Feora, the Conquering Flame

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Protectorate Logo.jpg Feora, the Conquering Flame

Protectorate Cavalry Warcaster

Mk4 icon.png
Unlimited Only
This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.

Note that the rest of this page is about the model's Mark III rules.

Feora, the Conquering Flame continues on her rising trajectory within the Protectorate. She has taken the reins of the southern armies like never before and has extended her participation in crusades abroad. Her aspirations have always been higher—to rule the theocracy—and the time has come when her flame may rise to its ultimate ascendancy as Feora continues to solidify her place at the heart of the nation’s dawning golden age.

Basic Info

Feora3
Missing Info
Feora3.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 8
STR 7
MAT 7
RAT 5
M.A. N/A
DEF 14
ARM 18
CMD 9
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 18
F. Field N/A
WJP +27
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

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: Clash of Flames

  1. Feora immediately casts Incite without spending focus. (Refer to her spell list)
  2. Additionally, while in Feora's control range, friendly Faction models gain Flame Trail. (Refer to her Abilities).
Clash of Flames lasts for one turn.

Abilities

Weapons

Spells

COST RNG AOE POW DUR OFF
Banishing Ward

2 6 - - Upkeep no
Enemy upkeep spells and animi on target friendly model/unit immediately expire. Affected models cannot be targeted by enemy spells or animi.
Fire Step

2 SELF (★) - - No
Enemy models currently within 2" of the spellcaster suffer a POW 13 Fire Damage roll. After the damage is resolved, place the spellcaster completely within 3" of its current location. Fire Step can only be cast once per activation.
Incite

4 SELF Command - Turn No
Friendly Faction models gain +2 to attack and damage rolls against enemy models while the enemy models are within the spellcaster's command range. Incite lasts for one turn.
Molten Metal

2 10 - - - Yes
Target warjack suffers 1 point of fire damage to each column on its damage grid.
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


Thoughts on Feora3

Feora3 in a nutshell

Feora3 is all about her spell Incite and the alpha strike. She wants to play close to the enemy line, buff her units and 'Jacks, and charge them from reasonably long distances. She also has a dangerous charge attack on her own.

She is a bit of a generalist and while powerful running a melee army or a ranged army she is often outclassed by more focused casters. Her high risk high reward play style is fun and will ingrain in a player the importance of correct positioning but for the savvy opponent she doesn't have much to surprise them.

Maximising her Feat and Spells

With a Hierophant and Wracks and an arcnode, Feora can cast Molten Metal on an opponents heavy or colossal 4 times while staying in relative safety. This allows her to personally do 24 damage to an enemy warjack before you even close the lines, possibly only costing you your arc node in the process. Feora can be about 24" away from the warjack that she is casting the spell on, where very few guns can even walk and shoot her. Just be careful, if they are immune to fire, you can't hurt them.

Dont worry too much about the flame trail aspect of the feat. It's good for occasionally killing enemy infantry by tapping their base on the way to kill something with your heavies, but don't compromise your strategy/placement for something that isn't guaranteed

Drawbacks & Downsides

  • Feora3 wants to play dangerously close to the enemy. This makes her vulnerable to offensive feats and spells that cause affect within the enemy caster's CTRL range such as blind effects, knockdown effects, Lamentation and all sort of nasty stuff like that.
  • Also, be aware from long threat range assassinations like Morghoul's.

Tricks & Tips

  • Positioning is everything. You have to strike the correct balance of standing closer to the frontline to project Incite if needed, or playing conservatively to lower the chance of assassination. Assess the terrain and look for opportunities to stand behind a forest or building where Incite has reach to targets its worth putting that much Focus into killing.
  • You may want to treat Incite as a spell she only casts for free on feat if you are struggling to keep her alive.
  • Molten Metal is essentially an extremely high POW zap against jacks. When you think about it, 6 guaranteed damage against a jack no matter how high its armor is, is situationally very strong. If your opponent is low on ranged threats you could dump a high amount of her focus into just spamming this spell to burn through powerful jacks.
  • Remember all the damage you can deal with a 'Jack: Redline + Choir + Incite + charge = Big Ouch! (and don't forget to cycle Redline). In fact, played within the Faithful Masses theme the humble 10pt crusader is actually capable of soloing a 60 hp arm 20 colossal. +8 to damage rolls is a serious drug.

