Cataphract Cetrati

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Skorne Logo.jpg

Cataphract Cetrati
Skorne Unit
Tyrant Vorkesh
Character Command Attachment

Mk4 icon.png
Prime
This model is available in one Prime Army, Army of the Western Reaches. 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.

The cetrati embody perfect skorne discipline and fearless tenacity. A wall of these warriors charging across the field with their shields locked and their wicked polearms aimed forward will crush through lines of lesser infantry and bring down warbeasts. They steadfastly occupy strategic ground and then lock into formation, cutting down any enemy unfortunate enough to engage them. The very epitome of cataphract stoicism, strength, and martial prowess, Tyrant Vorkesh is veritable juggernaut of armored destruction. As Vorkesh cleaves through enemy after enemy, his deadly accuracy with his weapon, the Arm of Rahal, inspires the cataphracts around him to strike with the utmost skill and precision, while his sheer force of will shields them from enemy magic.

The very epitome of cataphract stoicism, strength and martial prowess, Tyrant Vorkesh is veritable juggernaut of armored destruction. As Vorkesh cleaves through enemy after enemy, his deadly accuracy with his weapon, the Arm of Rahaal, inspires the cataphracts around him to strike with the utmost skill and precision, while his sheer force of will shields them from enemy magic.

Basic Info

Cataphract Cetrati
Missing Info
Cataphract Cetrati.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Unit / Vorkesh
BASE Medium
SPD 5
STR 7
MAT 7 / 8
RAT N/A
M.A. N/A
DEF 11
ARM 16
CMD 7 / 9
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5 / 8
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2 / C
UNIT SIZE 4 or 6 +1 CA
COST 9 or 15 +5 CA
2.9 pts each (incl CA)
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Entire unit
    • CMA symbol.jpg Combined Melee Attack
    • Tough symbol.jpg Tough
    • Shield Wall (Order) - Until the start of their next activation, each affected model gains +4 ARM while B2B with another affected model in its unit. When receiving this order a model can forfeit its Combat Action to gain +3” movement as part of its Normal Movement this turn. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall.
  • Leader & Grunts only
    • Set Defense - A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
  • Vorkesh only
    • Vorkesh has a better statline
    • Officer symbol.jpg Officer
    • Cleave - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, immediately after the attack is resolved this model can make one additional melee attack. This model can make only one additional attack as a result of Cleave each activation.
    • Defensive Formation [ Minifeat ] - This model can use Defensive Formation once per game at any time during its unit's activation. This activation, models not affected by the Shield Wall order in this unit currently in formation gain Reposition [5"]. Additionally, at the end of this activation any previous orders this unit was issued expire and this unit is affected by the Shield Wall order. (Reposition [5"] - At the end of an activation in which it did not run or fail a charge, a model with Reposition [5"] can advance up to 5", then its activation ends.)
    • Granted: Sacred Ward - While this model is in formation, models in its unit gain Sacred Ward. (Sacred Ward - A model with Sacred Ward cannot be targeted by enemy spells.)
    • Tactics: Steady - Models in this unit gain Steady. (Steady - A model with Steady cannot become knocked down.)

Weapons

Leader & Grunts
War Spear
Sword icon.jpg  RNG   POW   P+S 
2 4 11
Vorkesh
Arm of Rahaal
Sword icon.jpg  RNG   POW   P+S 
2 6 13

Theme Forces


Thoughts on Cataphract Cetrati

Command Attachment

Cataphract Cetrati in a nutshell

The Cataphract Cetrati are the toughest infantry the Skorne have access to, and are an excellent choice if you want to brick up. However, they are specialist enough that taking half measures for bricking up is almost always a very bad idea. There is a lot of POW 12 infantry in the game - and two of them charging on average will kill a Cetratus - but it's all about position on the bell curve. Two more points of ARM and POW 12 starts bouncing off. Four more and heavy warjacks start fuming. Or in short the Cetrati are the anvil of the Skorne when you use them.

Thoughts on adding the CA

Adding both hitting power and survivability to the Cetrati, Vorkesh is really an "All in" choice for them, making them immune to knockdown and almost immune to enemy spells and giving them defensive formation. He's as expensive as a pair of Cetrati - but making all your Cetrati no-knockdown tough and immune to debuffs like Parasite is really useful. Vorkesh can also be added to a minimum unit for the same cost as making the unit max. He provides two less boxes, but a more powerful attack, cleave, steady and defensive formation. Few people take Cataphracts without him (although he's normally a requisition point).

Combos & Synergies

There are three common caster-independent choices that help the Cetrati.

