Constance Blaize, Knight of the Prophet

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Mercenary Logo.jpg Cygnar Logo.jpg Constance Blaize, Knight of the Prophet

Mercenary, & Cygnar Partisan, Morrowan Warcaster

Mk4 icon.png
How usable this model is in Mk IV depends on the Faction:
  • Cygnar: This model is technically available to Cygnar in mk4... but only if you're playing a 2+ warcaster game.
  • Mercenary: This model is available in Unlimited Mercenaries.

You can view the 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.

Constance Blaize is a resolute champion of Morrow who leads her Precursor Knights into battle against the unholy terrors that threaten all of mankind. Her greatest foes are the sprawling nightmare empire of Cryx and the vile servants of the dark god Thamar. Empowered by her faith, Blaize fights for her god and her nation with fervor inspired by the holy ascendants she reveres.

Basic Info

Missing Info
Constance Blaize.jpeg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 15
ARM 17
ESSENCE {{{essence}}}
HP 16
F. Field N/A
WJP +29
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock

Mercenary - This model will work for Cygnar.

  • PartisanCygnar ] - When included in a Cygnar army, this model/unit is a Cygnar model/unit instead of a Mercenary model/unit.
Tip: Since Blaize is a Partisan, she can be included in a Cygnar army without it needing to be a 2+ caster game (unlike normal Mercenary warcasters).

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 : Divine Intervention

  1. While in Blaize's control range, friendly living Faction warrior models gain +1 ARM for each soul token currently on Blaize.
  2. While in Blaize's control range, (friendly) Morrowan models gain Divine Inspiration. (The word "friendly" added by an Infernal Ruling)
    Divine Inspiration - A model with Divine Inspiration gains an additional die on melee attack and melee damage rolls. Discard the lowest die of each roll.
Divine Intervention lasts for one round.


  • Blessing of Morrow - While in the spellcaster’s control range during their activations, friendly non-warcaster Morrowan warrior models can spend focus points on this model to boost one melee attack or melee damage roll for each focus point spent.
  • FlankMorrowan ] - When this model makes a melee attack against an enemy model in the melee range of a friendly Morrowan model, this model gains +2 to attack rolls and gains an additional damage die.
  • Soul Taker: Reclaim - This model can gain souls. When a friendly living Faction model is destroyed by a continuous effect, an enemy attack, or collateral damage from an enemy attack while in this model's control range, this model gains the destroyed model's soul token. After this model replenishes its focus during your next Control Phase, replace each soul token with 1 focus point.


Sun Spear
Sword icon.jpg  RNG   POW   P+S 
2 7 13


Crusader's Call

3 SELF Control - Turn No
Friendly Faction models beginning a charge as part of its Normal Movement in the spellcaster’s control range gain +2˝ movement. Crusader’s Call Lasts for one turn.
Flashing Blade

1 SELF - - - No
The spellcaster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.

2 6 - - Upkeep No
Target friendly Faction model/unit can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Fortune.

2 10 - - - Yes
Enemy upkeep spells and animi spells on the model/unit directly hit by Repudiate immediately expire. When an upkeep spell expires as a result of Repudiate, the model maintaining the spell suffers d3 damage points.

3 10 3 13 - Yes
Sunburst blast damage affects only enemy models. Models boxed by Sunburst are removed from play.

Theme Forces

Thoughts on Constance

Constance in a Nutshell

Blaize is a dual-faction caster that runs an infantry brick that hits hard and charges quite far. She is designed to work with Morrowan models for whom she provides a passive boosting mechanic, which makes her quite strong. She also brings a Remove From Play (RFP) spell and upkeep removal which is rare in both Mercenaries and Cygnar. She is played in Flame in the Darkness where Vengeance and Crusader's call, plus her innate pile of focus make her a force to be reckoned with.

