Grayle the Farstrider

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Circle Logo.jpg Grayle the Farstrider

Circle Wolf Sworn Warlock

A powerful scion of a family with deep roots in the ancient lines of the Wolves of Orboros, Grayle the Farstrider was trained as a Wolf until he experienced the wilding. As a druid, he has proven his worth and skill as a trusted strike force leader and an unrelenting warrior who simply does not know failure. In battle Grayle embodies the wolf and moves from target to target with vicious speed and efficiency like a predator in human form whose blades strike with the feral precision of a hunting beast.

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.

As of 2019.09, PP has removed

Basic Info

Grayle
Missing Info
Grayle.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR
MAT 7
RAT N/A
M.A. N/A
DEF 15
ARM 16
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 17
F. Field N/A
WJP {{{wjp}}}
WBP +29
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

  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
  • Side Step - When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.
  • Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, this model can immediately make a full advance, then its activation ends.
  • Tactician [Wolf Sworn] - While in this model's command range, friendly Wolf Sworn models can ignore other friendly Wolf Sworn models when determining LOS. Friendly Wolf Sworn models can advance through other friendly Wolf Sworn models in this model's command range if they have enough movement to move completely past them.

Weapons

  • Hunting Blade (x2) - 1" reach, P+S 10 melee weapon
    • Damage Type: Magical
    • Weapon Master - When attacking with this weapon, add an additional die to its damage rolls.
    • Combo Strike (★ Attack) - Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon. (Giving a total P+S = 14)

Spells

COST RNG AOE POW DUR OFF


Death March

3 6 - - Upkeep -
Target friendly Faction unit gains +2 MAT and Vengeance.
Vengeance - During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.
Gallows

3 10 - 13 - Yes
When an enemy model is hit by this attack, it can be pushed d6" directly towards Gallows' point of origin (before resolving damage).
Storm Rager

3 6 - - Upkeep -
Target friendly Faction warrior model gains +2 STR, MAT, and ARM and cannot be targeted by CRA or CMA.
Wind Blast

2 Control 5 - Round -
Place a 5" AOE anywhere in the caster's control range. It immediately removes clouds it touches, and models can't make ranged attacks while standing in it. The AOE remains in play for one round.

Feat : Darkest Night

  • While in Grayle's control range, friendly Circle models gain Stealth.
  • When a friendly Circle model in Grayle's control range destroys an enemy model with a melee attack, another friendly Circle model may advance up to 3". Only one advance per model this turn from this (and none on your opponent's turn).

Lasts for one round.

Theme Forces

Thoughts on Grayle the Farstrider

Grayle the Farstrider in a nutshell

Grayle is an infantry support warlock in a game that seems to skew towards armour. There is (unlike in Mk2) little inherently wrong with Grayle. But he does little to support warbeasts and his infantry doesn't hit hard enough to break bricks under most conditions - and circle has no problem dealing with infantry. Grayle himself, when under Storm Rager, has caught enemy casters napping via a side-step assassination.

Feat thoughts

Feat is good, with both offensive and defensive uses by providing both Stealth and extra movement. It's best to have a forward vanguard unit to help trigger the movement part of his feat to help get the slower portions of your army up the field - Wolves of Orboros and Tharn Bloodtrackers can fulfill this role. Additionally, you can use the movement part of his feat to move ranged models back after they've fired, allowing you to move and shoot.

Spell Thoughts

  • Death March is a very good upkeep which you put on a unit you expect to get mauled. It works great on models like the Death Wolves when they have Heart Tokens, really punishing enemy infantry for when the opponent fails to kill them.
  • Gallows is a good zap and threat range extender although Grayle himself is rarely in position to cast it. Taking a Gallows Grove can help, as does Morraig for the Veteran Leader.
  • Storm Rager frequently gets cast on Grayle if you want to use his Stealth to play him forward. Even if he doesn't kill everything he wants. There are several models in Circle that that love it, such as Lord of the Feast, a member of the Death Wolves, and the Tharn Wolf Rider Champion - typically models with the ability to make multiple attacks.
  • Wind Blast is a hard counter to cloud walls. You can get a lot of use out of it against shooting heavy armies, at the very least denying them an Aim bonus. It's also incredibly effective against shooting models on Huge bases, or slow shooting models in general such as the Aradus Sentinel - unless they're especially fast (usually via a movement buff), they won't be able to get out. Structures are completely helpless against Wind Blast.

Drawbacks & Downsides

  • He's a special order model.
  • He doesn't have Parry so if he messes up in combat he takes a free strike extracting himself.
  • His feat doesn't help his assassination run as he needs to activate to use it and it can only move another model.
  • He does little to protect his army.
  • One of the few Circle warlocks that can't go in Secret Masters.

Tricks & Tips

  • You have some interesting threat extenders in Gallows and the feat.
  • Remember that Death March still works if the models survive being hit, so works well on both the Skinwalkers and the Death Wolves.
  • His assassination threat range is pretty good; 10" charge + 1" swords, + 2x 2" side steps = 15"
  • To assassinate "pinball" off enemies by going almost past them, killing them, and getting the extra 2".