  • Agonizer - The Skorne melee ARM buff allows the Cetrati to bounce most charging infantry. As such it is almost essential that any Skorne Cetrati brick has a nearby Agonizer to provide the STR debuff. (In return the Cetrati are good at blocking LoS to the Agonizer). However, beware support bloat. An agonizer takes your cetrati brick from 24pts to 30pts.
  • Basilisk Krea does for shooting what the Agonizer does for melee. Generally, you want to choose the Agonizer over the Basilisk Krea.
  • Tyrant Commander & Standard Bearer - Press Forward helps them move faster in shield wall. This is not as high a priority as Vorkesh.

There are also several warlocks that buff them still further.

  • Tyrant Xerxis has Defender's Ward, which combined with the Agonizer and his feat makes the unit effectively ARM 26. Also, tactician allows the rest of your troops to attack and fire through them.
  • Supreme Archdomina Makeda Stay Death on Cetrati with an Agonizer is a truly frustrating amount of durability.
  • Archdomina Makeda only plays like the Supreme Archdomina on feat turn, but it's still very frustrating. She also offers a speed boost in the form of Quicken. If the Makeda player has won initiative, the cetrati can run 14" on turn 1. On turn 2, Quicken is upkept and the Tyrant Commander applies press forward. The cetrati can then perform a 9" advance in shield wall, threatening a total of 14+9+2 = 25" off deployment by turn 2. Makeda is then free to feat to provide them cover and cycle quicken if needed. Makeda1 also provides MAT fixing turn to turn in a way no other skorne caster truly does.
  • Dominar Rasheth offers ARM 24 on Feat Turn.
  • Supreme Aptimus Zaal has one of the few ARM buffs in faction. However, Zaal1 really does not prefer to have such elite infantry due to the fact they reduce his feat counter and are anti synergistic with Last Stand.
  • Lord Tyrant Zaadesh offers another ARM buff in faction, along with push immunity. Also, the feat makes their weapon masters shine.
  • Void Seer Mordikaar gains value turn to turn through revive. However, to make revive most effective, models need to survive long enough to attack later. Cetrati can be revived into shield wall, and during his feat they are defense 16 against charges with poltergeist. A terrifying prospect to break.

On Theme Forces

  • While Cetrati can only be taken in Masters of War, it offers them the ability to take Vorkesh for free. This turns quite an expensive unit into a fairly cost effective one. 18pts for 7 steady tough 5 box weaponmasters with sacred ward and arm 20 in shield wall is a steal
  • Masters of War also allows Tyrant Commanders to be taken for free, a key support piece for Cetrati

Drawbacks & Downsides

  • Unless you're going all in on the brick, they simply are not worth it. On average, two charging Nihilators are likely to kill an unbuffed Cetratus in shield wall, and that really isn't a job Nihilators are supposed to be good at.
  • If you're going big on Cetrati in a friendly game, your opponents are going to find it tooth-grindingly annoying.
  • Relatively low damage even with weaponmaster, as they seldom charge.
  • Anything with Chain Weapons can break their shield wall.
  • Models with Parry can get behind them. At which point their ARM becomes not that scary.
  • Vorkesh appears to not have Set Defense, so he needs to stand behind the other Cetrati. However, this is good policy in general as Sacred Ward is removed upon Vorkesh's death. Spell slinging enemies wish to debuff the Cetrati need Vorkesh to die as soon as possible.
  • Pushing them out of shield wall works wonders at killing them.
  • Unless you need their frontage, a full unit plus Vorkesh costs more than a Titan Sentry plus a Cyclops Brute. Which is often a better choice.

Tricks & Tips

  • Walk forward and let the enemy break on your line.
  • Use them to block line of sight to key models in your list. Due to their medium bases, inability to be targeted by spells, high arm, and ability to potentially tough multiple times; they can provide immense protection to warlocks and solos hidden behind them.

Other

Trivia

  • Cataphract comes the Greek word Cataphractus, which means "fully enclosed." Pretty appropriate if you ask me! Historically, the Cataphracts were mounted, armored knights, but skorne merely borrowed the literal meaning, not the historical. The word Cetratus is latin for a soldier with a short shield. So these guys are "Fully enclosed knights with shields". Yes.
  • Unit released in Primal Mk1 (2006)
  • CA released in Forces of Hordes: Skorne (2010)

Other Skorne models

Skorne Logo.jpg       Skorne Index       (Edit)
Battlegroup & Similar
Warlocks Hexeris1 - Hexeris2 - Jalaam1 - Makeda1 - Makeda2 - Makeda3 - Mordikaar1 - Morghoul1 - Morghoul2 - Morghoul3 - Naaresh1 - Rasheth1 - Xekaar1 - Xerxis1 - Xerxis2 - Zaal1 - Zaal2 - Zaadesh2
Lessers & Attachments Aptimus Marketh (Warlock attachment) - Zaadesh1 (Lesser Warlock) - Makeda0 (Lesser Warlock)
Lesser