Feat thoughts

Ideally, you march a large mass of infantry towards the enemy. On the turn which you expect to be hit, use her feat. Your opponent will be forced to choose between going all in to kill you or trying to absorb your counterattack. If they attack, Constance will amass a large volume of souls and your army will become progressively harder and harder to kill until their progress grinds to a halt and Vengeance will be triggered. The ensuing counterattack will allow Constance to move up protected by a large stack of focus from the souls she collected in the previous turn. She can use her wealth of focus to slaughter whatever is near her with Flashing Blade/Flank or have her Morrowan models boost with Radiance of Morrow. On the other hand, if your opponent chooses to withhold the attack, you should have a mostly intact army ready to kill 'em all anyway. A common mistake players make is to take low ARM models to feed her souls for more focus post-feat. Intentionally losing bodies and attacks is not a good strategy in a game of attrition and you may find she has more focus than she can use if you lose too many troops.

Spell thoughts

  • Crusader's Call - The movement buff of this spell can affect your entire army. The extra range can be devastating. Typically, after your feat, you should be in a good position to charge and this spell will let you engage better.
  • Flashing Blade - If paired with Flank, this can be quite strong but it requires forward play where Blaize may not live long.
  • Fortune - This could go almost anywhere and be decent. Probably best on her non-Gallant warjack or Vigilants.
  • Repudiate - You can force an enemy to recast an upkeep spell or prevent them from cycling one. Works on your own units too if you need to remove off debuff spells.
  • Sunburst - This spell has two uses. The first is utility removals from play (e.g. finishing off one of Thagrosh1's beasts so he can't feat it back). The second is when things have gone really wrong and she amassed a huge stack of focus. Spend it all on this spell if not in melee.

Drawbacks & Downsides

  • Armies like Cryx are adept at soul collecting. Soul Trappers and Harrowers gather the souls before she does and can basically shut down her feat. A Morrowan Archon can stop this.
    • Any form of RFP effect that triggers before the Destroyed step will leave no soul token behind to be collected. Take Down and Snacking are bad news. So is Hellmouth.
    • The Morrowan Archon's shrunken Soul Ward aura now means you have to be far more careful with your model placement. While two in the past would typically cover most, if not all, of your army, now you really have to position them in such a way that they prioritize the models most likely to die or have their souls stolen.
  • Fixed damage-dealing attacks (Anatomical Precision, Sniper, Corrosion, Puncture, etc.) get around her units' ARM bonus. The feat also won't be triggered on non-attack-related damage rolls, like Electro Leaps.
  • Sprays, AOEs, and other attacks that resolve simultaneously can lead to more casualties than you planned since the ARM bonus kicks in after all the casualties.
  • She is simple to predict and has no sneaky tricks. She also lacks personal agency in the late game without putting herself on the line. She's a blunt instrument, although an extremely accurate and hard-hitting one.

Tricks & Tips

  • Combined with Flashing Blade and long reach, you can potentially cut down a small handful of infantry, even in Shield Wall.
  • You can cast Flashing Blade even if you sacrificed your Combat Action. It's a spell that generates melee attacks, as opposed to something that happens in your Combat Action.
    • It's situational, but sometimes if you're knocked down it is better to forfeit your Combat Action, move, and cast Flashing Blade than it is to spend focus to Shake knockdown.
  • You can also Flashing Blade to clear enemies next to you, then move or even charge before Flashing Blade again against other enemies.
  • Constance has to be the closest eligible model if she wants to Reclaim souls.

List Building Advice

Gallant is her pet warjack that she can take in any theme.


Constance is an infantry caster. Her playstyle is very straightforward. Run high ARM infantry up the board, use her feat to keep them alive, cast Crusader's Call post-feat, and punch back harder than she got hit. Your aim should be to overwhelm your opponent. Close the distance with the enemy using a large force of melee troops and threaten objectives. Use your feat to survive an aggressive placement on the board. Crusader's Call is the last piece of the puzzle allowing you to then charge the enemy over great distances to punish them for either killing too many guys thus giving you focus or killing not enough thus giving you troops. As the lines close Constance should be able to put her own personal combat skills to good use, preferably under the protection of Gallant. Her feat is built to keep her troops alive, and none of her spells directly support warjacks. Crusader's call can be exceptionally useful to add much-needed distance to charge attacks, but mostly she wants to hang back a bit and support her army. Only Morrowan models can benefit from Blessing of Morrow so she wants lots of Morrowans in her cadre.

