e.g., Sorcha1). The spell includes a free facing change - use this if your enemy managed to get behind you. It can also mitigate the damage from a Knockdown + Disruption combination in a Cygnar vs. Cygnar fight.
  • Lock the Target - This is a weak zap with an excellent control feature. Condemning your opponent's expensive solo to walk-and shoot/strike attacks is very useful. Especially if you can pull it off on a gargantuan or colossal.

Feat thoughts

His feat is for all of your army, not just your battlegroup. The two special rules work really well with each other. If the enemy denies charges, you can still shoot them effectively. If you can charge, well, punch them into oblivion. Fast units like Storm Lances can have a respectable 15" charge threat range. With the spell Horsepower, a Hammersmith can charge things up to 13" away and a Stormclad threatens 15" (all the other heavy warjacks threat 14"). Try to bring enough shooting to apply the feat benefits where you need them and enough heavy hitters to take advantage of the charge bonus.

Drawbacks & Downsides

  • Large base makes him an easy target, ripe for assassination. Eiryss1 can be a huge problem, though his Steady ability and a Shield Guard model can make attempts on his life all the more difficult.
  • Smart enemies will not let reposition on warjacks happen too often.
  • An over-emphasis on your battlegroup will put you into disadvantage in scenarios, where units and solos need to grab objectives.
    • In the 2019 Steamroller, some of the scenarios include zones that are very close or touching the side edge. This can limit where you can place contesting models from his battlegroup as his control zone will only just reach into those zones if he's on the centre-line of the table.
      • Warjacks with extended control such as the Minuteman or Hunter go some way to mitigating this, but since they're among Cygnar's flimsiest warjacks, be careful you don't just throw them away.
  • Doesn't offer much support for models outside of his battlegroup plus also lacks ARM, DEF and damage buffs.
  • Many of your mobility tricks are tied to charges - and there are quite a few tools out there to stop charges from connecting (LOS blocking, speedbumps, feats, etc.)

Tricks & Tips

  • Admonition can be triggered by enemy admonition, or by changing facing too.
  • As for Countermeasures, enemies can still target you from outside the spell's range. However, from within the control range, they cannot line up a friendly model as a target for your spray attacks and shoot the protected models.
  • Remember, Countermeasures doesn't shut down spells. Be on the lookout for weapons with Dispel.
  • Trample + reposition is a perfect speed booster in the 1st turn. An Ironclad chassis 'jack is 30% faster than running and a Centurion chassis 'jack is 50% faster. That makes a Centurion with Polarity Field up very meaningful in scenario play from early on in the game.
  • Your feat works on Kraye's attacks too. Use him to apply Beacon and Flare to high-priority targets.

List Building Advice


Though Kraye's main strengths (Iron Horse, threat range extending spells and his feat) center around his battlegroup, his low FOCUS stat means that it's generally better to build a smaller battlegroup of high-quality/focus-efficient 'jacks. This is then supported by a few units that can help spread the feat effects, capture zones, and unjam warjacks so they can charge in.

His army is centred around his battlegroup of course (giving all of it Iron Horse). You tend to see a small number of support solos and sometimes a cheap unit for scenario play.

Thanks to the excellent mobility of his battlegroup, Kraye can win through scenario points as well as with assassination against an overly bold opponent. Kraye wants to alpha strike because he doesn't have the tools to support your army in protracted fights. Against certain opponents, you can use a hit-and-run strategy that makes use of the 5" reposition on the 'jacks to whittle down the foe.

Rule #1

Cavalry rules - Both his and his warjacks' charge attacks are boosted, giving you a higher crit chance and by extension a critical effect chance. Impacts will also be crucial and allow your warjacks to charge deeper into enemy lines.

Rule #2

Use his mobility to give you a tactical edge over the enemy. Iron Horse providing pathfinder and Reposition 5" to his entire battlegroup gives him immense movement shenanigans. You can play a great ranged hit & run game or send heavies flying across the board thanks to Horsepower that then reposition away 5". Add in Admonition and his army can be impossible to pin down. You can even try charging something with Kraye and even if you don't kill it, you can reposition safely after your activation.

