Drake MacBain

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Mercenary Logo.jpg Drake MacBain

Mercenary Ordic Warcaster

Mark IV Status: Prime - This model is available in one Prime Army, Soldiers of Fortune. 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.

Some mercenaries fight for a lost home, for revenge, for adventure. Drake MacBain fights for coin. No mission too dangerous, no battlefield too bloody, he'll work for any of the warring nations of the Iron Kingdoms without moral qualm. MacBain fights with the gritty determination of the hired professional and will let nothing stop him from the completion of his contracts. He is the consummate mercenary and has the tools to finish any job.

Basic Info

Missing Info
41073 DrakeMacBain WEB.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 15
ARM 17
ESSENCE {{{essence}}}
HP 17
F. Field N/A
WJP +30
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock

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

Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat : True Grit

Choose d6 + 5 non-warcaster friendly Faction warrior models currently in MacBain's control range. When a chosen model is disabled, it removes 1 damage point and becomes knocked down. True Grit lasts for one round.

Tip lightbulb.png

Tip !
This isn't Tough, so the feat's effect remain in play even after the model becomes knocked down.


  • Tough symbol.jpg Tough
  • Dodge - This model can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.
  • Gang Fighter - When making a melee attack targeting an enemy model in the melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.


Dual Hand Cannon
Gun icon.jpg  RNG   ROF   AOE   POW 
12 2 - 12
  • Both Barrels (★ Attack) - This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it used a Both Barrels attack.
Sword icon.jpg  RNG   POW   P+S 
1 6 13



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

2 SELF - - - No
Each model in the spellcaster's battlegroup that is currently in its control range can immediately advance up to 2". Energizer can be cast only once per activation.

2 6 - - Upkeep No
Target friendly Faction warjack gains +2 ARM and does not suffer the effects of crippled systems.

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.

1 6 - - - No
Target model in the spellcaster's battlegroup immediately makes one basic melee attack.

3 8 4 13 Round Yes
The AOE is rough terrain and remains in play for one round.

Theme Forces

Thoughts on Drake

Drake MacBain in a nutshell

The mercenary's mercenary. Drake MacBain is a control and support warcaster who himself doesn't do that much, but whose feat allows the Mercenary all stars to employ their abilities without dying and make your opponent's life quite difficult. His spells and feat are not exceptionally powerful compared to many, but can occasionally be devastating. He's fairly average in all facets, and in big trouble if the enemy can stop healing or remove upkeeps.

Feat thoughts

How you use MacBain's feat goes quite a long way to determining whether you win or lose. The most common plan is to feat on several members of your Countermeasure unit, run them forward and create a wall beyond which the enemy cannot shoot, then move your army up behind it. This forces the opponent to move up and not shoot or kill anything and take the alpha strike on the chin, or back up and cede scenario play.

Feating on Large or Medium bases can create a wall the enemy cannot bypass and could possibly be used to get far up on scenario.

It is also helpful to have a way around the knockdown effect.

Spell thoughts

  • Countermeasure - Macbain's signature spell. This spell is best used on whatever obnoxious advance deploying unit you have. Feat on that unit and run it way up the board. If the model chosen has Stealth, only Melee and and Spray Ranged Attacks from further than 5' could be used against it. Or Magical Attacks within 5".
  • Energizer - Energizer is a wonderful spell, but whether MacBain uses it or not depends on whether you brought a Blockader or Nomads.
  • Fail Safe - Best used on Blockaders as they become more difficult to remove and dangerous until completely destroyed. Far less effective on other warjacks, but you'll want to put it on something.
  • Fortune - MacBain's hit buff. As hit buffs go, it's one of the weaker ones, but it goes well with combined ranged/melee attacks and Jackhammer.
  • Jackhammer - This is MacBain's damage buff. Most effective when paired with a Blockader.
  • Rift - Used only in the late game when MacBain has to get things done himself or if you really need some rough terrain.

Drawbacks & Downsides

  • Upkeep removal ruins his day. Watch out for Repudiate and Purification.
  • Anything that prevents healing, like Grievous Wounds or Entropic Force, shuts down his feat. Makeda3, Void Archons, Wretches, Death Knells, Mortality and Vulcans are bad, bad news. These are very common sights.
  • Continuous effects like Fire or Corrosion can kill your unkillable models at the start of your turn.
  • Unless you have a way to prevent knockdown (Archons) or stand things up (Boomhowler1), all of your feated models are going to end up face down and have a garbage turn anyway.

Tricks & Tips

  • An unboosted Both Barrels attack is likely to do about the same amount of damage as a boosted-for-free charge attack, but has the added bonus of keeping you a lot further away from the enemy.
  • Use power models like Boomhowler, Eiryss1, Croe, Eilish and Orin to create no-shoot, no-magic bubbles that can't be killed and threaten assassination to create layers of control your opponent will have to chew clock to unravel.