Theme Thoughts

Most themes don't allow many if any, Morrowan models. We will discuss the three themes that do.

    Flame in the Darkness    

This is Constance's natural home. It gives her access to all the Morrowan troops she could ever want. Even better, her Partisan status means she can use it as either a Mercenary list or a Cygnar list as part of a tournament pairing. We suggest four Morrowan units with a few very powerful solos to augment the damage output of her army. Vengeance on all units further increases your threat range and deters the enemy from killing your models on feat turn. Vigilants and Resolutes bring their guns along with Harlan Versh, Illuminated One and Glyn Cormier, Illuminated One allowing for some ranged support. The Morrowan Archon protects her souls and makes the army more accurate. Her army should be designed to move fast and hit like a truck.


  • Precursor Knights - It only takes a few of them to reach their target to blow it up. Vengeance and Crusader's Call plus her feat makes this easy. These are also the cheapest infantry in the theme. You probably want two units as the core of the army in a 75 point game, because they are full living ten-man units with two CAs. Meaning they generate enough souls for the feat to matter and also receive the ARM buff in turn.
  • Legion of Lost Souls aren't living and thus won't get the ARM buff meaning a savvy enemy will pick them off first and wait out the feat.
  • Vigilants and Resolutes bring some ranged threat and, most importantly, multiple wounds to benefit from the feat, but they also don't have enough bodies to really get the soul train running.
  • Alexia and the Risen - Alexia is good for generating contesting pieces consistently and, unlike Alexia2, doesn't compete for souls. Alexia takes the corpses, Connie takes the souls.
  • Field Mechaniks - They are the cheapest way to get some souls onto Connie. Just run them to engage and have the opponent beat them to a pulp because they are in the way.


  • Harlan Versh, Illuminated One - He has Purgation and Blessed on his gun with multiple shots. He's a bit more specialized than the other options.
  • Glyn Cormier - Is probably one of your requisition choices granting True Sight to Vigilants and turning her targets around with Banishment.
  • Alexia3 - If you brought the Legion of Lost Souls, you bring her for the extra damage. She's also a good requisition choice.
  • Savio Acosta - A self-contained murder machine.
  • Gabriel Throne - You will likely want him for both his Pathfinder and Stir the Blood abilities.
  • Ragman - One of the most useful solos in the game and he stacks with other damage buffs.
  • Morrowan Archon - The soul protection won't come up much unless you're fighting a lot of Cryx or Infernals. Still not a bad pick and he bumps your DEF 13 Precursors to DEF 15 when nearby.
    • Blaize benefits from the Veteran Leader, so those Sunbursts can be a whole lot more accurate and if you pull off a Flank with another model, she's pretty terrifying at MAT10.
  • Thamarite Archon - It requires no support to do what it does, but Fortune stacks with its own reroll mechanic, making it very dangerous with its 3 shots (to both enemy models and your clock).
  • Thamarite Advocate - Two of them are a nice requisition choice. Crusader's Call mitigates the abysmal range of Hex Blast and Knowledge will always be useful.
  • Jakes1 - Outsourcing Gallant onto her can be extremely valuable since you can stack CC and Energizer for a ludicrous threat range. As a Morrowan model, she can also use Constance's focus to boost melee attacks. After a feat turn that provides enough souls, Jakes can put out six fully boosted attacks - even with parry and crusaders call this isn't an assassination to build for, but it's a nice option to keep in mind.
  • Malvin & Mayhem - Crusader's Call and Fortune are good spells for them, but its still 17 points not spent on warm bodies for the feat and they won't receive the ARM buff either.

