Durgen Madhammer

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Mercenary Logo.jpg Durgen Madhammer

Mercenary Rhulic Warcaster

Durgen Madhammer feeds on the ferocity of explosive violence and has a compulsion for obliteration that borders upon sadistic. He has combined his impressive arcane skill and mastery of steam craft with demolitions, elemental magic, and mechanikal know-how to become a legendary mercenary respected and feared by both friends and foes.

Basic Info

SOM icon.jpg

Special Order Model
This model is not "Out of Production". But this model is "Only produced when a customer orders one".

As a result it is no longer available through normal US distributors (as of 2018.04). Instead your local game store needs to contact PP Retailer Support.

International distributors can still access the entire catalog of models.

See also the Official Press Release and/or Category: Special Order Model.

Durgen1
Missing Info
Durgen Madhammer.jpeg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR
MAT 6
RAT 6
M.A. N/A
DEF 14
ARM 17
CMD N/A
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 16
F. Field N/A
WJP +29
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Rhulic Warcaster - This warcaster can control only Rhulic warjacks.
  • Field Marshal [Continuous Fire] - Warbeasts/warjacks in this model's battlegroup gain Continuous Fire on their ranged weapons.
  • Fire Imm symbol.jpg Immunity: Fire

Weapons

  • Buster - 12" range, 4" AOE, POW 14 ranged attack
    • Arcing Fire - When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
    • Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
      • Carpet Bomb - After determining the point of impact, deviate two more 4" AOEs from that point. A model hit by one of the additional AOEs suffers a POW 7 blast damage roll.
      • Case Cracker - The attack loses its AOE, and becomes POW 7. But when you calculate damage, halve the base ARM stat of the model directly hit.
      • Incendiary - This attack causes fire damage, and models hit suffer the Fire continuous effect.
  • Leveler - 2" reach, P+S 13 melee attack

Spells

COST RNG AOE POW DUR OFF


Force Field

2 SELF - - Upkeep -
(1) The caster does not suffer blast damage or collateral damage and cannot become knocked down. (2) When an enemy AOE ranged attack deviates from a point within the caster's control range, after the deviation distance is rolled you choose the deviation direction.
Ground Zero

3 SELF 5 13 - -
Center a 5" AOE on the spellcaster. Each other model in the AOE is hit and suffers a POW 13 damage roll. Immediately after this damage is resolved each enemy model damaged by Ground Zero is pushed d6" directly away from the spellcaster in the order you choose.
Powder Keg

3 8 5 14 (★) Yes
On a critical hit, models hit lose their initial attacks and cannot make power attacks or special attacks for one round.
Primed

2 6 - - Upkeep No
Target friendly Faction warrior model/unit (1) gains +2 to melee attack and damage rolls, (2) but suffers -2 ARM. (3) If an affected model is disabled by an enemy attack, center a 3" AOE on it and remove that model from play. Models in the AOE are hit and suffer an unboostable POW 14 blast damage roll.
Redline

2 6 - - Upkeep -
Target warjack in the spellcaster's battlegroup gains +2 STR and SPD and can run, charge, or make slam or trample power attacks without spending focus. At the end of each of its activations, the affected warjack suffers d3 damage points.

Feat : Bombs Away

While in Madhammer's control range, friendly Faction models gain Gunfighter and boosted attack and damage rolls with AOE ranged weapons. Bombs Away lasts for one turn.

Theme Forces

Thoughts on Durgen Madhammer

Durgen Madhammer in a nutshell

Durgen is all offense. Offense, offense, offense.

Durgen wants to walk his army forward and sock the other army as hard as he can. What he doesn't do is provide any credible protection to his army. Some more ranged threat extension would be nice, too.

His Field Marshall ability is a fine way to get around blast immunity as anything that can't be hurt by blast damage can probably be set on fire, and combined with Redline and his feat, makes him arguably the best of the three Rhulic casters with the Earthbreaker.

Thanks to his gun, he is one of the more personally impactful merc casters alongside Crosse2 and Caine3.

His best trick is Primed, which is one of the better jamming spells in the game.

