Forward Kommander Sorscha

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Khador Logo.jpg Forward Kommander Sorscha

Khador Warcaster

Mk4 icon.png
Prime
This model is available in one Prime Army, 5th Division. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

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

Sorscha's patriotism still drives here, but it is increasingly eclipsed by the darkness growing in her heart. She does not care why the Motherland asks her to fight, only that she can find a few moments of peace in the clarity of action.

Basic Info

Sorscha2
Missing Info
Sorscha2.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 6
MAT 7
RAT 6
M.A. N/A
DEF 16
ARM 15
CMD
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 17
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

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: Winter's Chill

When an enemy model without Immunity: Cold suffers a damage roll while in Sorscha's control range, double the damage that exceeds the model's ARM. Winter's Chill lasts for one turn.

Abilities

  • Cold Imm symbol.jpg Immunity: Cold
  • Desperate PaceWinter Guard ] (★ Action) - RNG CMD. Target friendly Winter Guard unit. If the unit is in range, Winter Guard models in the unit gain +2" movement during their Normal Movement this turn.
  • Freezer - When an enemy model without Immunity: Cold ends its activation within 2" of this model, the enemy model becomes stationary for one round.

Weapons

Quad-Iron
Gun icon.jpg  RNG   ROF   AOE   POW 
10 d3+1 - 10
Frostfang
Sword icon.jpg  RNG   POW   P+S 
2 7 13

Spells

COST RNG AOE POW DUR OFF
Boundless Charge

2 6 - - Turn No
During its activation, target friendly Faction model can charge without spending focus or being forced and gains +2" movement and Pathfinder when it charges. Boundless Charge lasts for one turn.
Cyclone

2 SELF - - - No
The spellcaster immediately makes a full advance, ignoring free strikes during this movement. At the end of this movement, the spellcaster can make one basic melee attack against each model in its LOS that is in its melee range. Cyclone can only be cast once per activation.
Iron Flesh

2 6 - - Upkeep No
Target friendly Faction warrior model/unit gains +2 ARM and Blast Resistance. Models are not affected while out of formation.
Blast Resistance - A model with Blast Resistance gains +4 ARM against blast damage.
Razor Wind

2 10 - 12 - Yes
This spell has zero special effects.
Shatter Storm

2 6 - - Upkeep No
Target friendly Faction model/unit gains Detonator.
Detonator - When a model with Detonator directly hits and boxes an enemy model with a ranged or melee attack, center a 3" AOE on the boxed model, then remove that model from play. Models in the AOE are hit and suffer an unboostable POW 8 magical blast damage roll.

Theme Forces


Thoughts on Sorscha2

Sorscha2 in a nutshell

Like her previous version, Forward Kommander Sorscha has a very potent assassination run, but she is now more leaned toward support and damage boosting with her feat. She also lost most of her board controlling tools, but instead, gained a massive boost to her personal combat abilities. However in practice, a lot of the things that Sorscha2 does well are high risk/high reward, which makes her a lot trickier to use, especially without any board control spells.

Spell thoughts

  • Boundless Charge: a versatile support spell, either for personal use, or for jacks/solos to boost their threat range.
  • Iron Flesh: her second support spell, which can boost Khador's already well-armoured models to absurd levels. Iron Fang Uhlans in B2B surpass the ARM of a Juggernaut. Shield walled Man-o-War_Shocktroopers are now walking Demolishers in terms of ARM, and still immune to knockdown, if you spared points on their UA. Averagely protected, single-wound units, like Assault Kommandos or Iron Fang Pikemen will become surprisingly resistant to frontal assaults under this spell. Special mention to Black Dragons; between Shield Wall, their minifeat and IF, there are few guns, that can crack their ARM. Even without Shield-wall, Iron Zeal and Iron Flesh allows you to run up early, and form a solid brick mid-field.
  • Cyclone: It is Wind Rush, combined with Thresher and Parry. Use both offensively in an assassination run, or defensively, to fall back from an unwanted engagement.
  • Razor Wind: her only offensive spell; and her only way to deal with Incorporeal models at range. You'll probably rarely have the focus for it.
  • Shatter Storm: The step-brother of Explosivo, this one affects melee attacks too. Keep that one on ranged models, preferably with multiple attacks. Casting it on a close combat unit can be tricky, as anything without a RNG 2 melee weapon are at risk of getting hurt by the AOE. Girded troops, or warjacks don't have to worry about that, of course, but they are rarely a good recipients of this spell. If you happen to cast it onto a model with Tresher (Yuri, or Beast-09) though, they can clear clustered infantries like few other.