Lastly, there are a bunch of options in this theme that Constance doesn't want for various reasons: Devil's Shadow Mutineers, Alexia2, Black Bella. Some aren't terrible with Constance, for instance, Bella and Devil's Shadows, but they're not great either so you don't want to take them unless you've got points to spare (and a plan for them).

    Cygnar - Heavy Metal    

This theme allows all Partisan solos (which is all the Morrowan ones), Precursor Knights, and one Mercenary unit (ie either Vigilants or Resolutes). You lose the Vengeance benefit, gain a Reposition benefit on your solos, and gain access to Sword Knights who are good for generating souls and can be buffed to be relatively hardy. You'd consider putting Constance in this theme only if you want more than two Cygnar warjacks, or you want other Cygnar-specific tech (such as the Squire or Journeyman Warcaster). The lack of Vengeance will impinge the effectiveness of playing an offensive army.

    Mercenary - The Irregulars    

Precursor Knights, Throne, Versh and Glyn are allowed, but you lose access to everything else Morrowan. No way you play her in this theme.


Blaize has 29 WJP and Gallant eats 17. You have the entirety of Mercenaries, Khador, and Cygnar lineup to choose the rest of her battlegroup (assuming you're in Flames, which you should be). She'll want to minimize any extra points on 'jacks, because she wants to maximize infantry. Any heavy jack in the 11-14 point range makes for a fine second jack.

  • Gallant - Cannot benefit from Blessing of Morrow anymore, but he'll be in her list anyway since he can keep her safe from spells when base to base (B2B). Also, he's just a good warjack.
  • The Mariner has a good gun with a great range on a budget, which is something the list lacks.
  • A Blockader goes very far under Crusader's Call and doesn't need much focus.

Starting a 25 point list

In 2020.09 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about its playstyle and expanded it beyond 25 points, which you can read here.

Theme - Flame in the Darkness

Blaize1 [+29 WJP]
Morrowan Archon [8 pts]
Grand Master Gabriel Throne [7 pts]
Precursor Knights (Min unit): [8 pts]

For more Brawlmachine list ideas, see Category: Brawl List



Which warjacks can she take?

When she is included in a Cygnar army Blaize has access to the full range of Cygnar warjacks, but she cannot include any Mercenary warjacks in her battlegroup.

When she is included in a Mercenary army Blaize has to choose from the "Human" Mercenary warjacks shown below, but she cannot include any Cygnar warjacks in her battlegroup.

Note that in the Flame in the Darkness theme force her choices for warjacks are different still. Refer to the theme force page for its rules.

Either way, she can always take her pet warjack Gallant who will always be the same Faction as her.

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

Other Faction 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 - Dreyfus1 - Dreyfus2 & Flubbin2 - 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 - 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: 2021.11
Mercenary Logo.jpg       Mercenary Index       (Edit)
Mercenary 'Jack Controllers (Human) (Edit)

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


Asphyxious4 - Crosse1 - Nemo4

'Jack Marshals

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

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

Doctor Stygius - Madelyn Corbeau - Reinholdt - Wyshnalyrr

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

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

Character Units

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

Non-character Solos

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

Character Solos

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

Battle Engines

Hammerfall Siege Crawler - Nemo4

Independent Warjack

Malvin1 & Mayhem1

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

Rules Clarifications

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Rules Clarification : Feat: Divine Intervention
It only works on friendly Morrowans. (Infernal Ruling)

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

Which Faction am I?
  • Partisans are Mercenary (or Minion) models unless they're taken in their "Home" Faction. For example, a Mercenary model that is Partisan [Cygnar]:
    • When used in most armies it is "friendly Faction" only to other Mercenary models.
    • When used in a Cygnar army it is "friendly Faction" to Cygnar models ... and stops being "friendly Faction" to any other Mercenaries in that Cygnar army.
  • In a multi-caster game, Partisans count as the main army's Faction and not as a Mercenary models (if playing a Faction other than Mercaneries). (Infernal Ruling)


  • If a Partisan unit can get a special attachment from their Partisan Faction (for instance a Soulless Escort or Trollkin Sorcerer) then they can only get that attachment when they're in the Partisan Faction. They can't take it when working as a regular Mercenary. (Locked thread)
  • When taken in their Partisan Faction, they can't have a Ranking Officer attached.