Feat thoughts

Bomb's Away is an alpha strike feat that only affects AOE blast attacks and encourages you to bring models that have them. The Earthbreaker or Siege Crawler, for example. It has the added benefit of giving Gunfighter to your army, which helps your Gunners and Blasters unjam themselves or possibly charge and shoot if that's the right thing to do. Because most competitive armies are blast-resistant, it's not something you can rely on to demolish the other force, so make sure the ranged models you bring are good at combined arms.

Spell thoughts

  • Force Field - It keeps Durgen on his feet and keeps your squishy Primed troopers safer from blasts, which matters a lot. Good with Kayazy.
  • Ground Zero - A somewhat expensive spell that damages and pushes back enemies. It's one of the worst spells in the game that you will cast once in a blue moon.
  • Powder Keg - Another expensive spell, though with the potential to shut down attacks on a model. Though as a critical effect, it's not something you should gamble upon. Still the only targeted ranged offensive spell that Durgen has.
  • Primed - Durgen's bread-and-butter spell. You should always have something to put it on. Best targets are models with good melee attacks, high DEF, and low enough ARM that the debuff doesn't matter. One of the best uses is to put it on Steelhead Halberdiers so they cause POW 14's when the opponent attempts to unjam their army. It is his best control spell.
  • Redline - A great spell to cast on your warjack before it goes charging in. Drillers, Bashers, Rockrams and Earthbreakers all become nightmares in melee with a Redline buff. A Redlined Earthbreaker is dangerous at range and in melee.

Drawbacks & Downsides

  • He's a special order model.
  • Durgen is durable, but will die a lot quicker than you might expect. Especially as his play style tends to put him 12" or closer to the enemy. Even with Power Up, you'll find yourself struggling for focus quite often. Finally, beware the trap of the feat.
  • He is badly outclassed by Ossrum, whose Fire for Effect spell replicates Durgen's feat turn over the course of the game and has a lot more tricks. The only thing Durgen does better than Ossrum is set blast-resistant things on fire with the Earthbreaker's blasts.
  • Improper positioning of models in your Primed unit can lead to self inflicted casualties as they blow each other up. (Note: models must be disabled by enemy attacks for Primed to trigger.)

Tricks & Tips

  • Gunfighter lets Blasters charge and spray, though it requires an extra focus for the boost.


List Building Advice

Strategy

Durgen is easily the most aggressive of the Rhulic warcasters. He is designed in the same mold as Ossyan, Caine3, and Kara Sloan - they're all about a crippling alpha strike that flows into an attrition advantage, since he offers his army very little protection to survive an enemy alpha nor a drawn out piece-trade attrition. (His alpha strike is not as good as the others', however.)

Also critical to his strategy is using Primed to jam the opposing army with models that then force them to pay a huge price for clearing the jam. Certain opponents will be totally unable to deal with it. Primed is a huge portion of his game plan and it is important to make good use of the spell - you should bring at least two units that will make worthwile Primed targets in his army.

Durgen wants two things: One, a good unit or two to cast Primed on. Two, either a largish battlegroup or an Earthbreaker. With his Field Marshal ability, you can set your opponent's entire army on fire

Theme thoughts

    Hammer Strike    
This theme has many models with AOEs for his feat, but no good targets for Primed.

  • Horgenhold Artillery Corps are your classic long range AOE mortar. Their damage goes to incredible levels under his feat.
  • Hammerfall Siege Crawlers are especially brutal with Critical Stagger and boosted attack rolls. Siege Crawlers grant him cover or better yet completely block LOS. He can arc fire over top of them, and they can push whole units together to make for great targets for the blasts and sprays that haunt his lists.

    The Irregulars    
He could see play here if you want Primed Kayazy or Nyss.. Also Irregulars lets him take Reinholdt, who lets him Reload, doubling his personal impact on the game. Not many blast weapons in this theme, though.

    Soldiers of Fortune    
Strongly recommended. This theme has good targets for Primed, and many models with AOEs. Reinholdt can be taken here, too. Halberdiers for Primed are present, supported by the Alexia1/Verendrye recursion engine, as well as all the Steelhead artillery he could wish for, which combined with the Steelhead Gunner will make for an absolutely devastating feat turn. The icing on the cake is Mark Target on solos, which cranks up his gunbunnies and his own gun.

