Durgen Madhammer

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Please help review these models from 12+ months ago: (and/or the rest) (Edit)  


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

Durgen1
Missing Info
Durgen Madhammer.jpeg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR 7
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}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Mercenary - In a 2+ caster game, this model will work for 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 : Bombs Away

While in Madhammer’s control range, friendly Faction models gain Dual Attack and +2 to attack and damage rolls with AOE ranged weapons. Bombs Away lasts for one turn.

Dual Attack - A model with Dual Attack can make melee and ranged attacks in the same activation. When a model with Dual Attack makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. A model with Dual Attack can make ranged attacks even while in melee.

Abilities

Weapons

Buster
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 4 14
  • 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:
Leveler
Sword icon.jpg  RNG   POW   P+S 
2 6 13
  • Magical dam symbol.jpg Damage Type: Magical
  • Warhead - (1) When this model directly hits a model with an attack with this weapon, you can center a 4" AOE on the model directly hit. Models in the AOE are hit and suffer a POW 10 blast damage roll. This damage is not considered to have been caused by an attack. (2) On a critical hit, models in the AOE become knocked down. (3) This model is not affected by Warhead.

Spells

COST RNG AOE POW DUR OFF
Force Field

2 SELF - - Upkeep No
(1) The spellcaster gains Blast Resistance, does not suffer collateral damage, and cannot become knocked down. (2) When an enemy AOE ranged attack deviates from a point in the spellcaster’s control range, after the deviation distance is rolled you choose the deviation direction.
Blast Resistance - A model with Blast Resistance gains +4 ARM against blast damage.
Ground Zero

3 SELF 5 13 - No
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 No
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.

Theme Forces

Recent Changes

2021.10 Mega Update

  • Force Field now gives Blast Resistance (+4 ARM vs blast) instead of Blast Immunity
  • Feat now gives Dual Attack instead of Gunfighter
  • Feat now gives +2/+2 to AOEs, instead of fully boosted AOEs


Thoughts on Durgen Madhammer

Durgen Madhammer in a nutshell

Durgen is all offense. Offence, offense, offence.

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 Dual Attack to your army, which lets your heavies trample and shoot. 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.
  • 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

  • Durgen is durable but will die a lot quicker than you might expect. Especially as his playstyle 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. The more AOEs you put out, the less effective each one becomes. Eventually, you are shooting blasts at lone targets.
  • 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

  • Dual Attack 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 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 worthwhile 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 Also, ofc a smattering of models with AOEs. Since you get diminishing returns the more AOEs you bring s few artillery pices and a unit of battle engine are usually enough. Don't over do it.

Theme thoughts

    Soldiers of Fortune    

Strongly recommended. This theme has good targets for Primed, and many models with AOEs. It also has focus support and threat extenders. Solos gain Mark the Target making his jacks very accurate.

  • Reinholdt - He lets Durgen reload his gun, or brings some anti-stealth tech.
  • Boomhowler2 - Giving Reposition to either Durgen himself or to the artillery pieces can be very valuable. Covering Fire and Craters from an Earthbreaker also let you dictate where your enemy can go.
  • Steelhead Gunner - Your go-to support for your artillery. Siege Weapon will make for an absolutely devastating feat turn and Desperate Pace helps them get there.
  • Steelhead Arcanist - Your main source of focus support. He also grants magical damage to the weapons of steelhead troops negating incorporeal, wind wall, or hymn of shielding buffs your opponent might have, meaning you can use artillery to shoot down Wraith Engines or Judicators if you apply the feta and Siege Weapon.
  • Steelhead Ironhead - Your threat extenders thanks to the crane rule. They also repair and are surprisingly good in melee.
  • Steelhead Halberdiers - The best targets for Primed you can find! Send them screaming across the table and whack stuff, you don't really care if they blow up.
  • Alexia1 - She collects the corpses of dead Halberdiers and turns them into risen. Just note that exploding halberdiers do NOT generate corpse tokens, those that die because their buddy exploded next to them, do.
  • Sergeant Nicolas Verendrye - He returns to play fallen halberdiers. As above, keep in mind that Halberdiers who exploded are RFP'd, so cannot be returned to play, those that died in the blast radius can be returned.
  • Steelhead Cannon Crew - Your main source of AOEs on feat turn. With Brutal Damage, they really leave a dent in anything they hit and Quake sets up other parts of your list for easy kills.
  • Steelhead Mortar Crew - On feat turn, they absolutely mince infantry with boosted high explosive shots. Craters are also a neat control effect.
  • Herne & Jonne - Another source of AOE's, but they also bring the Artillerist buff for some extra RAT.

    Hammer Strike    

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

  • Horgenhold Forge Guard - They're expensive, but you don't have any other good primed targets, so you have to take what you can get and primed weapon master are scary.
  • Horgenhold Artillery Corps are your classic long-range AOE mortar.
  • Ogrun Assault Corps - They bring AOE Assault shots, so they make the best use of his feat giving them +2/+2 and Dual Attack. With Primed they also hit decently hard on the charge.
  • Hammerfall Siege Crawlers - Siege Crawlers grant him cover or better yet completely block LOS. He can arc fire over the top of them, and they can push whole units together to make for great targets for the blasts and sprays that haunt his lists.
  • Balthazar Bamfist - Force Barrier protects Forge Guard from blasts, including those caused by their exploding buddies. He also hands out a single focus per turn to a jack with Empower.
  • Harlowe Holdemhigh - Anti-incorporeal tech, solo hunting, great shooting. He's one of the best solos in the faction, there's no reason not to take him.
  • The Steelhead Gunner is also here and fulfills the same duties as in SoF.
  • Thor Steinhammer - Tune Up one of your jacks and let 'er rip.