Agonizer - Aradus Scarab - Reptile Hounds - The Terrorizer

Light Basilisk Drake - Basilisk Krea - Cyclops Brute - Cyclops Raider - Cyclops Savage - Cyclops Shaman - Razor Worm
Heavy

Aradus Sentinel - Aradus Soldier - Archidon - Chiron - Bronzeback Titan - Despoiler - Molik Karn - Rhinodon - Tiberion - Titan Cannoneer - Titan Gladiator - Titan Sentry

Gargantuans Desert Hydra - Mammoth
Units, Solos, & Battle Engines
Units

Cataphract Arcuarii - Cataphract Cetrati - Cataphract Incindiarii - Immortals - Legends of Halaak - Nihilators - Paingiver Beast Handlers - Paingiver Bloodrunners - Praetorian Ferox - Praetorian Karax - Praetorian Keltarii - Praetorian Swordsmen - Tyrant Commander & Standard Bearer - Venator Catapult Crew - Venator Flayer Cannon Crew - Venator Reivers - Venator Slingers

Solos

Abidan the Keeper - Ancestral Guardian - Aptimus Marketh - Extoller Novitiate - Extoller Soulward - Hakaar the Destroyer - Immortal Vessel - Makeda0 - Mortitheurge Willbreaker - Paingiver Bloodrunner Master Tormentor - Paingiver Task Master - Tyrant Rhadeim - Venator Dakar - Void Spirit - Zaadesh1

Battle Engines Siege Animantarax - Supreme Guardian
Theme Forces
Disciples of Agony - Masters of War - The Exalted - Winds of Death
Minions
Refer to Who Works for Whom and/or Category: Skorne Minion
This index was last updated: 2021.11

Rules Clarifications

Rules Clarification : Weapon Master - None yet. (Edit)

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Rules Clarification : Blessed and/or Creator's Wrath     (Edit)

  • Blessed ignores spell buffs even if they're not directly on the target. (For example, Haley3's Temporal Distortion spell is cast on Haley and gives a DEF buff to everyone within 5". Blessed ignores it on everyone, not just on Haley.) (Locked thread)
  • You only ignore the DEF/ARM buff if the spell directly adds to the stat (for example Arcane Shield gives +3 ARM).
Whereas a spell which grants an ability, and the ability gives a DEF/ARM buff, would not be ignored by Blessed (for example Cloak of Ash gives a model concealment, and concealment gives +2 DEF).
(Infernal Ruling)
  • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else]. (For example, the spell Death Ward grants +2 ARM and the defender chooses which column suffers damage. You would ignore the ARM bonus, but the defender still picks the column.)
  • This ability only ignores buffs from spells, not buffs from feats (such as Stryker1's Invincibility +5 ARM) or abilities (such as Protective Aura's +2 ARM).
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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 : Combined Melee Attack      (Edit)

  • Each CMA only counts as a single attack, no matter how many participants are involved. This means, for example, that if Satyxis Raiders damage a warjack and trigger their Feedback ability, the enemy warcaster will only take 1 damage total, not 1 for every Raider.
  • Any bonuses (such as back strike) or penalties (such as intervening terrain) are determined according to the model leading the CMA (the attack leader).
    • If the participants have buffs/debuffs but the attack leader doesn't ... then the CMA doesn't because only the attack leader matters. Simple as that.
  • A single unit can perform multiple CMAs, utilising different groupings of models. eg a unit with 10 models could make one 10-man CMA, or two 5-man CMAs, or five 2-man CMAs, or etc.
  • CMA for units that have more than one melee weapon (the short version)
    • Once you have more than one melee weapon, charging becomes a bit complicated. There are two important rules:
      1. A model which charges must use its first attack to make a charge attack. It can't "skip ahead" to contributing its second non-charge attack before it's resolved its first attack.
      2. For a CMA to gain the charging bonus, then all contributors must be contributing a charge attack.
    • These two rules have a few, slightly confusing implications. Click the expand box below for a full breakdown.
CMA for units with more than one weapon (the long version) (Edit)
The following example is about Satyxis Raiders, but is equally applicable to other units with two CMA:
  • Each Raider gets two attacks. Both, one, or neither can be a CMA as you choose.
  • If you are doing two CMA in a row, then you should note that the second CMA doesn’t have to use the same “primary attacker” or the same “participants” as the first CMA.
    • For instance, you could have the first CMA with raider A being the "primary attacker" and raider B being the "participant",
    • then for the second CMA have raider B the "primary attacker" and raider A the "participant".
    • Or leave A alone for a moment and use B plus C. Whatever takes your fancy.
  • Primary attackers and participants don't have to use the same weapon. So, continuing with the above example, you could have primary A use lash and participant B use horns, then primary B use lash and participant A use horns. Effectively granting you two lash attacks with CMA bonuses!
  • Combined Melee Attack and charging
    • Remember the 2 rules above?
    • Rule 1 means you cannot contribute your second, non-charge attack before you have resolved/contributed your first attack.
    • Rule 1 means you cannot "skip ahead" to resolving your second, non-charge attack before you have resolved/contributed your first attack.
    • but wait, there's more!
    • However, thanks to the "Units with Combined Melee Attack ignore the rule that one trooper's combat action cannot begin until the previous model's combat action ends" rule, you can "pause" your second attack if you want to do a CMA with it later. For example:
      • Model A performs its charge attack.
      • Model B performs its charge attack. (Interrupting A)
      • Model C performs its charge attack. (Interrupting B)
      • CMA using A, B & C's remaining attack.