List Building Advice

Strategy

Her main method of winning is by opening charge lanes and assasinate the enemy caster with a charge. She can also set up a decisive alpha to gain the edge over the enemy.

A typical army composition could include mostly cavalry units and heavy warjacks for both: attack and screening (she is on a large base)

Theme Thoughts

    Warriors of the Old Faith    

Feora3 is notorious for dying the turn after she feats, because she needs to be very far forward to catch enough models with Incite, while not being able to be screened very well due to her large base. WoOF affords her multiple pieces to ensure her safety, as well as fast and hard hitting options to make use of her feat.

  • The War Dog, as well as Man-o-War Drakhun, pack counter charge, deterring would be attackers. The Dog also gives her a nice stat boost.
  • Initiates of the Order of the Wall and High Paladin Dartan Vilmon are shield guards you can use to protect her from shooting.
  • Out of all the WooF casters she is perhaps the most inclined to run battle engines, as their huge bases is the only thing that can be used to screen her large base. The Winter Guard Gun Carriage and Man-o-War Assault Chariot also have a high volume of attacks with their guns and thus can leverage Incite tremendously, but there is also much to be said for charging a huge base through a group of enemies with Flame Trail and Incited impact attacks. If you're a Battle Engine enthusiast, Feora is your girl.
  • The Devastator and the Grolar are among your best targets for Redline, Incite and Choir buffs. The former can Rain Death at POW 22/13, while the latter can run 14" under Redline, or hit at P+S 24 with its hammer, then at P+S 21 with the fist and finally fill the target with d3+2 POW 16 bullets. A Kodiak is also a worthwhile choice due to Pathfinder, three initials and Vent Steam, which also receives the buff from Hymn of Battle.
  • Menite Archons have flight, and thus can deliver Fire Step almost wherever they want, while also adding +2 to fire damage rolls.
  • Exemplar Vengers love Incite and hit like a ton of bricks with large threat range. Thanks to the 'cavalry charge' rules they will almost surely hit anything they charge under that spell.
  • Flamebringers hit from the flanks. Thanks to Feora's feat, Parry and Reposition, they will truly will be 'bringing the flames."
  • Kossite Woodsmen with Incite and Backstab are hilarious.

    Creator's Might    

  • Living Covenant - This model is a game changer for her because it can teleport her backwards 5" after casting Incite so she doesn't get squashed on the following turn. A quality gun is also great.
  • Severius0 - You first requitistion choiceHe adds another +1/+1 on top of incite and can run a jack for her. A Redeemer has a great gun than works well with Road to War and Incite.
    • Blessing of Vengeance is notable because of the bond letting Sevy dish out Immolations at POW 17 under Incite.
  • Exemplar Warder - Two of these fill out your remaining two requisition options as hardy pieces who can contest and keep Feora safe from shooting.
  • Exemplar Warder Elias Gade - Feora loves guns and he has two of them for 3 points. Quite a steal!
  • Shrine of the Lawgiver - A great gun and it adds a recursive element to your unit.
  • Idrian Skirmishers - With 22 guns and Prey they can really leverage Incite and love the recursion from the shrine.
  • Visgoth Juviah Rhoven & Honor Guard - Rhoven can give a key ranged model Eyeless Sight and his bodyguards are ablative shield guards and melee solos.

    Hearts of Darkness    

  • Valin Hauke, The Fallen Knight - He gives her both Tactician and Brother's Keeper, so she is impervious to pop and drop tricks and can advance through troops.
  • Alain Runewood, Lord of Ash - His Insidious Plan: Shadow lets Feora back up after exposing herself to feat. With Valin present she can even advance through a skirmish line behind her.
  • Umbral Guardians - If you ever worried about Feoras safety, these guys got you covered. They are also soulless, so the can fuel her jacks's Accumulator.
  • Griever Swarms - They afford Feora something she won't find at home. The possibility to build a gunline that leverages incite.

Battlegroup

Hand of Judgment is her pet warjack that she can take in any theme.
  • Hand of Judgment is her pet warjack that she can take in any theme. It can charge for free anything already on fire, and it will love having its threat range extended thanks to Redline.
  • Castigator - A good beatstick with synergy with Feora's personal warjack as it can spread the fire continuous effect.
  • Templar - The Templar is an excellent target for Redline, another Shield Guard, hits hard in melee with Beat Back.
  • Reckoner - It comes with the best non colossal gun you can find on an in-faction warjacks, so it makes great use of Incite. SPD 5 and 2" reach make for a 12" threat range on the club with Redline.
  • Sanctifier - If you have the souls to fuel this jack, it hits very hard even before Incite. As it is on the same chassis as the Reckoner and uses a 2" reach weapon as well, it also has a threat range of 12" under Redline.
  • Judicator - She runs one just fine with her offensive buffs, but doesn't do anything to improve its defences, which will be its downfall if focused down.

