Gorten Grundback

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Mercenary Logo.jpg Gorten Grundback

Mercenary Rhulic Warcaster

One day Gorten had a revelation: he was meant to be a Warcaster. Having heard tales among men and dwarves about the great honour and glory those who can wield magic in battle, he decided to leave the mining life behind and bring his command of stone and earth to the battlefield. At his call, walls of rock rise from nowhere, molten ore will slag his enemies, and allies become rooted to the ground such that nought but death shall move them.

Basic Info

SOM icon.jpg

Special Order Model
This model is no longer available through normal US distributors (as of 2018.04). Instead your local game store needs to order it through PP's Special Order Service. More info is available at PP Retailer Support As of 2019.09, PP have removed the SOS info from the Retailer Support website.

International distributors can still access the entire catalog of models.

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

Gorten1
Missing Info
Gorten Grundback.png
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 4
STR {{{str}}}
MAT 7
RAT 5
M.A. N/A
DEF 13
ARM 19
CMD N/A
ESSENCE {{{essence}}}
FOCUS 5
FURY N/A
THRS N/A
HP 18
F. Field N/A
WJP +31
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Rhulic Warcaster - This warcaster can control only Rhulic warjacks.
  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.

Weapons

  • Dual Hand Cannon - 12" range, ROF 2, POW 12 ranged weapon.
    • Both Barrels (★ Attack) - This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it used Both Barrels.
  • Forge Father - 0.5" reach, P+S 14 melee weapon.
    • Damage Type: Magical
    • Critical Smite - On a critical hit, the model hit can be slammed d6" directly away from this model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. The POW of collateral damage is equal to the STR of this model.
  • Gutter - 0.5" reach, P+S 9 melee weapon.

Spells

COST RNG AOE POW DUR OFF


Eruption

3 8 3 14 (Fire) Round Yes
Models hit suffer a POW 14 Fire Damage roll. This spell's AOE is a cloud effect and hazard that remains in play for one round. Models entering or ending their activations in the AOE take an unboostable POW 14 Fire Damage roll.
Molten Metal

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

2 Control - - Upkeep -
Place a wall template completely within the caster's control range that isn't contacting anything else. The wall is an obstacle that provides cover.
Solid Ground

2 SELF Control - Upkeep -
While in the caster's control range, friendly Faction models cannot become knocked down and do not suffer blast damage.
Strength of Granite

2 6 - - Upkeep -
Target model in Gorten's battlegroup gains +4 STR.

Feat : Landslide

  1. Pushes all enemy models in Gorten's control range up to 8" to a table edge of your choice.
  2. For one round they also suffer -3 to SPD,RAT & DEF and lose the ability to give/receive orders or perform charges, slams, and tramples.

Theme Forces


Thoughts on Gorten Grundback

Gorten Grundback in a nutshell

Gorten walks ever so slowly forward upkeeping Solid Ground and casting Rock Walls until it's time for him to feat. Hopefully it wins him the game.

Feat thoughts

Gorten's feat is the strongest in the game without factoring in the 10" control area. As such, it is critical to him winning or losing and it is super easy to screw it up by moving models in the wrong order, or not being able to see where models will finish.

This feat can be used in a number of different ways:

  • Drag the opposing caster to you (or sometimes left or right work), kill them. This tactic is used against the unprepared player. There are plenty of ways to set this up. You could slide the opposing caster to a Earthbreaker or Driller, Alexia and her Risen, Kayazy Assassins, Anastasia Di Bray, use your imagination. Experienced players won't allow you to do this easily, and the odds of the opposing caster starting your turn within 14" of Gorten are quite low.
  • Shove everything 8" towards it's own deployment zone. This is awesome for clearing flags and zones. It can also force some casters to killbox themselves, especially warcaster units that won't be able to issue run orders
  • Defensively feating to defend the Earthbreaker or Gorten. If your opponent has a colossal or two, they aren't going anywhere, but you can use the feat to buy your Earthbreaker a turn to get into position for the charge and land some more shots.
  • Use Rock Wall. Sometimes, you can bunch up a huge number of enemy models by placing a wall in front of them and sliding them into it. Then you blast or spray them. This can also be used to move a warcaster away from its guard, warbeasts and warjacks out of control range, move unit leaders away from their units, the possibilities are limitless.
  • Pull your target out from behind cover to set them up for a charge or shooting. Pull them behind obstacles to prevent them from charging or shooting.
  • Push models into hazards or rough terrain.
  • Split up squads. As they can't take orders, this can tie up a particularly hard squad, or prevent squads that rely on orders (like Hammerfall High Shield Gun Corps, for example) from being able to do their orders.

Think carefully about the order models are moved. Slide a shield guard into its caster, then slide the caster 8" away from it. Create bunched up models where it serves your purpose, or spread units out as much as possible.