Rule #3

Under the effects of Iron Horse an Avenger / Centurion / Hammersmith chassis warjack can reposition further than it walks, so running with them is sub-optimal. Since you power up and get a focus anyway, spend that focus to trample or slam and then reposition afterwards. Although Kraye lost the spell that boosts ranged attacks on his battlegroup, ranged jacks can still do some interesting stuff. A Cyclone can lay down Covering Fire and reposition. You can also just advance, shoot and move 5" away. Kraye can also do this with his nifty double shot ranged weapon. Warjacks that knock people down, make warjacks stationary or slam people away will allow you to reposition away unscathed and possibly set you up for another charge.

Leverage Pathfinder on his warjacks as much as possible. Normally, terrain is largely a no-go area for most warjacks, but not with Kraye. This sets up all sorts of new strategies - hit and fade with ranged warjacks to deny retaliation or simply charge a huge-based model straight through difficult terrain. Even with non-LoS blocking terrain, you can position your warjack on one side and eliminate the threat of being charged.

Theme thoughts

Kraye's preference of a strong battlegroup supported by a small contingent of infantry means that there are good reasons to take him in every theme he's allowed in.

    Heavy Metal    

  • Thunderhead - An excellent although expensive option, it has a respectable shoot-and-scoot game as well as critical Disruption on it's fists. Horsepower and Light 'em Up solve a lot of Thunderhead's problems.
    • A big speed boost makes him a serious melee threat.
    • A boosted charge attack has the potential to trigger Critical Cortex Damage.
    • Reposition [5"] and Pathfinder can be utterly devastating if you can use the Energy Pulse to annihilate infantry from within terrain and move back to safety.
  • Ol' Rowdy is an excellent 'jack for Kraye. His focus efficiency helps when off feat turn, while Admonition can ensure Rowdy gets to countercharge either by leaving the engaging enemy models melee range to charge something else, or walking back 3" and then charging the engaging model iself. It will be hit first by a POW 11 impact attack, then a POW 18 charge atatck (fully boosted thanks to Iron Horse). After wards Ol' Rowdy will have to take the enemy charge on the chin, prombting him to Retaliatory Strike with another POW 18. Thus, you should be able to at least cripple some systems of the attacker, or set off a Critical Knockdown. Countercharge can also help cover the 'jacks after they've repositioned out after the alpha strike which can discourage a counter attack from your opponent. The boosted attack rolls on the countercharge attack can also increase the chances of a critical knockdown! MAT 8 can also make impact attacks a viable way of clearing jamming infantry, reducing the risk of a failed charge.
  • Thorn is a highly mobile and decently durable arc node. If you're attracted by the idea of using Lock the Target on something important, Thorn is a good choice for an arc node to enable it.
  • All of Kraye's staple solos (Squire, Strangeways, Caine0 and Journeyman) belong here too (see below).


  • Trencher Infantry - Obnoxious to kill and very handy for Countermeasure. They're just a great unit that doesn't necessarily need support from the caster to get the job done.
  • Trencher Commandos - Have the double-bind with Countermeasure - either they are stealthed or countermeasured. Enemies can still target them with templates and AoEs - your thin ARM will hardly help on that, but against lists without such tools they will be downright annoying.
    • This is also an excellent unit to kill single-wound infantry models jamming your warjacks. With anatomical precision, quick work and then Repo 3", they can get in, take out key pieces and get out of the way.
  • Rangers - Perfect candidates for your feat's shooty part to apply accurate Beacon/Flare shots from afar for the rest of your army. Also perfect unit for Countermeasure as you need to be within 5" to mark a target.
  • Trencher Express Team - Can help an alpha strike 'stick'. For example, your heavies run in, poke the enemy warbeasts/warjacks a bit and reposition out. Then the express team applies Grievous Wounds to them so they can't heal or repair.
  • This is the only theme that doesn't allow the Squire or Captain Arlan Strangewayes, making his focus issues even more serious.
  • Your only Mechanik choice here is the Trencher Combat Engineers, which have a relatively low average repair per-turn, but do have guns to help with the feat and to kill light infantry.
  • Jonas Murdoch makes Aiyana and Holt faction friendly so you can use their damage buff as well as their magic weapon buff, which is very much appreciated as Kraye has neither of those himself. Holt is also great at spreading the feat.