    The Irregulars    

Not much reason to play this as it has neither a good Primed target nor that many AOEs beyond Siege Crawlers and whatever BG models you put on the Juniors, and Jack Marshals.

  • Crosse1 and the jack marshals in the theme can bring Mules or Mariners and have their jacks set the world on fire on feat turn.
  • Croe's Cutthroats are perfect for Primed and Dual Attack, being able to lay down the hurt, then Repositioning deeper to threaten free strikes and Primed explosions. There is also synergy with Crosse1.
  • Boss MacHorne can bring a Merc heavy with an AOE gun and give it Dismantle
  • Widget1 allows you to squeeze some extra AOE attacks out of your jacks.
  • Eilish1 will drastically improve the odds of landing a critical for a Mule or Siege Crawler if the attack roll is boosted via the feat.
  • Nemo4 can bring Cygnar or CoC jacks with AOEs. An Avenger, Assimilator or Cipher can do some damage during feat. And Nemo himself benefits from the Dual Attack part of the feat.
  • Asphyxious4 is a pretty good Primed target and a good quality piece that functions basically like an extra heavy. If you want to be cute, give him a Nightwretch, Desecrator or Harrower or even a Galleon for AOE funsies on feat turn.
  • Flubbin2 and Gubbin2 are here too, for all your AOE needs.

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

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

"Juniors"

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

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. 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:  : Dual Attack      (Edit)
(Click Expand to read)

* If you fail a charge, then you do not get to make ranged attacks.
  • If you have multiple ranged attacks and/or melee attacks, you can intermingle them in any order. (Infernal Ruling)
  • You can charge, make a ranged attack, then make your charge melee attack. Even though you made a ranged attack, that doesn't change the fact that your first melee attack is the charge attack. (Infernal Ruling)
  • You must complete all initial attacks before buying attacks. You can't go: Make an initial melee attack, then buy a melee attack, then make an initial ranged attack. (Locked Thread)
  • Dual Attack doesn't let you mix initial attacks with a (★) attack. Dual Attack only lets you make either:
    1. Initial melee attacks and initial ranged attacks.
    2. Power attack and initial ranged attacks.
      Any other combination of (★ Attack) and initials is disallowed. See this thread for full explanation and links to relevant Infernal Rulings.
    • You could theoretically make a special melee attack and then buy additional ranged attacks (or vice versa) ... but the core rules say "The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any" so the special attack would have to explicitly allow a swap - and I'm unaware of any that do so.
  • There is no penalty for shooting an enemy you are in melee with.
  • Your ranged attack(s) can target a model you are not in melee with. (Infernal Ruling)
  • Dual Attack & Drag ( Edit )
    • This is pretty-much limited to just the Prime Axiom under Syntherion
    • If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
    • If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
    • If you didn't charge then ... just go nuts. There's no restrictions that I know of.
  • Dual Attack & Slam/Trample ( Edit )
Power Attack Slam and Trample combine your Normal Movement and Combat Action, and how this works with Dual Attack is:
  • Slam: You must resolve the movement, the attack, and moving the slammed model. Only then can you make initial ranged attacks.
  • Trample: You must resolve the movement, the attacks, and the free strikes. Only then can you make initial ranged attacks.
  • (Infernal Ruling)


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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 Type and/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)

  • Additional AOE (Edit)
    • The special rule states what the blast damage POW is - you don't need to halve it a second time.
    • If the deviation distance is short and the AOEs end up overlapping a model, that model will take a damage roll for each AOE it's in.
    • The distance of the second deviation is a d6 roll, unless the rule on the card specifies otherwise (Infernal Ruling).
    • If you have an ability to reroll deviation (such as Artillerist) then you can reroll each additional AOE independent of the others.
    • If the deviation direction of the additional AOEs is limited (such as Bounce) then the direction of the reroll is limited too. (Infernal Ruling)
    • The additional AOEs are treated as if they "came from the weapon" exactly the same as the first AOE.
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Rules Clarification : Armor-Piercing and/or Case Cracker     (Edit)

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Rules Clarification : Incendiary      (Edit)

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Rules Clarification : Fire      (Edit)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • 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 & "Non-attack damage roll" (Edit)   [Show/Hide]
    • There are two ways you can get these "non-attack" damage rolls.
      • Type 1 - A secondary damage roll that is not considered to be an attack. Some attacks create a second damage roll that is explicitly "not considered an attack" (such as Electro Leap).
        (Note that although the secondary damage roll is not an attack, the original attack certainly is and will trigger stuff normally. These clarifications don't apply to the original attack.)
      • Type 2 - A damage roll that's not from an attack. Some special abilities & special actions tell you to make a damage roll without mentioning whether it is considered an attack or not (such as Vent Steam and Flak Field).
    • When it comes to other abilities that trigger on damage (such as Vengeance) both types function the same way. For brevity we'll refer to both as "Pure Damage".

    • Pure damage is not an attack, so doesn't trigger stuff like Vengeance.
    • Pure damage is not an attack, so doesn't benefit from stuff that affects 'attack damage rolls' (such as Bethayne1's feat). (Infernal Ruling)
    • 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.)
    • Pure damage is not from an attack, but it is (normally) 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:
    • Exception: Some damage is not from an attack and not from a model (for example, Collateral damage). In this case, you should reverse the stuff listed under #2 above.


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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)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • 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.

Rules Clarification : Blast Resistance - None yet. (Edit)

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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)
    • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
  • 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)
    • Models that are immune to blast damage have no defence vs this spell/weapon.
  • 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