Feat thoughts

An powerful feat for offensive use - in a perfect world, it effectively gives Decapitation to your entire army. Of course, it will only be of any use on targets with multiple hit boxes, like heavy infantry, cavalry or jacks/beasts. Targets have to be within Sorscha's CRTL radius (based on her current position), and thus, you can easily end up with her in dangerous positions for counter-punches. If you need to put her Quad Iron or Frostfang to use, her Cyclone spell can let you advance back to a safer spot. As is the case of other feats like this, don't get too greedy. You might "only" have the opportunity to knock out 1 or 2 heavies in a turn, but that might just be enough to help you win the war of attrition. The feat works best with units that already do moderate damage. It doesn't work with sniper damage.

Drawbacks & Downsides

  • Similar to Sorscha1's drawbacks, she's fragile and short on focus to do everything she's capable of. Even though she can deal an impressive amount of damage on her own, don't let her be exposed to retaliation, knockdowns or boostable blast damage.
  • Feat is worthless against single wound targets and models with Cold Immunity.
  • Freezer can save you only if the enemy ended its activation within 2" of you - and that usually happens after a failed assassination.
  • Shatter is largely useless since Sorscha2 has no reliable way to actually make units stationary.
  • Strongly contested by Butcher1: his support for battlegroup and his army are usually more useful, and on feat turn the damage output of his army lag only slightly behind Sorcha's.
    • On her feat turn, she can make Behemoth punch out 76+ damage to anything armor 25 or lower with average rolls, which will instantly kill anything in the game. Keep in mind however that Behemoth already could punch out anything that wasn't a colossal in a single round. Butcher1 can get Behemoth to punch 70 damage on his feat turn, which is also more than enough to kill anything.

Tricks & Tips

  • According to the current wording, the feat happens, before the power field reinforcement, so the target can decrease only after the damage has been doubled. Warlocks also have to transfer the increased damage.
  • With Cyclone you have the possibility to hurt your own troops, if you wish to do so. Situational, but if your infantry screen became stationary, and hinders your assassination run, then cast Cyclone, punch the blocking model out of existence, and there you have a free charge lane.


List Building Advice

Strategy

For beginners it is all too tempting to go for assassinations, and use your feat to cause silly amounts of damage onto an enemy warlock/warcaster - preferably by Sorcha herself. Don't get me wrong - if the enemy leaves that door open for you, go for it. However, it is much more likely that you'll win on attrition. Detonator allows you to counter many recursive mechanisms, based on corpse gathering or collecting souls from friends, foes or machines. Iron Flesh keeps your troops on the field for a bit longer, while Winter's Chill allows you "cheap" piece trades, allowing you to punch out heavies with much fewer resources it would normally needed.

While Desperate Pace only affects winter guard, they are not the best beneficiaries for Sorscha's spells or feat. Her feat in particular works well with pretty much every unit, even Mercenary units.

Sorscha can buff her army or release a remarkable amount of attacks with her quad-iron, or Frostfang. That means she'll have few focus leftover to run a lot of warjacks, even with power-up. A few trusted pieces are still favourable in her list though, see #Battlegroup.

Theme Thoughts

    Winter Guard Kommand    

  • Winter Guard Infantry is a no-brainer with her. Desperate pace can boost their charge range, or let them pick up a good spot for CRA. Under her feat, even two-men CRA from a full unit can be absolutely devastating, dealing an average of 30 damage against an ARM 18 target. They are also good target for Shatter Storm, if you do not need Iron Flesh on them.
  • Both the Winter Guard Field Gun Crew and Winter Guard Mortar Crew get a lot of mileage out of her feat. The latter can threaten low-arm warcasters / warlocks with its improved blast damage, while the former can knock targets down for the Winter Guard Rocketeers to tear them apart with their Brutal Damage rockets.
  • Assault Kommandos - Excellent Sac Pawn targets and recipients of Desperate Pace. Flamethrowers and Shatter Storm melts infantry.

    Jaws of the Wolf    

  • Behemoth under her feat deals an impressive amount of damage at range with its dual Bombard cannons. The damage goes from impressive to absurd with its fists - perfectly capable of gutting a Colossal/Gargantuan, or 2 heavy jack / beast at once.