Starting a 25 point Brawl list

In 2020.11 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 - Hearts of Darkness (Infernals)

Feora3: [+27 WJP]
Umbral Guardian: [Free] (6 pts)
Runewood2: [5 pts]
Howlers (Max unit): [13 pts]
Choir of Menoth (Min unit): [4 pts]


For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

Released 2017.01

Other Protectorate models

Protectorate Logo.jpg       Protectorate Index       (Edit)          
Battlegroup & Similar
Warcasters

Amon - Cyrenia - Durant2 - Durst - Feora1 - Feora2 - Feora3 - Feora4 - Harbinger - Kreoss1 - Kreoss2 - Kreoss3 - Malekus - Reclaimer1 - Reclaimer2 - Reznik1 - Reznik2 - Severius1 - Severius2 - Thyra - Vindictus

Warcaster attachments Hierophant - Madelyn Corbeau (Mercenary)
Other Warjack Controllers BGC Durant1 - Severius0
Marshals Bastion Seneschal - Reclaimer Gatekeeper
Light

Blessing of Vengeance - Dervish - Devout - Purifier - Redeemer - Repenter - Revenger - Vigilant

Heavy

Avatar of Menoth - Blood of Martyrs - Castigator - Crusader - Eye of Truth - Fire of Salvation - Guardian - Hand of Judgment - Indictor - Reckoner - Sanctifier - Scourge of Heresy - Templar - Vanquisher

Colossal Judicator - Revelator
Units, Solos, Battle Engines, & Structures
Units

Choir of Menoth - Daughters of the Flame - Deliverer Sunburst Crew - Deliverer Skyhammers - Exemplar Bastions - Exemplar Cinerators - Exemplar Errants - Exemplar Vengers - Flame Bringers - Flameguard Cleansers - Holy Zealots - Idrian Skirmishers - Initiates of the Wall - Knights Exemplar - Temple Flameguard - Visgoth Juviah Rhoven & Honor Guard
Ranking Officer CA: Attendant Priest

Solos

Allegiant of the Order of the Fist - Champion of the Order of the Wall - Covenant1 - Covenant2 - Deliverer Arms Master - Exemplar Warder Elias Gade - Exemplar Warder - Exemplar Bastion Seneschal - Exemplar Errant Seneschal - Hand of Silence - Hierophant - High Exemplar Gravus - High Paladin Dartan Vilmon - Initiate Tristan Durant - Knights Exemplar Seneschal - Menite Archon - Nicia, Tear of Vengeance - Paladin of the Order of the Wall - Pyrrhus, Flameguard Hero - Reclaimer Gatekeeper - Scrutator Potentate Severius - Vassal Mechanik - Vassal of Menoth - Wrack

Battle Engines & Structures Vessel of Judgment (BE) - Shrine of the Lawgiver (Structure)
Theme Forces
Exemplar Interdiction - Guardians of the Temple - The Creator's Might - The Faithful Masses - Warriors of the Old Faith
Mercenaries
Refer to Who Works for Whom and/or Category: Protectorate of Menoth Mercenary
This index was last updated: 2021.11

Rules Clarifications

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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:  : 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 : Reposition      (Edit)

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

  • If you begin your activation in B2B with a model, you need to move away from it and back again before you can trigger Flame Trail. (Infernal Ruling)
RC symbol.png

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:  : Assault      (Edit)
(Click Expand to read)

General

Step 1: Declare the charge

  1. Are you in already melee? With any enemy, not just your charge target?
    • If yes, you don't get an Assault attack at all (Refer to the latest Errata). Instead it's just a normal charge.
    • If no, continue to Step 2.
  2. Note: You cannot be "in melee" with a stationary/knocked down target. Feel free to declare charges (and Assault shots) in this case.
    • You can even charge a knocked down model you're in B2B with, advance 0", and get your ranged attack and your melee attack(s).