Partisan warcasters

  • If you have a Partisan caster, you must choose whether your army is a Mercenary force or a [Partisan Faction] force. What warjacks the caster can take are then limited by your choice.
  • Partisan casters can be taken in [Partisan Faction] theme forces. Refer to the main rulebook.
  • Partisan casters can be fielded in multiple-caster games. (Locked thread)
    See also the Category: Partisan for what happens if you mix and match Partisan casters and Merc casters in multi-caster games.

Partisans & Theme Forces (Edit)

  • Partisans are Mercenary/Minion models, so there are two ways you can add them to a theme force:
    1. Freely: If the Partisan is on the list of allowed models, then you can take as many as you want plus another Mercenary unit/solo. (Infernal Ruling)
      They can be explicitly allowed (for example Jaws of the Wolf allows "Kayazy models/units" so Partisan Kayayz can be used freely).
      They can be implicitly allowed (for example Scourge of the Broken Coast allows "living Cryx models/units" and Partisan Cephalyx fit that criteria, so they can be used freely). (Infernal Ruling)
    2. Limited: If the Partisan isn't on the list of allowed models, it does use up your "Up to one Mercenary/Minion" slot, so you can only have the one.
  • Whether you used option 1 or 2 above, once they're in your theme force they count as a Faction model and so:
    • They can be taken as a Requistion Option (if they fit the Requistion description).
    For example Lanyssa can be taken as a free solo in the Legion of Dawn theme. (Infernal Ruling)
    • They will get any theme benefit that they fit the description for.
    For example Storm Division gives all Cygnar models Immunity Electricity, so Partisan Mercs in that theme get immunity too.
    For example Nemo4's Mechaniks get Reposition [3] in Heavy Metal. (Infernal Ruling)

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

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

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

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

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.

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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.
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Rules Clarification : Reclaim      (Edit)

  • You have to be the nearest eligible model to collect souls. Reclaim lacks the "regardless of proximity of other models" clause.
    • Of course, most models with Reclaim also have Direct Spirits or Soul Ward to help mitigate this - but the different ranges of different abilities is something to keep in mind.

Rules Clarification : Blessing of Morrow - None yet. (Edit)

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Rules Clarification : Flank      (Edit)

  • You can gain the Flank bonus vs knocked down/stationary models (refer to the latest Errata).
  • Melee range is measured from your front arc so you cannot trigger Flank on models in your back arc.
  • The target enemy doesn't need to be in the Flanker's LOS, just their melee range.
    • Most of the time if something is in your melee range then it is so close it's in your LOS too, and the difference is meaningless.
    • But if you have 2" reach and you're jammed up in B2B with a bunch of closely-spaced enemies, you'll find your LOS is blocked. In this case, you might be able to trigger Flank on an enemy model that is "hiding" behind that front row of jammers, even though you don't have LOS to it.
  • Flank is not tied to a specific weapon, so Mount attacks and Power Attacks can benefit as well.
  • If you have two sources of Flank they are still giving you the bonus from the Flank rule so do not stack. (Infernal Ruling)
  • If the target moves in/out of the Flanker's melee range between the attack roll and the damage roll (for instance if you throw it) then you need to reassess whether you get the Flank bonus for the damage roll. (Infernal Ruling)

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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.")