    Support models - Various themes    

The new Greylord Forge Seer also has a lot of good synergy with Sorscha. Can run a jack for her as well empower it with focus and blessed magical weapons, making sure that warjack can take the best advantage of Sorscha's very powerful feat

Battlegroup

Beast-09 is her pet warjack that she can take in any theme.
  • Beast-09 is her pet warjack that she can take in any theme. It has a nice affinity to her, and an intercepted shot can trigger Hyper Aggressive movement. Also, as stated above, Shatter Storm and Thresher can wipe out an entire swat of enemies.
  • Marauder - Taking a trio of these under her will have enemy huge bases very, very scared. And with two initials POW 16s they threaten everyting else under feat nicely, too.
  • Juggernaut - Nothing quite like delivering a POW 19 axe-to-face under feat.
  • Spriggan is ideal for removing Stealth and expose usually squishy targets for your army. Victor can do the same with its Flare ammunition, though the shot will be much more inaccurate.
  • Destroyer - Her feat and Shatter Storm makes its gun very deadly and it doesnt need much focus.

Other

Trivia

Other Khador models

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

Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev1 - Karchev2 - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2

Warcaster attachments

Khador: War Dog - Greylord Adjunct
Mercenary: Madelyn Corbeau - Reinholdt - Wyshnalyrr

Other Warjack Controllers

"Junior" Warcasters: Malakov1 - Sorscha0
'Jack Marshals: Man-o-War Kovnik - Greylord Forge Seer

Heavy Warjacks

Beast-09 - Behemoth - Berserker - Black Ivan - Decimator - Demolisher - Destroyer - Devastator - Drago - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Ruin - Spriggan - Torch

Colossal Conquest - Victor
Units, Solos, & Battle Engines
Units

Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Great Bears of the Gallowswood - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Atanas & Standard - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Ranking Officer CA : Koldun Kapitan Valachev

Solos

Bulkhead - Fenris - Greylord Adjunct - Greylord Forge Seer - Iron Fang Kovnik - Jozef - Koldun Lord - Malakov1 - Manhunter - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Markov - Sofya - Sorscha0 - Ol' Grim - Underboss Vizkoya - War Dog - Widowmaker Marksman - WG Artillery Kapitan - Yuri1 - Yuri2

Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Korps - Flame in the Darkness - Jaws of the Wolf - Legions of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter
Mercenaries
Refer to Who Works for Whom and/or Category: Khador Mercenary
This index was last updated: 2021.11

Video Battle Reports

Rules Clarifications

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Freeze      (Edit)

  • Remember Stationary only prevents what it says it does. Refer the page on Stationary for a refresher.

Rules Clarification : Shatter - 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 : Desperate Pace      (Edit)

  • Desperate Pace applies to all movement during the Normal Movement part of activation, to include running, charging, and others. (Locked Thread)
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Rules Clarification : Freezer      (Edit)

  • You can reapply Freezer turn after turn, because stationary models still have to activate.
If the model that has Freezer doesn't move away or get killed, the next turn the stationary model is forced to activate, does nothing, ends its activation still within the Freezer effect, and will be made stationary again.
  • Despite the odd wording, stuff that happens "at the end of activation" (such as Sprint and Reposition) occurs during the activation. So those things happen before Freezer has a chance to trigger.
For instance an enemy can advance next to the Freezer model, attack it, then Sprint away and not be affected by Freezer.
  • Freezer won't affect models that end an out-of-activation move in the Freezer range (such as Countercharge and Vengeance).
  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.


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Rules Clarification : Boundless Charge      (Edit)

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Rules Clarification : Cyclone      (Edit)

  • Cyclone is a once-per-turn spell. If you make additional attacks, they will be a single basic attack (you cannot buy additional Cyclones).
  • Cyclone is optional.
  • All attacks generated are basic attacks.
  • Cyclone will hit friendly models.

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

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Rules Clarification : Razor Wind      (Edit)

  • The text description has no in-game effect. It's just for flavour.
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Rules Clarification : Shatter Storm      (Edit)

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Rules Clarification : Detonator      (Edit)

  • Despite being triggered by an attack, the damage from Detonator is not part of the attack. As such it doesn't interact with stuff like Blessed or trigger stuff like Vengeance.
  • The model with Detonator is not immune to the AOE. Be careful how close you stand when making melee attacks!
  • Damage from the AOE is not considered to be damage from an attack (for the purposes of stuff like Ossyan's feat). This will get errata'd into the rule. (Infernal Ruling)