Battlegroup

  • An Earthbreaker is a nice simple choice to use up all your WJP and a bit. His goes real fast, hits real hard and lights stuff on fire.
  • Grundback Blasters, already good vs infantry, become excellent with Continuous Fire. Any troops that survived the initial attack are likely to die to fire.

Other

Trivia

Originally released in Warmachine: Superiority (2006)

Warjacks he can take

This warcaster/jack marshal doesn't have full access to every Mercenary warjack. Instead they are limited to the Rhulic warjacks listed below.

Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
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)
Warcasters

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

Non-Casters "Junior Warcaster" Crosse1 'Jack Marshal

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

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 Madelyn Corbeau - Reinholdt - Wyshnalyrr
Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Units

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

Character Units

Alexia1 - 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

Solos

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

Character Solos

Alexia, Mistress of the Witchfire (2) - Alexia, The Undying (3) - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella, Duchess of Dread - Bloody Bradigan - Boomhowler, Solo Artist - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez - Dirty Meg - Doc Killingsworth - Eilish Garrity, the Occultist - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - First Mate Hawk - Flugwug the Filcher - Gastone Crosse - Glyn Cormier, Illuminated One - Gorman di Wulfe, Rogue Alchemist (1) - Gorman the Mad (2) - Grand Master Gabriel Throne - Gubbin - Gudrun the Wanderer - 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 - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Viktor Pendrake - Weird Wendell - Widget, Tinker Extraordinaire - Wrong Eye & Snapjaw

Battle Engines Hammerfall Siege Crawler
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: 2019.12

Rules Clarifications

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Rules Clarification : Arcing Fire     (Edit)

  • Arcing Fire lets you ignore models but not terrain. You don't ignore clouds, forests or buildings.
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Rules Clarification : Attack Typeand/or Arcane Savant     (Edit)

  • If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
  • If your target can only be targeted by certain kinds of attack (ie a Menoth warjack with Passage), you can first choose the correct Attack Type (ie Magical Damage vs Passage) and then that allows you to target it. The Attack Type selection and target declaration both occur at Step 1 (Refer Appendix A). (Infernal Ruling)
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Rules Clarification : Carpet Bomb     (Edit)

  • The additional AOEs are treated as if they "came from the weapon" exactly the same as the first AOE. So, for instance, if the weapon has Damage Type: Magical, then the secondary AOEs will do magical damage too. (Infernal Ruling)
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Rules Clarification : Armor-Piercingand/or Case Cracker     (Edit)

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Rules Clarification : Incendiary     (Edit)

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Rules Clarification : Fire     (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
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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 : Warhead     (Edit)

  • After resolving the blast damage, you continue with the original attack. So the model directly hit will end up taking two damage rolls. (Infernal Ruling)
  • The blast damage is not a melee damage roll, nor is it a damage roll from the weapon. As such it doesn't benefit from any melee buffs (such as Continuous Corrosion via the Slag Troll's animus). (Infernal Ruling)
  • Warhead triggers at Step 8, before other damage rolls and etc.
  • Not considered an attack / Pure damage roll (Edit)   [Show/Hide]
    • Some attacks create a "secondary damage" roll that is explicitly "not considered an attack" (such as Electro Leap); while other abilities just tell you to make a "pure damage" roll without mentioning attacks at all (such as Vent Steam). In terms of interacting with 'attack triggers' (such as Vengeance) "secondary damage" and "pure damage" work the same.
    • When one attack triggers a secondary damage roll, the original attack and damage is definitely an attack and triggers stuff normally.
    • Secondary/pure damage is not an attack, so doesn't trigger stuff like Vengeance.
    • Secondary/pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
    • Secondary/pure damage is not from an attack, but it is damage from the original model. This has two implications:
      1. It's not an attack from a weapon so:
        • it won't gain damage buffs from the weapon (such as Poison).
        • it won't gain any Damage Types from the weapon. (Infernal Ruling)
      2. It is a damage roll from a model so:

