Grand Exemplar Kreoss

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Protectorate Logo.jpg Grand Exemplar Kreoss

Protectorate Warcaster

Mk4 icon.png
This model is available in one Prime Army, Final Interdiction. 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.

All Menites are brothers in battle to Grand Exemplar Kreoss, and he is determined to avenge the fallen and the lost. Taking on the burden of every death to stoke the warrior’s furnace within him, his rage and fury have become the spear and shield of Menoth’s vengeance.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 14
ARM 17
CMD 10
ESSENCE {{{essence}}}
HP 18
F. Field N/A
WJP +28
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
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 : Strength of Arms

  1. When a friendly Faction model makes a melee attack while the enemy model is in in Kreoss' control range, the attack automatically hits.
  2. While in Kreoss' control range, friendly Faction models can make one additional melee attack during their Combat Actions.
Strength of Arms lasts for one turn.



  • Justifier - 2" reach, P+S 14 melee weapon.
    • Magical dam symbol.jpg Damage Type: Magical
    • Smite (★ Attack) - The model hit is 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.
    • Life Trader - When an attack with this weapon hits, this model can suffer 1 damage point to gain an additional die on the damage roll against the model hit. Life Trader can be used only once per attack.



2 SELF Control - Upkeep No
While in the spellcaster's control range, models in its battlegroup gain Countercharge.
Countercharge - When an enemy model advances and ends its movement within 6" of a model with Countercharge and in its LOS, the model with Countercharge can immediately charge it. The model with Countercharge can use Countercharge only once per round and not while engaged.

2 SELF Control - Round No
Enemy models cannot be used to channel spells or be forced to cast an animus while in the spellcaster's control range. Castigate lasts for one round.

2 8 - 12 - Yes
Enemy upkeep spells and animi on target model/unit damaged by this attack expire.
Cleansing Fire

3 8 3 14 (Fire) - Yes
Cleansing Fire deals fire damage. On a critical hit, models hit suffer continuous fire.
Inviolable Resolve

2 6 - - Upkeep No
Target friendly Faction model/unit gains +2 ARM and cannot be moved by a push or a slam. Models are not affected while out of formation.

3 SELF (★) - Round No
When an enemy non-warcaster, non-warlock warrior model destroys one or more friendly Faction models in the spellcaster's command range with an attack, immediately after the attack is resolved the attacking model becomes knocked down.

Theme Forces

Thoughts on Kreoss2

Kreoss2 in a nutshell

In many respects, he is dialed up version of Kreoss1, not necessarily in terms of strength but in terms of play style. He is one trick pony and basically walking feat with limited melee potential and some spells to support his army, that needs to do all the work. It's just that his feat can bring more hurt to the enemy (albeit only in melee) as his spells are generally weaker to offset that. His weapon still has good POW and he has enought FOC to dish a lot of attacks, now he is also pseudo-weapon master thanks to life trader he can delete most thinks if he sets his mind onto it, but his survivability still requires you to be careful with him. If you like exemplar units and want an army that exclusively features them, he's good option.

Feat thoughts

Kreoss1 used his feat to knock the enemy down and make them easier to hit. Kreoss2 says "eh, let's skip that nonsense and just auto-hit them (in melee)". This makes Kreoss2 far superior against anything immune to knockdown (of which there is more and more in the game).

Given that he normally fills his army with hard-hitting weapon masters that on feat turn become super accurate and get an extra attack, his feat is great against high-ARM armies and/or high-DEF armies and/or high-model-count armies - so it's good vs everything, basically. The only downside is mastering timing with this feat, to make sure you can actually get at enough enemy models to justify its use. Your opponent will probably try and "bait your feat" by putting a frontline forward that they're prepared to lose to your feat, then try and counterpunch you.

Note that the extra attack is an "additional" attack which, by definition, occurs after your initial attacks. If something is triggered by your initial attacks, such as Chain Attack, then you have to resolve that before starting the bonus feat attack.