List Building Advice


Macbain plays well into most gun lines by creating an unkillable jamming wall of anti-shooting with his feat and countermeasure followed by a big alpha strike. He can also jam melee armies by putting unkillable bodies in their way to get the alpha. This assumes your opponent cannot remove Countermeasure or prevent Healing.

With the advent of SR 2017, Macbain is in the unique position of being able to cheat the scenarios to some extent. With his feat, he can send a speedy model like a Kayazy Eliminator or a meager Press Ganger into your opponent's backfield to contest a zone or flag, and if they do not have a way to stop healing or to move that model, they will not score points on their turn. In scenarios like Spread the Net, this allows Macbain to get up on points extremely fast. This forces your opponent into a terrible position as they will need to sacrifice models to stay in the game and you will not be losing anything if you play Macbain's feat turn well.

Macbain has three upkeeps, Fortune, Fail-Safe and Countermeasures. With 6 FOC to spend between those spells, his army needs to be constructed with a plan in mind because you can't use all his tools. If you bring a Blockader for Failsafe and Jackhammer, that's probably the only jack you'll have the focus to run. If you want to use Energizer with Nomads, you won't bring the Blockader.

Theme thoughts

    Llaelese Resistance    

This is a great theme for him, as you can bring up to four Archons who make excellent feat targets.

  • The Menite Archon are geart independent models for his feat. They buff the Blockader's sprays quite well, but that should not be the main thing your army wants to do.
  • Thamarite Archons are great independent gun platfroms that love the feat. Morrowan Archons have a DEF buff and are resilient shield guards.
  • Malvin & Mayhem are the perfect target for Fortune, and the Choir you already brought goes great with them. You'll have to bring a Gobber Tinker but he can fix your Blockader for you.
  • Thorn Gun Mages are pretty meh outside of this theme but here they gain Pathfinder and Sniper, if you bring Menite Archons anyway you can also leverage them for very powerful Incendiary shots.
  • Gastone Crosse runs another heavy that will also be boosted by the Choir.
  • Gorman1 is a good feat target and if he rust bombs a Construct, Blockader gets to effective POW 20.
  • Eilish Garrity under Macbain's feat can run forward, not die and then remove all enemy upkeeps within 5" if you do it right. He should definitely be in any Macbain army.
  • Boss Machorne Is a good feat target and generally useful. She can run another jack for you that will receive choir boosts if you want her to, but she's a decent solo in her own right as well.
  • The Choir of Menoth - Their Battle Hymn combined with Fuel for The Flames and Fail Save really makes the Blockader sprays shine like nothing else. Youa re probably better of going into melee with it though. The Hymn of Passage is another layer of safety from shooting for Blockader and Mayhem.
    • If you are unsure what you second protectorate unit should be consider the following:
      • Flame Bringers are fast and have a crit effect and thus either good Countermeasure or Fortune target.
      • Daughters of the Flame - SPD 7, Stealth and Advance Deployment. Exactly the package of abilities that makes for great Countermeasure targets.
      • Flameguard Cleansers or Holy Zealots - If you really, REALLY want to leverage Fuel for the Flames. Fortune'd 10" Sprays are hilarious, if clock-intensive, but they die like flies and MacBain does little to change that outside of feat.
  • Rangers Mark the Target for his colossal, and they project Countermeasure waaaaay up the board. Feat on 4 of them and you won't get shot.

    The Kingmaker's Army    

Here MacBain has access to Rangers, Trencher Infantry and Long Gunners. Boomhowlers gain ambush, but you would want him in the board center for Reveille. Furthermore models/units gain Feign Death, which can be handy with his feat.

  • The Steelhead Ironhead can crane things around and the Steelhead Arcanist eases his focus burden.
  • Rangers are also in this theme.
  • Boomhowler1 can yell Cacaphony and run forward under feat to create a no-magic bubble in addition to a wall of no shooting. He can then Reveille the knocked down models. Another good reason to bring an Ironhead.

    The Irregulars    

  • Kayazy Eliminators are great for feating and contesting zones, especially if you can get Boomhowler to stand them up.
  • There are a lot of damage fixers in this theme, which you won't get elsewhere. This is good because MacBain has none himself. In particular these are Aiyana and Holt, Ragman, Gabriel Throne and Gorman
  • Croe's Cutthroats can also be here and are your best Countermeasures target, because of SPD 6, Stealth and AD. You only want six though. Kayazy Assassins can be tempting but they are slow and don't have AD, not to mention that they are overcosted.
  • Unkillable Asphyxious4 is the other main selling point. Asphyxious is usually guaranteed to kill a heavy by himself at least once per game, so if you can send him in and make him unkillable, you might just pick up two.