    Storm Division    

In Storm Division Kraye has access to 3 character jacks he really likes, however the guns here are relatively short ranged outside of the Storm Strider and the Stormtower.

  • Dynamo - Iron Horse enables it to make impact attacks which can set of Chain Reaction. Reposition is always great on a ranged model.
  • Brickhouse - Boosted attack rolls make critical smite more likely to happen and with reposition you can follow the slammed model in order to apply Force Lock, which also combos nicely with Lock the Target.
  • Thunderhead can also be here.
  • Storm Lances - Very powerful and one of the few units able to keep up with Kraye's mobile battlegroup. They can threaten 15" on feat turn and are an excellent choice if you're expecting a mirror match.
  • Stormclad - The prevalence of Storm Knights in this theme can help activate accumulator, making it a more attractive choice in this theme.
  • Storm Smith Storm Tower - Can be taken as requisition choices and can apply the feat from far away.
  • Storm Strider - Same as Storm Town but also buff the accuracy of electric ranged attacks even further.
  • Sir Dreyfus the Storm Knight - Able to not only keep up but also cheap enough and accurate enough in a back arc to be a good first choice for applying the feat.

    Sons of the Tempest    

Kraye loves the high-RAT shooting provided by the gun mages for his feat. Magical weapons also helps against Menoth's pesky choir and their Hymn of Passage!

  • Gun Mage Captain Adept - universal, nimble, accurate solo. Great for applying the feat to pesky Stealth targets or getting some moderate damage in with a Snipe, Brutal Damage shot.
    • That gives you 5 RAT 8, True Sight models that apply the feat to nearly anything from 20" away.
  • Arcane Tempest Gun Mages - Provide a good amount of high-rat toolbox shots to apply the feat and take out light infantry.
    • They're also great at unjamming your warjacks, either from range (up to 14"!) or in melee with Pistoleer from the theme benefit.
    • The Thunderbolt shot type can also be used, again either in range or in melee, to send these jamming models flying, potentially enabling a charge.
    • The Arcane Tempest Gun Mage Officer can marshall a Cyclone, providing another 2d3 Magical shots for the feat, with your choice of Thunderbolt, Snipe (16" range!) or Crit Brutal Damage.
  • Black 13th Strike Force - True Sight can help deal with stealthy infantry, often a huge issue for Kraye.
    • With Prowl, they are a great target for countermeasure, which can be upkept for free thanks to the theme benefit.
  • Lieutenant Bastian Falk - Fulfills his normal role of buffing the damage of the other gun mages and magical damage sources.

    Support models - Various themes    

Kraye likes these models/units which are available in various themes:

  • Field Mechaniks - You're probably using most of your points on Warjacks with Kraye, so with whatever points you happen to have left over, they're a good option.
    • They repair Warjacks.
    • They're DEF14.
    • They score those Circular Zones in Steamroller that your warjacks and solos can't do anything with.
    • They can now take the Morrowan Battle Priest for an ultra-cheap shield guard.
  • The Squire - With lots of Warjacks to control, this little fella is very useful.
  • Captain Arlan Strangewayes - The extra Focus is always welcome, as is the ability to Repair.
  • Journeyman Warcaster - Although you'll lose Iron Horse on the journeyman's warjack, you'll gain access to Arcane Shield and even more focus. A ranged Light like a Sentinel or a Charger doesn't get much benefit from Iron Horse and so is a good choice for Junior.
  • Journeyman Lieutenant Allister Caine - Personal output is a great help with infantry, while Ace can fulfil a similar role. This pair can also help with feat spreading, bringing a taste of Gun Mages to Heavy Metal.


Kraye runs into issues with mercenary support solos as they often can't keep up with his warjacks. Generally he tends towards ranged units who can be turned friendly faction either by the partisan rule or Murdoch, in order to help him apply his feat.