Spell thoughts

  • Battle-Charged adds a new dimension to Kreoss' battlegroup. Although skilled opponents won't get caught by it too often, it's still something they have to consider when going in. It's usually worth casting turn one and upkeeping.
  • Castigate can throw a wrench into armies relying on recasting key animi or requiring channeled spells. You won't cast it every game, but it can be backbreaking when you do use it.
  • Chasten is short-ranged and needs to damage to actually do anything, but it can take care of many annoying spells.
  • Sacrosanct can be useful against enemy infantry, especially those with multiple attacks such as Tharn Ravagers or Long Gunners of either stripe. Unfortunately, RFP effects get around it, and several themes give it out to all of their warrior models, making this a situational spell much of the time.
  • Inviolable Resolve provides an ARM bonus and protection against control effects. It's best used on already hardy multi-wound models or those you want to protect against small-arms shooting. You can also put it on Kreoss himself if you're worried about his safety.
  • Cleansing Fire is a basic nuke. Kreoss usually has better things to spend his Focus on, so its most likely use is to clear off Incorporeal models.

Drawbacks & Downsides

Kreoss has problem with gunlines as he has very limited means of protection for his units and no way to speed them up. He can still do well as those models that make it can do a lot of damage (and Daughters can be immensely helpful) but it is a bit of an uphill battle even in best scenario as he relies on his army to do virtually all of the work, so if not enough of them makes it, he's done for.

Armies that are just naturally strong against infantry with multiple continuous effect AOEs or just obscene number of attacks can ruffle his feathers as well.

Kreoss' play style is also very much predictable and not exactly stunning list in flashy moves department. He marches towards the enemy, feats, charges in the straight line and hopes for the best. It can be very effective but experienced enough opponents will predict him and try to minimize the damage.

Tricks & Tips

  • Strength of Arms has an awesome, often maligned perk too; it saves an incredible amount of time on your deathclock. Since you don't have to waste seconds on working out the attack roll, you can go right to the damage rolls. In more exotic cases you can also skip damage rolls too, if the P+S on your weapon is high enough to kill them outright. In both cases however be on the lookout for any rule interaction and sequencing that is tied to an attack or a damage roll. Fast gameplay should not warrant carelessness.

List Building Advice


Kreoss2 is all about explosive feat turns. His spells offer only a marginal boost to his army's effectiveness for a Protectorate caster so there will be casualties along the way, but his feat can make up for it. Not wasting his feat pointlessly on the first random charge nor holding on to it until it's too late are steps one, two, and three with this guy. His feat can override high defense values which makes him the bane against certain factions but pointless against others (for instance you don't need help hitting Khador heavies).

With MAT 8 and Life Trader he can do quite a bit of damage on his own, but it's best to use him offensively mid-to-late game once you've hopefully thinned out the models that can threaten him. Until then, he's best deployed in the center of his army.

Kreoss likes any solo that helps him buff his infantry in some way, or even ones to support his jacks. Only thing he might stay clear on are probably spell-support solos as most lists simply don't have anything for Kreoss to do, to be in need of that extra focus.

Jacks benefit slightly less then infantry from his feat as they offer fewer attacks for their cost then squad of infantry, but those attacks are high POW and automatically hit. Additionally, Battle-Charged can make certain warjacks more appealing than others.

Theme Thoughts

    Exemplar Interdiction - Preferred theme    

Kreoss likes Exemplars. They're all high POW infantry with Weapon Master attacks who love automatically hitting and getting an extra hit in as well.

  • Basic Knights Exemplar are relatively cheap and effective Weapon Master infantry with potential for some divine punishment under Battle-Driven. The CA that makes them more reliable outside of feat turn with their mini-feat, or allows for bit more reliable damage output during feat, and each Knight can dish out up to three attacks with overtake thanks to those two.
  • Exemplar Errants are not what they used to be but are still fairly effective screen for the rest of your army.
  • Exemplar Vengers bring respectable mobility to otherwise sluggish army. Auto-hitting Impact Attacks are great for pushing through chaff, while the extra attack from the feat lets them hit enemies with their sword after a Lance attack.
  • Exemplar Bastions and especially Exemplar Cinerators are nice man-brick to hide your caster and still offer potent melee attacks, with Cinerators being a bit faster than the harder-hitting Bastions due to Vengeance, and more survivable thanks to Shield Wall.
  • Gravus for Brother's Keeper (and potential beat stick when high on souls), as well as speeding up your slower Exemplars.
  • Knight Exemplar Seneschal is a slashy stabby solo that Kreoss can enhance.
  • The Exemplar Warder makes an excellent bodyguard to Kreoss with its, er, Bodyguard ability boosting his DEF to a respectable 16 in melee, and Shield Guards are always welcome.