Spell thoughts

  • Eruption - Rarely gets cast because of Gorten's focus limitations, short range, and questionable use. Usually a desperation play, but the ability to block LOS can come in handy sometimes. Sometimes you might put the cloud out and feat a bunch of infantry into it.
  • Molten Metal - Six guaranteed points of damage isn't terrible, especially against high ARM warjacks, and can be very useful when you have just one box left of a system somewhere.
  • Rock Wall - It can be used to provide cover, block charge lanes, stop specific models when you are using Landslide and prevent things from reaching melee range.
  • Solid Ground - It is almost always cast on the first round and kept up unless the opponent has no blasts or knock down effects.
  • Strength of Granite - Any melee 'jack (or Gorten himself!) can use this spell. It makes them hit much harder. What else do you want to know about it?

Drawbacks & Downsides

  • He's a special order model.

Gorten has three major weaknesses:

  • SPD 4 and very few ways to make him go faster.
  • Limited army support. Rock Wall is a great spell that does more for an army than one might think, and Solid Ground is great with the right models, and the feat makes the other army really easy targets that don't fight back. But the rest of the time, his army is pretty much on its own.
  • Limited focus. If he had even one more, he'd be one of the most powerful casters in the game. You'll usually be casting or upkeeping one or two spells each turn, which leaves you next-to-nothing to allocate or cast spells with. Also, a low FOCUS stat makes it harder to hit with offensive spells. Bring focus efficient warjacks and don't expect him to do very much himself besides bring a nasty feat.

Tricks & Tips

  • Cast Strength of Granite on your melee 'jack. If your 'jack is gone, then cast it on Gorten.
  • Cast Solid Ground first round, upkeep it the whole game. Keep your High-DEF, low-ARM troops in his control area to shield them. Or Tough troops. Or both.
  • Advance a squad. Cast Rock Wall in front of it for a quick and easy DEF buff. It can also block charge lanes, fill gaps in existing walls, stop landslide targets, and generally get in the way, especially of huge sized models.
  • Crit-Smite:
    • If Gorten gets into melee combat, try and line up your target so there is a equal-or-larger based model behind it so you can slam them into it. Or cast Rock Wall behind them!
    • Remember, as a small model, he's only going to be slamming medium and large based models half the distance rolled.
  • Bosun Grogspar can hit Gorten in the back and Pitch him. This is not in any way a reliable extra distance for Gorten's feat (it's d6") - but should make your opponent extremely paranoid about Gorten's threat range.


List Building Advice

Strategy

Gorten needs to keep as much of his army alive as possible while he gets in position to feat. Unfortunately, he has been stealth nerfed several times since he can't charge friendly models or be slammed or thrown by his own warjacks. The only ways to increase the threat of his feat is by pitching him with Bosun Grogspar or using the Steelhead Ironhead's Power Lifter ability (and/or the Galleon's for that matter). This makes it easier for your opponent to position to minimize your feat turn.

Theme Thoughts

    Soldiers of Fortune    

  • The Steelhead-based recursion engine is possible here, as Rhupert, Sergeant Nicolas Verendyre and Alexia are allowed. He doesn't really care for Horses or Artillery, so maxing out on Halberdiers is his best option in this theme.
  • Steelhead Arcanist - Magic Weapon on a stick is crucial if your list is intended to have any sort of game into incorporeal or hymn of shielding. Empower for your jacks is also great.
  • Steelhead Ironhead - This is the model Gorten loves more than any other as it gets him up the board 2" faster. You should play him in Soldiers of Fortune for this reason alone.
  • Herne & Jonne - Thor is not allowed in this theme, so if you want to run an Earthbreaker, stacking Mark Target and Artillerist is the next best thing

    The Irregulars    

    Hammer Strike    

  • Hammerfall Siege Crawler - Technically also available in Irregulars, but useless there as it has nothing to reinforce. It provides recursion to your Forge Guard.
  • Bamfist - He actually has units in this theme to put Force Barrier on! Forge Guard behind a wall and under a Barrier actually become very dodgy against shooting.
  • In Hammer Strike, Forge Guard gain the Tough special rule, which coupled with a pair of Siege Crawlers bringing them back plus Rock Walls and Solid Ground, is about the slowest, stoutest, most resilient, most dwarfish army you're going to get from Warmachine.
  • The Rhulic heavies gain repo here so they can trample and repo farther than they can run on turn 1.

Battlegroup

  • A Ghordson Driller and a Ghordson Basher can get some work done under Streanght of Granite.
  • Grundback Blasters and Gunners are never a bad pick for any dwarf caster.
  • Ghordson Earthbreaker - Not a great choice, though not awful. Gorten can leverage its abilities somewhat by placing Rock Wall in front of it and putting Strength of Granite on it. However, many armies can shoot it right off the board in a turn or two.