  • Order of Illumination Vigilants and Glyn Cormier - Can be taken in all themes and are excellent feat enablers thanks to True Sight. The Vigilants also make for tremendous Counter Measure targets thanks to stealth.
  • Lady Aiyana & Master Holt - Only worthwhile in Gravediggers with Murdoch. Holt is a good feat enabler and Aiyana is a walking damage buff for your troops or is able to hand out magic weapons.
  • Hermit of Hengehold - A nice damage buffer with master of ruin. Just remember to reposition your jacks out of his aura or they will recieve -2 ARM as well.
  • Grand Master Gabriel Throne - A fellow cavalry model and thus he can keep up with Krayes intended pace. He brings useful battle plans, one of which is a damage buff.


It is worth saying that most of Cygnar's Warjacks go from good to amazing with Kraye, although the Colossals gain little from Iron Horse. Particular highlights include:

  • Minuteman - The most mobile light warjack around. Jump. Leap. Double slug gun (probably into the enemy's back), then reposition away. Or, stay there with a countermeasure spell, and make gunlines cry. Able to move up to 16" every turn, it can be virtually anywhere on the table by the end of turn two and still be in control range.
  • Centurion - A tough jack that can't be charged. The boosted charge attack from Iron Horse increases your chances of activating Critical Sustained Attack.
    • Centurion can charge an enemy model with 1" melee range (and himself stay 1.99" away), attack a bunch, then repositioning 5" back. Lastly, use Polarity Field to prevent your opponent from charging and from getting within melee range of the Centurion (if they have movement 5" or less).
    • It's also an excellent target for Admonition. Between Polarity Field and the 3", it becomes incredibly hard to apply melee attacks to it.
    • Admonition also gives a certain level of safety against Telekinesis 'casters if they turn the Centurion around to charge it in the rear. Use Admonition to walk away and face the right direction again.
  • Reliant - It has a critical knockdown hammer which works nicely with the boosted charge attack rolls from Iron Horse.
  • Ironclad and Hammersmith - Cygnar's 'budget heavies' become beasts with Kraye if you can afford the focus to fuel them. Boosted attacks increase the chances you trigger their special abilities.
  • Stormclad - Along with any Storm Knight models it can be really effective. On feat turn it can have the same threat range as Storm Lances. Accumulator [Storm Knight] reduces Kraye's focus burden, but without Storm Knights in your list (aka Theme - Storm Division) you may be better off with a cheaper warjack.

Some of Cygnar's ranged warjacks are worth considering for their ability to spread Kraye's feat. If you've got 'jack marshals or Junior Warcasters, you should consider using them to run these 'jacks so Kraye can save his focus for his spells and his melee heavies.

  • Charger - Can take out up to two solos if you have a free focus to give it. Consider bringing Captain Arlan Strangewayes to fuel it.
  • Sentinel - Use it for Shield Guard and infantry clearing. It is also useful for painting argets on feat turn.
  • Cyclone - Puts out an unparalleled number of shots for the feat and can help prevent jamming with Covering Fire.
  • Hunter - Combining a ridiculous range on its gun with a 5" reposition move means that your opponent can struggle to retaliate against it, especially if it can move back through terrain to get out of sight completely. Otherwise, it's happy under jack marshals as it rarely needs more than one focus per turn to be effective.



Video Battle Reports

Other Cygnar models

Cygnar Logo.jpg       Cygnar Index       (Edit)
Battlegroup & Similar
Warcasters Caine1 - Caine2 - Caine3 - Constance - Darius - Haley1 - Haley2 - Haley3 - Jakes2 - Kraye - Maddox - Nemo1 - Nemo2 - Nemo3 - Sloan - Stryker1 - Stryker2 - Stryker3 - Siege1 - Siege2 - Sturgis1
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers

Battlegroup Controllers: Caine0 - Nemo4 - Jakes1 - Journeyman - T. Warcaster Lieutenant
'Jack Marshals: Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA

Light Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
Units, Solos, Battle Engines, & Structures

Arcane Tempest Gun Mages - Black 13th Gun Mage Strike Team - Field Mechaniks - Legion of Lost Souls - Long Gunner Infantry - OoI Resolutes - OoI Vigilants - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - Tr Cannon Crew - Tr Chain Gun Crew - Tr Commandos - Tr Express Team - Tr Long Gunners - Tr Infantry - Tr Mechaniks
Special CA : Captain Jonas Murdoch (Mercenary unit) - Special WA: Morrowan Battle Priest (any unit)