    Soldiers of Fortune    

Here you can bring the full Steelhead boat, including the non-character solos missing from Irregulars. Solos mark targets for your Blockader or Galleon. However, the theme lacks units with Stealth, Pathfinder and Advance Deployment, which means there are no good Countermeasure targets here. Instead you would play multiple heavies with lots of Ironheads and Arcanists and exploit Energizer and Power Lifter for 4" threat extension, which would amount to a weaker version of a Magnus2 list. You have access to a different flavour of Archon here, the Death Archon who takes care of enemy infantry very well, or you can use their chain attack to set up jack hammers.

    Various Themes    

  • Greygore Boomhowler is a good pick thanks to Reveille standing up the models that get knocked down on Macbain's feat turn as well as an unkillable Cacaphony bubble if you can pull it off. They also gain Ambush in Kingmakers, for all that's worth.
  • Sylys - MacBain has 3 upkeeps, not having to pay for one of them eases his focus burden.


Drake has no particular preferences for when it comes to his battlegroup but below are a few of the options to consider:

  • Blockader - Jackhammer + Colossals is always fun. On top of that fortune is a very focus efficient way of making the Heavy Fire Breathers capable of hitting a lot of infantry.
  • Galleon - As tough as a Blockader, but more ranged power and utility in Crane and Drag. Fortune is a great way to make the Drags connect.
  • Nomad/Toro - Cheap and cheerful melee jacks that all Mercenary casters generally like.
  • Freebooter - The freebooter has two reasons to be included with Drake:
    • Lash can keep your feat targets on their feet
    • Merc jacks aren't accurate, however the freebooters have the speed to run where they need to be for jackhammering onto a knocked down target to deal maximum damage with their Trash.

Starting a 25 point Brawl list

In 2021.03 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 it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - The Irregulars

Drake MacBain: [+30 WJP]
Dez & Gubbin, Dynamite Duo: [Free] (5 pts)
Princess Delores Graciela: [6 pts]
Harlowe Holdemhigh: [3 pts]
Anastasia di Bray: [3 pts]
Gobber Tinker: [2 pts]
Lady Aiyana & Master Holt: [7 pts]
Kayazy Eliminators: [4 pts]

For more Brawlmachine list ideas, see Category: Brawl List



Drake "Kiltlifter" Macbain; Minicrate Exclusive.

Video Battle Reports

Warjacks he can take

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

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

Other Mercenary models

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

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:  : 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 : Both Barrels - None yet. (Edit)

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Rules Clarification : Knockdown      (Edit)

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

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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 : Grievous Wounds      (Edit)

  • GW prevents "repairs" as well as "heals".
  • It does not stop a warlock transferring damage, or stop the wounded model from being able to 'heal' someone else.
  • Does not affect models with the Massive rule.
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Rules Clarification : Gang and/or Gang Fighter and/or Tag Team and/or Team Effort     (Edit)

  • You can gain the Gang bonus on free strikes, but generally only the first "Ganger" will get it.
For example, if a target is engaged by two models with Gang, when it leaves the melee range of the first Ganger it suffers a free strike with the Gang bonus. Then it leaves the melee range of the second and suffers a normal free strike.

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Dodge      (Edit)

  • Dodge triggers after any missed attack - melee, ranged, or magic.
  • An enemy model with 2" melee range that is B2B with you before you Dodge, will be exactly 2" away afterwards, and thus will be able to attempt a 2nd melee attack.
  • If you're missed by an AOE attack, but it doesn't deviate very far and still hits you then: Dodge still triggers, but the AOE does damage before you get the Dodge movement. (Infernal Ruling)
  • If an enemy can attack you when you advance and then stop moving (such as Countercharge or Defensive Strike) and they miss you, then you can trigger Dodge (because you're no longer advancing).
  • Dodge plus Riposte (Edit)
    • If a model has both Dodge and Riposte, you can choose whether to dodge or riposte first. Appendix A Step 13 applies here, because the controller of the model being attacked is not the active player.

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Rules Clarification : Jackhammer      (Edit)

  • The caster can cast Jackhammer on themself (as they're a member of their own battlegroup).
    • The caster can do this before advancing. They can even choose to do initial ranged attack(s) as their combat action, after casting the spell.
  • 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.
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Rules Clarification : Energizer      (Edit)

  • The models affected are determined when you cast the spell. If you use Energizer to move your caster forward and get more models in your CTRL range, that doesn't change anything.
  • 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 : Fortune - None yet. (Edit)

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Rules Clarification : Fail-Safe      (Edit)

  • Fail-Safe only protects against those effects described in the core rulebook.
    Other "effects" of crippled systems that are on a model's card (such as Deathjack not generating free focus when his Skulls of Hate are crippled) are not ignored by Fail-Safe. (Infernal Ruling)

Rules Clarification : Rift - None yet. (Edit)