Rules Clarification : Crusader's Call - None yet. (Edit)

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Rules Clarification : Flashing Blade      (Edit)

  • Flashing Blade is an unlimited spell.
  • Flashing Blade is optional.
  • All attacks generated are basic attacks.
  • Flashing Blade will not hit friendly models.
  • Simultaneous melee attack (Edit)
There are several abilities/spells that allow a model to make simultaneous melee attacks vs everything in range (Blood Reaper, Cyclone, Flashing Blade, High-Impact, Thresher)
      Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all of these abilities:   [Show/Hide]
  • To make a multi-melee-attack (MMA) you have to make individual melee attacks vs every model, and this means you need to target every model with a melee attack. If a model "may not be targeted by melee attacks" (such as Una2's feat) then you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • The attacks are effectively multiple separate attacks.
    • If you have a buff to your "next attack" (such as Tune Up) then it only works vs the first model you roll dice against, not vs every enemy. (Infernal Ruling).
  • The attacks are simultaneous.
    • If a model is out of LOS when you start the MMA, then you may not attack it during the MMA (even if the MMA kills what is blocking your LOS).
    • You need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens from destroyed models (for instance the Cryx Harrower that collects souls), it cannot collect any tokens until all MMA are resolved.
  • If you charge and cast a spell to generate MMA, then none of those MMA count as a charge attack. You've "paused" your charge. If the charge target survives the spell, then you get to make a normal charge attack vs it.
  • If your MMA is simply tied to your weapon, then only the damage roll against your charge target is automatically boosted - other models caught in the MMA suffer an unboosted damage roll (although you can spend focus/fury to boost it)
Triggering other abilities
  • Most abilities that give the attacker a bonus move/attack tend to use the phrase "destroy one or more enemy models with a melee attack" and as such you'll only trigger this ability once. For example Berserk, Quick Work, Black Spot, etc
  • Other abilities, that trigger on "hit" or "damage", can be triggered from every attack in the MMA.
Many abilities only trigger off a basic melee attack, so don't work with special MMA (like Thresher). But if your MMA is basic (like High-Impact), things might get a bit complicated. In particular:
  • If you have Beat Back on the attacker, it is resolved after the attack. Every model that survives the MMA is eligible to be Beat Back-ed, and the attacker chooses the order. Pick one, push it and follow it, then decide if you want to Beat Back another survivor. Each push will recenter the directly away / directly toward part of the push. (Infernal Ruling)
  • If you have Electro-Leap on the attack, it is resolved after all attack rolls but before any damage rolls. The models that you just attacked will have electo-leaps bounce between them (as they will generally be the closest to each other). After the Electro damage is resolved, you can roll melee damage vs any models that survived the electric damage. (Infernal Ruling)

Rules Clarification : Fortune - None yet. (Edit)

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Rules Clarification : Repudiate      (Edit)

  • The anti-spell part functions the same as Dispel, so see below.
  • The damage caused to the caster is considered to be from an attack, so will trigger stuff like Might of Kings.
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Rules Clarification : Dispel      (Edit)

  • Dispel can't be used versus upkeeps that are not "on" a model/unit (such as Rock Wall, Void Gate, etc), because you can't "hit" them.
  • Because Dispel causes spells to expire on a hit, it will prevent spells that trigger on a hit from triggering at all.
    • For instance, the defensive animus Spiny Growth causes any model that hits the target to suffer d3 damage. This damage will not occur if it's hit by a Dispel weapon.
  • Anti-Upkeep vs a unit (Edit)
    • If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
    • It doesn't matter if the target is in formation or not. (Locked thread)
    • However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)
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Rules Clarification : Sunburst      (Edit)

  • The model directly hit will always be damaged, whether it's friendly or enemy.

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Rules Clarification : Divine Inspiration      (Edit)

  • Discard Die (Edit)
    • If you're discarding lowest or highest, you have to discard even if you want it for a critical hit.
    For instance: if you discard "the lowest die", need 6+ to hit, and roll a 3, 3, and a 4 ... then you must discard one of the 3s, and you'll end up with a non-critical hit with the 3 + 4.