Arcane Tempest Rifleman - Archduke Runewood - Captain Arlan Strangewayes - Captain Maxwell Finn - Commander Anson Hitch - Grand Master Gabriel Throne - Glyn Cormier, Illuminated One - Gun Mage Captain Adept - Journeyman Lieutenant Allister Caine - Journeyman Warcaster - Harlan Versh, Illuminated One - Lieutenant Allison Jakes - Lieutenant Bastian Falk - Lieutenant Gwen Keller - Major Katherine Laddermore - Major Harrison Gibbs - Morrowan Archon - Savio Montero Acosta - Sir Dreyfus the Storm Knight - Squire - Stormblade Captain - Stormcallers - Tr Buster - Tr Master Gunner - Tr Patrol Dog - Tr Warcaster Lieutenant - Viktor Pendrake

Battle Engines & Structures

Nemo4 - Storm Strider - Trencher Blockhouse

Theme Forces
Flame in the Darkness - Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Refer to Who Works for Whom and/or Category: Cygnar Mercenary
This index was last updated: 2020.02

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 : Powerful Charge  and/or Brutal Charge     (Edit)

  • If you declare a charge but move less than 3", then the attack doesn't count as a "Charge Attack" and you won't get the bonus.

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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.
  • 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:  : Cavalry      (Edit)
(Click Expand to read)

Mount Weapon
  • Although the core rulebook specifies mount weapons have 0.5" range, this doesn't "overwrite" models that have a longer mount range listed on their card. (Infernal Ruling)
  • Mount Weapons are melee weapons. (Infernal Ruling) This means:
    • Mount Attacks can benefit from any buffs that affect "melee weapons" (such as Acidic Touch and Elasticity) or "melee attacks" (such as Battle Lust).
    • Mount Weapons can be used to make free strikes.
    • If the model doesn't have any regular melee weapon (such as the Gun Carriage) then it does have a melee range, can engage enemy models, and can make free strikes; anyway.
    • Despite being a melee weapon, you cannot use a Mount's special attack on the same activation you charge. (Infernal Ruling)
      • Exception: If you have Trampling Hooves, because that allows you to make charge attacks with your mount when you charge.
  • Mount attacks will trigger "Melee attack" stuff like Battle Wizard.
  • You can purchase additional attacks with your Mount Weapon. (Infernal Ruling)

Impact Attacks - Movement

  • You cannot "stop" in an illegal position to carry out Impact Attacks. For instance, halfway over a linear obstacle, or a flying cavalry stopping while it 'overlaps' other models, or stopping halfway through an Incorporeal model.
    • The reason is, you need to obey the rule "this model can advance through [stuff] if they have enough movement to move completely past it".
    • Stopping during your movement doesn't satisfy that rule, whether that's the "stop" at the end of the model's normal movement or the "stop" for impact attacks.
  • If your charge target is included in your Impact Attacks, then you need to turn and face it and end your movement before starting the attacks (refer rulebook, last paragraph of 'Impact Attacks').
    • As such, things which trigger at "End of Movement" (such as Admonition) will occur before your Impact Attacks.
    • On the other hand, if your Impact Attacks don't include your charge target, then you're interupting your movement to resolve them, and thus stuff like Admonition won't trigger.

Impact Attacks - The attack(s)

  • You resolve stuff that occurs "after the attack is resolved" (such as Battle Wizard) before continuing with your charge movement.
  • If you have an ability that boosts your "first" melee attack (such as Stir the Blood), then only one attack will be boosted even though you're making multiple simultaneous attacks.
  • If you choose to make any impact attacks, you make all attacks against all models in the Mount's melee range (even friendly models).(Infernal Ruling)

Impact Attacks - Other

  • You cannot use "any time" abilities while resolving Impact Attacks. Because Impact Attacks occur during movement; and you can only use 'any time' abilities before moving or after moving, but not during movement. (Infernal Ruling)
    • Exception: If your Impact targets 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.