Step 2: Move the charging model

  1. As soon as the movement is finished, determine whether it was a successful charge or not.
    • Do this before resolving anything that triggers on "Ends Movement" (like Admonition, Countercharge).
    • Do this before resolving your Assault attack.
  2. Did you make a successful charge? You get the ranged attack even though you're "in melee" (not yet though).
  3. Did you fail the charge? You will get the Assault shot anyway (not yet though).
    • Did you fail the charge, but end your movement in melee with someone different to your charge target? You get the ranged attack even though you're "in melee" (not yet though). (Infernal Ruling)
  4. Now that you've figured out whether the charge successful, you resolve "Ends Movement" effects (such as Countercharge) before the Assault attack. (Infernal Ruling).
    • If something happens at this point that changes whether a model is in/out of melee range, it does not retroactively change a failed charge into a successful charge or vice versa.
  5. If your charge was successful you may use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)
  6. If you fail your charge, you may not use "any time" abilities before or after making the Assault attack. (Infernal Ruling)
Tip lightbulb.png

Tip !
Assault is not a "triggered ability" and it will never trigger simultaneously with another ability that triggers/resolves at "ends movement". Instead, the other ability is always resolved before the Assault shot.

You can make an Assault shot even if you charged less than 3".

Step 3: Make the ranged attack

  1. The ranged attack is optional.
  2. Since the Assault attack is outside your Combat Action, you can only do a basic ranged attack. CRA & Special ranged attacks are only allowed during your Combat Action, you can't do them. (Infernal Ruling CRA & Special Attack)
  3. Did you move at least 3" during the charge movement? Who cares, that is irrelevant to the Assault attack!
  4. Make your ranged attack vs your charge target
    • If the charge target is already dead (which can happen when units charge) then you don't get to redirect your Assault attack vs 'someone else'. You simply don't get an Assault attack. (Infernal Ruling)
    • A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as an Assault attack. (Infernal Ruling)
    • If your ranged attacks triggers other attacks/damage that occur "after the attack" (such as Drag or Electro Leap) then those will resolve as per normal, regardless of whether you had a successful charge or not. (Infernal Ruling)
  5. Is the target in melee with the shooter?
    • If yes, then you ignore the +4 DEF bonus (as per the 3rd paragraph of "Targeting a Model in Melee" (TMM) rules)
    • If no, resolve the ranged attack exactly the same as if it were a normal ranged attack.

Step 4: After finishing the Assault attack

  1. If it was an unsuccessful charge, your activation now ends.
  2. If it was a successful charge, and your charge target is ...
    • still alive, then you get your charge attack (as per the charge rules)
    • dead, then you get your initial melee attack(s) vs anyone still in your melee range (as per the charge rules).
  3. Either way, you don't get to make more ranged attacks (other than the obvious exceptions like Gunfighter, of course).


Units

  • Move all models in the unit before making any Assault attacks. (Infernal Ruling)
  • Make all Assault attacks before making any Charge attacks. (Infernal Ruling)
  • Each model in the unit is effectively "stalled" while you move/shoot the other models. This "stall" does not create an opportunity to use "any time" abilities. (Infernal Ruling)
  • If a trooper's target dies before they make their Assault shot, they don't get to redirect it. You just skip their Assault shot. (Infernal Ruling)
  • You cannot make Assault attacks while out of formation, as per the regular formation rules about making attacks.
  • Assault & CRA (Edit)
    • You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)

Other

  • Warbeasts
    • Warbeasts cannot use Assault during a Frenzy. Refer to the latest errata.
  • Assault vs Countercharge ( Edit )
  • Assault & Drag ( Edit )
    • You determine whether a charge was successful or not before making the Assault attack.
    • If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
      • It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
      • You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
      • Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
      • You won't be able to purchase additionals (because your activation ended).

Rules Clarification : Banishing Ward - None yet. (Edit)
Rules Clarification : Fire Step - None yet. (Edit)
Rules Clarification : Incite - None yet. (Edit)

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Rules Clarification : Molten Metal      (Edit)

  • This spell always does 6 damage, but applying that damage can get a little complex:
    • Vs a Retribution warjack with, say, 3 boxes left on its forcefield: Deal 3 points of damage to the forcefield, then 1 to columns 4,5,6.
    • Vs a normal warjack with column 1 already filled in, then the damage "rolls over" to column 2. So 2 points of damage to column 2, then 1 each to columns 3 to 6.
    • Vs a colossal: It can only affect one damage grid. So it will only do 6 damage, not 12.
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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