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Shield Wall      (Edit)

  • You don't need to have the entire unit in B2B to get the bonus. Even just two models in B2B will give it to each other. Which way they're facing doesn't matter, either.
  • You can still get Shield Wall while knocked down.
  • Shield Wall works against all damage except damage originating in your back arc.
    • If a damage roll doesn't have an origin point (such as Scather, Old Witch1's feat, continuous fire, etc) then by definition it can't originate in your back arc, and you'll get your bonus vs it.
    • It won't work vs stuff that "leaps" off models in your back arc, such as Electro Leap. (Locked thread)
  • If you start the game in Shield Wall, it will expire when you activate the unit. It doesn't let you run and be in Shield Wall on turn 1.
  • Since models move in straight lines, it impossible to keep two models B2B while advancing. Thus you cannot benefit from Shield Wall while moving through acid clouds etc.
    • Unless you have something that lets you move through models, like Tactician.
  • Orders affect unit attachments, even if that attachment doesn't have the order on their card (such as a Soulless Escort benefiting from the Shield Wall order). (Infernal Ruling)
  • You get your Shield Wall bonus vs continuous fire in the Maintenance Phase. Shield Wall doesn't expire until the unit activates. (Locked thread)

Rules Clarification : Set Defense - None yet. (Edit)


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Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
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Rules Clarification : Cleave      (Edit)

  • Cleave doesn't trigger off free strikes or Impact Attacks, since those occur outside of your Combat Action.
  • Despite "additional attacks" normally occurring only after all initial attacks are resolved, Cleave "interrupts" your initial attacks because it must be resolved immediately.
  • You cannot trigger an "Any Time" ability between the first attack and the Cleave attack, because Cleave occurs at Step 14 of Apdx A, and "Any Time" abilities cannot be triggered until after Step 14 is finished.
  • Attack-Generating Abilities (Edit)
    • From the core rulebook: When a model is granted more attacks as a result of an attack it made, it gains only one. If two or more special rules would grant the model another attack as a result of making an attack, its controlling player chooses which special rule to apply.
    • If you trigger two attack-generating abilities (such as Black Spot and Kill Shot) you choose to resolve one and "lose" the other (unless you trigger it again later).
    • If you trigger two attack-generating abilities, and one of them is compulsory (such as Black Spot and Berserk), you must choose to resolve the compulsory one. (Infernal Ruling)
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Rules Clarification : Defensive Formation      (Edit)

  • Defensive Formation doesn't actually issue/receive a Shield Wall Order, it just causes the whole unit to be affected. This means two things:
    1. It doesn't interact with stuff which works on issuing/receiving orders (such as Rebuke or the Pandemonium Arcana).
    2. Models out of formation will also gain Shield Wall.
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
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Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • End of Activation (Edit)
You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
  • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
  • If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
  • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
  • See also the training article: LPG - End of Activation.
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Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
 
  • Granted [ Vengeance ]
    • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
    It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
    It is not "If you get damaged, you get Vengeance next turn."
    • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
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Rules Clarification : Sacred Ward and/or Spell Ward     (Edit)

  • Sacred/Spell Warded models can still be affected by spells. For instance, CTRL area spells, AOE that deviate, and/or sprays that target a nearby non-warded model.
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Rules Clarification : Steady      (Edit)

  • If you are hit by a knockdown effect during your own turn then ... nothing happens. Unless it was a Slam or a Throw that knocked you down.
    In that situation, there is a core rule that says "models immune to knockdown that become knocked down from a slam or throw must forfeit either movement or action when they activate". But that core rule doesn't apply to other knockdowns (lots of players assume it does)
  • Steady models are still susceptible to other effects of knock-down attacks (if there are any). For instance, a Head Butt attack causes damage and knockdown - a Steady model would still take the damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
  • Steady models who make a tough check during an advance can continue advancing. (Locked Thread)


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