Cavalry unit

  • If you have a unit of Cavalry, charge them and do impact attacks, remember you interrupt movement to do impacts, but you have to resolve all movements before doing any charge attacks. So for example it would go:
    • Cavalry model A charges enemy X, and contacts model M. Stop and make impact attacks against M. Then continue movement to X.
    • Cavalry model B charges enemy Y, and contacts model N. Stop and make impact attacks against N. Then continue movement to Y.
    • Cavalry model C charges enemy Z, and contacts model O. Stop and make impact attacks against O. Then continue movement to Z.
    • Resolve model A's charge attack vs X, B's vs Y, and C's vs Z. (This can be done in any order, as per normal)

Other interactions

  • Cavalry model with no melee weapon
    • If you have a Mount weapon but no regular Melee weapon (such as the Efaarit Scout), you can still declare a charge. (Locked thread)
    • You can make Impact Attacks along the way.
    • Once you get to the charge target, however, you can't make a melee attack against it. Because you can't use the mount weapon for a charge attack, due to the way the Cavalry rules are written. (Unless you have a rule like Trampling Hooves.)
    • If you don't charge, the mount attack can be used as an initial melee attack.
  • Countercharge & Cavalry ( Edit )
    • A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
  • 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.
  • Flight on a Cavalry model (Edit)
    • Although you can move over obstacles/models while charging, if you want to stop and make Impact Attacks while you fly "over" models you need to stop in a legal position. You can't make Impact Attacks while your flying horse is on top of obstacles, models, etc.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
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Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Parry - None yet. (Edit)

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Rules Clarification : Iron Horse and/or Wild Ride     (Edit)

  • If you're going to play this caster, you should really brush up on the Cavalry rules.
  • Affected models can make Impact Attacks even they don't "technically" have a Mount weapon. (Infernal Ruling)
  • You can't spend focus/fury to boost Impact Attacks. (Locked Thread)
  • See also the Rules Clarifications for Pathfinder, Cavalry, and Reposition
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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)
    • 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 : Steady      (Edit)

  • Steady models are still susceptible to other effects of knock-down attacks (if there are any).
    • For example, a steady model hit with a Head butt won't be knocked down but will take damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.

Rules Clarification : Beacon - None yet. (Edit)
Rules Clarification : Flare - None yet. (Edit)

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

* What does trigger Admonition
    • Admonition triggers off any advance, not just in-activation stuff. You could even trigger your Admonition off an enemy's Admonition!
    • Standing still but changing facing is an advance.
  • What doesn't trigger Admonition
    • Aiming, or forfeiting your movement, is not advancing.
    • If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
    • Being placed (such as Teleport) is not an advance.
    • Involuntary movement (being slammed, thrown, or pushed) is not an advance.
  • You don't have to trigger Admonition the first time an enemy moves nearby - you can save it until it best suits you. (Infernal Ruling)

  • Countercharge within your own activation ( Edit )
    • You can trigger Countercharge during your own activation, but only if an enemy model somehow triggers their own move. For instance, you move towards a model with Admonition and they trigger that to try to move away. (You do a normal move, they trigger admonition and move, you trigger countercharge from their admonition-move.)
    • In this scenario you may boost Countercharge attacks and trigger only-during-activation effects (such as Critical Shred & Sustained Attack) exactly as if you were in your activation (because you are).
    • Also, you can potentially get two charge attacks (one for your normal charge, one for the counter charge). (Infernal Ruling)
      This ruling still applies even after the 2018.07 update (Infernal Re-ruling)
  • Countercharge plus Admonition
    • If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
  • 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 : Countermeasure - None yet. (Edit)
Rules Clarification : Horsepower - None yet. (Edit)

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Rules Clarification : Jumpstart      (Edit)

  • A warjack that stands up via Jump Start can still forfeit movement to aim and etc during their normal activation. Basically, it's as if you were never knocked down at all.
  • Jump Start does not allow you to shake Blind or Shadow Bind.
  • A warjack knocked down earlier on the same turn, cannot stand up via Jump Start. This is not a typo. (Infernal Ruling)

Rules Clarification : Lock the Target - None yet. (Edit)