Rules Clarification : Rhulic Warcaster - None yet. (Edit)

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


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

  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • 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 Warcastersor 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 : Field Marshal     (Edit)

  • Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)
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Rules Clarification : Fire     (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)


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Rules Clarification : Force Field     (Edit)

  • You can't quite pick "any" direction. You have to place the deviation template with the [1] arrow pointing in the normal direction, then you can pick any of the six directions.
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Rules Clarification : Ground Zero     (Edit)

  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
  • Not blast damage (Edit)
    • Due to the way it is worded, this spell/weapon does full POW to all models in the AOE. It is not blast damage and it is not halved.
    • For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)
  • Rules Clarification : Powder Keg - None yet. (Edit)

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    Rules Clarification : Primed     (Edit)

    • You don't halve the POW. It already is blast damage.
    • If you have Tough and Primed, both trigger and resolve on disabled and you get to choose which one to resolve first. If you resolve Tough first and succeed, you're no longer disabled and can no longer resolve Primed.
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    Rules Clarification : Redline     (Edit)

    • If you plan on casting this often, you'll probably want to check the rules clarifications on slams and tramples
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    Rules Clarification:  : Gunfighter      (Edit)
    (Click Expand to read)

    General
    • You cannot Aim if you start your activation in melee. (Infernal Confirmation)
    • A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).
    • If you have a Gunfighter stuck in melee and the Gunfighter wants to shoot a friendly model, then you can only do so if that friendly is within the Gunfighter's melee range. Also, if that friendly model is engaged by an enemy, that friendly model will always get the +4 DEF bonus (because the point of origin of the attack, the Gunfighter, is not "in melee" with the friendly model).

    Targeting

    1. Outside of melee
      • If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
    2. In melee, but didn't charge
      • If it didn't charge, it can target anyone it's "in melee" with.
      • This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
      • If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
    3. Charged into melee
      • If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
      • If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
      • However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
    4. Other targeting notes
      • Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee.
      • If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.
      • Gunfighter doesn't change the RNG of your gun, it just provides you an ability to use it while in melee and imposes some targeting restrictions.
        • If you're affected by a debuff that reduces your RNG to 1", that will further limit who you can target.
        • If you're affected by a debuff that reduces your RNG to 0", you cannot make attacks (refer 'Weapon Statistics', page 19 of rulebook).

    Attack Roll

    • You use the Gunfighter's RAT for the attack roll.
    • Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
    • How the +4 DEF bonus for "being in melee" works with Gunfighters is:
      • they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
      • they never ignore it vs friendlies, because you cannot be in melee with a friendly target.

    Incorporeal Gunfighters

    • Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
    • If they engage you then you're in melee and your target selection is limited to just models in melee (as explained above).

    Gunfighter + an AOE weapon

    • If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
    • If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.

    Gunfighter + a spray weapon

    • Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
    • If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.

    Units of Gunfighters

    • If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
    • Redirected attack:
      • If they're still engaged, their initial attack (s) must be vs someone in their melee range.
      • If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
      • If they're unengaged, they are now free to shoot anyone within the gun's normal range.

    Other interactions

    • Gunfighter vs Point Blank (Edit)
      • If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
      • These two abilities are subtly different, but it's an important difference.
      • Gunfighter allows you to make ranged attacks while in melee.
      • Point blank allows you to make melee attacks with your ranged weapon.
        • Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
        • Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
      • Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
        • Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
        • Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
    • Gunfighter & Cavalry ( Edit )
      • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
      • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
    • Gunfighter vs RNG modifiers (Edit)
      • Unlike what most people might tell you, Gunfighter doesn't have a "range", it just lets the model make ranged attacks while in melee. The gun's actual RNG is unaffected though, until you put something like Windstorm (-5 RNG) on it. Then what happens is:
      1. If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
      2. If the gun is RNG 6, Windstorm will reduce it to 1". Thus you can only make Gunfighter attacks vs models within 1" (if you can - charging Gunfighters may be more limited).
      3. If the gun is RNG 5, Windstorm will reduce it to 0". Thus you can't make any attacks as per 'Weapon Statistics' (page 19 of the core rulebook).
      (Infernal Ruling)