Other

Trivia

  • Released in Warmachine: Escalation (2004)

Video Battle Reports

Other Mercenary models

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

Ashlynn - Blaize - Caine3 - Crosse2 - Damiano - Fiona - Macbain - Magnus1 - Magnus2 - Montador - Rahera - Shae

Non-Casters "Junior Warcaster" Crosse1 'Jack Marshal

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

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Rhulic 'Jack Controllers (Edit)
Warcaster Durgen Madhammer - General Ossrum - Gorten Grundback
'Jack Marshal Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
Units, Solos, & Battle Engines
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Units

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

Character Units

Alexia1 - Croe's Cutthroats - Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowler1 - Herne & Jonne - Lady Aiyana & Master Holt - Lynus & Edrea - MacHorne1 - The Commodore Cannon - The Devil's Shadow Mutineers

Solos

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

Character Solos

Alexia, Mistress of the Witchfire (2) - Alexia, The Undying (3) - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella, Duchess of Dread - Bloody Bradigan - Boomhowler, Solo Artist - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez - Dirty Meg - Doc Killingsworth - Eilish Garrity, the Occultist - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - First Mate Hawk - Flugwug the Filcher - Gastone Crosse - Glyn Cormier, Illuminated One - Gorman di Wulfe, Rogue Alchemist (1) - Gorman the Mad (2) - Grand Master Gabriel Throne - Gubbin - Gudrun the Wanderer - Harlan Versh, Illuminated One - Harlowe Holdemhigh - Hermit of Henge Hold - Hutchuk, Ogrun Bounty Hunter - J.A.I.M.s - Kell Bailoch - Lanyssa Ryssyl, Nyss Sorceress - Lord Rockbottom - MacHorne2 - Major Harrison Gibbs - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Viktor Pendrake - Widget, Tinker Extraordinaire - Wrong Eye & Snapjaw

Battle Engines Hammerfall Siege Crawler
Theme Forces (Edit)
Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - The Irregulars - The Kingmaker's Army - The Talion Charter
This index was last updated: 2019.09

Rules Clarifications

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Rules Clarification : Feat: Landslide

  • Even if the model(s) cannot be pushed (such as Colossals)they will still suffer the other effects of the feat. (Infernal Ruling)

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

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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 : Smite      (Edit)

  • This rule changed in Mk3 to no longer say it "adds the weapon's POW". It still does add the POW, however, because the whole section on calculating Slam damage was reworded in the main rulebook.
  • Smite is not a Power Attack Slam, it is just an attack which causes a model to be slammed. As such, you can smite friendly models.
  • You can trigger Critical Smite on a free strike.
  • If you Smite on a charge, then the slam damage will be boosted.
  • Chain Attack Smite only - Unlile the other versions of Smite, a Chain Attack one doesn't have the distance halved when a smaller base model smites a larger. The Knights Exemplar Seneschal is just that awesome.
  • See also the clarifications on being slammed


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Rules Clarification:  : Warcaster      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability if they run, fail a charge, or use an ability like Reposition.
      Because doing one of those things makes that specific model's activation to end (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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

  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of 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.

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


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Rules Clarification : Eruption      (Edit)

  • 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)
  • Hazard templates, and similar "non-hazard damage" templates (Edit)   [Show/Hide]
    • What's a "non-hazard"? Well, most templates that deal damage to models that walk into them are defined as 'Hazards' but some, like Creeping Barrage and Wall of Fire, are not.
      They behave similarly, but a Hazard is classified as a type of terrain and also will only have a Damage Type if it says it does (it doesn't inherit a Damage Type from the gun/spell that put them into play).
    • Many templates deal damage to models that enter or end their activation in them. However, if you put them into play on top of models, then it doesn't do damage to those models (unless it is an AOE from a weapon, or if its rules explicitly say it does damage when you first place it).
    • Damage templates from spells:
      • Spells which leave a template and are not described as a hazard will do magical damage to models that walk around in them. (Example: Razor Wall)
      • Spells which leave a template and are hazards will not do magical damage to models that walk around in them. Instead, they do whatever damage type is specified by the spell description. (Example: Breath of Corruption).
      • (Infernal Ruling)
      • Some spells do both. They aren't labelled as a hazard, so it does magical damage, and also they specify another damage type. For example, Wall of Fire.
    • A model which is "placed" also counts as "entering" an area, so the hazard will damage any one who teleports/spawns into it, too.
    • If two hazard templates are overlapping, a model that enters them will take two points of damage.
    • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance).
    • Damage from a hazard is not considered to be from the weapon/spell that originally put it into play (so it doesn't gain the Damage Type or any other special rules of the weapon/spell).
  • Hazardous Clouds (Edit)
    • A hazard, by definition, is a terrain effect. If a template is both a cloud and a hazard it will not block sprays as per the errata (2017.09) to spray attacks. (Infernal Ruling)
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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 : Rock Wall      (Edit)

    • The size of the wall template is 0.75" by 4". (Infernal Ruling)
    • The upkeep spell is not "on" any model, not even the original caster. So it can't be dispelled stuff like Dispel and Hex Blast.

    Rules Clarification : Solid Ground - None yet. (Edit)

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    Rules Clarification : Strength of Granite      (Edit)

    • Battlegroup members (Edit)
      • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
      • It won't target/affect models which are Attached, though.