    The Creator's Might    

Kreoss 2 doesn't have a lot of synergy with the theme; he prefers having many models making attacks rather than spending his points on a few that will only make a handful of attacks.

  • Scourge of Heresy - Combined with Castigate, you can effectively shut down enemy spellcasting with its Arcane Vortex. Additionally, auto-hitting Thresher attacks will wipe out any infantry your opponent is foolish enough to clump together.

    Guardians of the Temple    

Not the best theme for him, but also not the worst. It brings a lot of infantry with average MAT that will appreciate the auto-hitting part of the feat; unfortunately, their low POW means they might just bounce off of high ARM targets.

  • Daughters of the Flame - Kreoss also always had a bit of an affair with these girls as three auto-hitting Anatomical Precision attacks with and Acrobatics can be rather devastating.
  • Flamebringers - Auto-hitting impact attacks and an additional Weapon Master sword attack will let you decimate most infantry. They're also fast, and with Parry, they can usually go to where they want to be.
  • Nicia1 is a slashy stabby solo that Kreoss can enhance.
  • Pyrrhus will get a total of four Weapon Master attacks under feat. A fun trick for scenario is assigning both the Rapid Strike and feat attack to his shield for three Beat Backs, allowing you to push an enemy three inches from its initial position.

    Faithful Masses    

An interesting way to play Kreoss2. It has Weapon Masters (though not as many as Exemplar Interdiction), but its Paladin models are a bit more resilient, and faster than most of them as well. Although not a key part of his game, Hand of Vengeance can help give his warjacks a solid punch, especially when combined with his feat.

  • Kreoss2's main weakness is against shooting. Faithful Masses has numerous shooting resistant models and easy access to cheap Shield Guards in the form of Initiates of the Wall.
  • All solo Paladins are Weapon Masters and appreciate the extra attack on feat turn. Combined with Righteous Vengeance from Vilmon, that's a potential of three Weapon Master attacks on feat turn.


  • Rhupert Carvolo can give Pathfinder, Concealment, and Tough to a unit, though the last isn't necessary for Exemplars.
  • The Menite Archon is a potent, durable beatstick. Under feat, it can Thresher and follow up with an ordinary attack.


Fire of Salvation is Kreoss's pet warjack, that he can take in any theme.
  • The Templar is not only durable, but has 2" reach, Chain Weapon, Beat Back (not as stellar as it used to be still potentially useful tool) and Shield Guard.
  • Fire of Salvation is Kreoss' pet warjack that he can take in any theme. It is a solid beat stick that gives extra mobility from fallen warriors, packs Dispel, and its bond with Kreoss makes it incredibly powerful in melee even without the Choir or feat.
  • The Sanctifier has one of the longer threat ranges amongst our heavies. Kreoss2 has no natural speed buff.
  • The Dervish is an auto hitting, parrying, side stepping model that can wreak havoc on the feat turn. Also, counter charging at Mat 7 is nice.
  • Guardian - The Guardian is a great package for Kreoss2! The Arc Node makes using Chasten and Cleansing Fire offensively a reality and Counter charge at MAT 9 thanks to Powerful Charge is amazing, especially with 2" and P+S 18. The Critical Pitch rule on the flame pike means the Counter Charge has to be respected by your opponent, lest their models get thrown back into their army

First Seven Purchases

A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.

  1. Warjack: Fire of Salvation
  2. Warjack: Indictor
  3. Solo: Exemplar Warder
  4. Solo: High Exemplar Gravus
  5. Unit: Exemplar Cinerators + CA
  6. Unit: Exemplar Errants + CA
  7. Unit: Knights Exemplar + CA



Released in Warmachine: Apotheosis (2005)

Other Protectorate models

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

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

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


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

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


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
Refer to Who Works for Whom and/or Category: Protectorate of Menoth 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 : 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 : Life Trader      (Edit)

  • LT can only be used once per attack, but it can be used on every attack you make with the weapon.

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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.

Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Imperishable Conviction - None yet. (Edit)
Rules Clarification : Paragon of the Faith - None yet. (Edit)

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Rules Clarification : Battle-Charged      (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.
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Rules Clarification:  : Countercharge      (Edit)
(Click Expand to read)

  • If the moving model has Assault, the Countercharge is resolved before the Assault attack. (Infernal Ruling).
  • If the moving model has a rule that resolves "at the end of Normal Movement" (such as Slipstream), the Countercharge is resolved before the other rule. (Infernal Ruling)
  • The moving model cannot use an "Any Time" after finishing their advance but before your Countercharge. They can use it only after the Countercharge is resolved.
  • If the non-countercharging player has a similar "ends an advance" trigger (such as Admonition) then they can trigger and resolve that from your countercharge movement.
    • Example: Model [A] charges, and triggers Countercharge on [B]. Model [B] countercharges, and triggers Admonition on [C].
      Resolve Admonition on [C]. Then finish resolving Countercharge on [B]. Then finish model [A]'s activation.

    Triggering Countercharge    

  • You can trigger Countercharge if you're engaging, but not engaged.
  • You can trigger Countercharge during your own turn, if your opponent has an ability to move during your turn (such as Admonition).
  • Some abilities let you "ignore intervening models when declaring a charge" (such as Flight). Unfortunately, you still need LOS to trigger Countercharge, and it's only after CC is triggered that you actually get to declare a charge. In other words, Flight and Countercharge don't work together for LOS purposes.
  • What does trigger Countercharge
    • Countercharge triggers off any advance, not just in-activation stuff.
    • Standing still but changing facing is an advance.
  • What doesn't trigger Countercharge
    • Aiming, or forfeiting your movement, is not advancing.
    • If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
    • Being placed (such as Teleport) is not an advance.
    • Involuntary movement (being slammed, thrown, or pushed) is not an advance.
  • When a unit is moving, countercharge is triggered on a model-by-model basis. So you can countercharge after any model in the unit has finished its move within range, but you can only countercharge that model who just finished its movement. You can't "save it" until the entire unit finishes moving and then say "I'm going to Countercharge the first guy you moved."

    Attacks, Boosting, & Other Triggers    

  • You only get one attack when making a countercharge, regardless of how many initials you normally have.
  • The charge attack damage is only boosted if the Countercharger moved 3" or more, as with a regular charge.
  • Countercharge occurs outside of activation so you can't spend fury/focus to boost a countercharge attack, nor buy additional attacks afterwards, not trigger stuff that only happens during your Combat Action (like Berserk).
  • Even if you trigger Countercharge during your own activation, for the duration of you resolving the CC it "no longer counts" as being in your activation. (Infernal Ruling)

    After the Countercharge    

  • The countercharging model cannot use any abilities that trigger on "during activation" or "during combat action" (such as Sprint), as Counter Charge is not an activation. (Locked thread)

    Other interactions    

  • Countercharge during your own activation (Countercharge vs Admonition etc) ( Edit )
    • You can trigger Countercharge during your own activation, but only if an enemy model moves during your activation. For instance, you move towards a model who has Admonition and they trigger that to try to move away. (You do a normal move, they trigger admonition and move, you trigger countercharge from their admonition-move.)
    • However countercharge always counts as being out-of-activation, no matter when you trigger it. (Infernal Ruling)
    As a result, you can't trigger only-during-activation effects (such as Critical Shred & Sustained Attack).
    • On the other hand, you can potentially get two charge attacks (one for your normal charge, one for the counter charge). (Infernal Ruling)
      This ruling still applies even after the 2018.07 update (Infernal Re-ruling)
  • Countercharge plus Admonition
    • If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
  • Countercharge Inception
    • If a model [A] has Countercharge, and it charges an enemy model [B] that has Countercharge and Admonition, then ...
      • Model [A] charges and triggers CC and Admo on [B]
      • Model [B] Admo moves but before it can resolve its own CC, it triggers CC on [A]
      • You now have two models that have triggered CC simultaneously. So the Active player gets to resolve their one first.
  • Assault vs Countercharge ( Edit )
  • Countercharge & Cavalry ( Edit )
    • A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).

Rules Clarification : Castigate - None yet. (Edit)

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Rules Clarification : Chasten      (Edit)

  • Anti-Upkeep vs a unit (Edit)
    • If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
    • It doesn't matter if the target is in formation or not. (Locked thread)
    • However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)
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Rules Clarification : Cleansing Fire      (Edit)

  • On a critical hit, all models in the AOE suffer continuous fire, otherwise none do.
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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)

Rules Clarification : Inviolable Resolve - None yet. (Edit)
Rules Clarification : Sacrosanct - None yet. (Edit)