List Building Advice

Strategy

Grayle prefers an infantry-heavy army, as except for his feat he offers nothing for his battlegroup. He'll typically have two parts of his army; the vanguard to help trigger the movement part of his feat, and the main body that will hopefully deliver the crushing blow. His feat and Wind Blast can helps against shooting-based armies, and due to his high survivability and melee potential, makes him one of the better warlocks in Circle when it comes to the end game.

Theme thoughts

The Wild Hunt
Grayle loves this theme with the Wolf Sworn shenanigans.

  • The Death Wolves make great targets for Death March, especially if you can load them up with heart tokens beforehand via the Boil Master & Spirit Cauldron, punishing enemy infantry for failing to kill them. With Death March and Morraig, they can go to MAT 10! Additionally, individuals in the unit can make great targets for Storm Rager.
  • Warpborn Skinwalkers are tough and so love Death March. His feat can also let them dig deeper for when they use their mini-feat.
  • Wolves of Orboros love Death March because they are numerous; their speed, as well as a potential Ambushing unit, makes them good for triggering the feat.
  • Wolf Lord Morraig is an excellent Storm Rager target (as are the Death Wolves) and Grayle gains the Veteran Leader bonus while also triggering Morraig's flank.

The Devourer's Host

  • The Death Wolves fit into Devourer's Host better than Wild Hunt due to being able to start out with heart tokens.
  • Melee solos like the Lord of the Feast, Tharn Wolf Rider Champion, and the Bloodweaver Night Witch ... do something for Grayle. Generally, models able to make multiple attacks are excellent Storm Rager targets.
  • Tharn Bloodtrackers like the extra movement from Vengeance and are a large unit, as well as melee buff for triggering Quick Work. If Nualla is still alive by late game, she makes a decent Storm Rager target.
  • Ghetorix is an excellent heavy hitter independent of damage buffs and is one of the most survivable living warbeasts available to Circle. Grayle appreciates Spiny Growth for an extra layer of ARM; when combined with Storm Rager, he goes to an impressive 15/20 with Stealth.

    Minions    

  • Because so many of his abilities are in-faction only, there are few standout Minions for Grayle. However, the Bog Trog Mist Speaker provides some of the support he's lacking, and the Swamp Gobber Bellows Crew is always a cheap and useful unit to have.
  • If you're playing in Devourer's Host or are using Death Wolves, the Boil Master & Spirit Cauldron are great for loading the models up with extra hearts. Puppetmaster and Spectral Lash are also useful effects for any army to have.
  • The Primal Archon hits amazingly for a solo, is ARM 19 and is a Partisan so works really well with Storm Rager.

Battlegroup

As Grayle does little for his battlegroup, strongly consider taking independent warbeasts and those with animi that will be useful for him.

  • If you're taking ranged units, the Argus Moonhound greatly increases their shooting prowess and can remove Stealth on enemy models.
  • The Scarsfell Griffon is an independent solo-killer, and Dodge is a useful animus for Grayle.
  • Ghetorix is a powerful, survivable independent warbeast, and Spiny Growth is an excellent animus for Grayle.
  • The Gnarlhorn Satyr and Woldwatcher provide Earth's Blessing, making Grayle immune to most status and control effects.
  • Woldwarden gets Gallows, and is effectively a ranged warbeast who likes not being shot on the way in.

Other

Trivia

  • Released in Hordes: Domination (2011)
  • One of the rare people to undergo the Wilding as an non-infant/child.

Other Circle models

Circle Logo.jpg       Circle Index       (Edit)
Battlegroup & Similar
Warlocks Baldur1 - Baldur2 - Bradigus1 - Grayle1 - Iona1 - Kaya1 - Kaya2 - Kaya3 - Kromac1 - Kromac2 - Krueger1 - Krueger2 - Mohsar1 - Morvahna1 - Morvahna2 - Tanith1 - Una2 - Wurmwood1
Lessers & Attachments Druid Wilder (Attached) - Una1 (Lesser)
Light Argus Moonhound - Winter Argus - Wild Argus - Gorax Rager - Razorwing Griffon - Rotterhorn Griffon - Scarsfell Griffon - Wold Wight - Woldwatcher - Woldwyrd
Heavy Gnarlhorn Satyr - Riphorn Satyr - Shadowhorn Satyr - Feral Warpwolf - Pureblood Warpwolf - Warpwolf Stalker - Wold Guardian - Woldwarden
Brennos the Elderhorn (Satyr) - Ghetorix (Warpwolf) - Loki (Warpwolf) - Megalith (Woldwarden)
Gargantuans Storm Raptor - Woldwrath
Units, Solos, Battle Engines, & Structures
Units Druid Mist Riders - Druids of Orboros & CA - Reeves of Orboros & CA - Sentry Stone & Mannikins - Shifting Stones & CA - Stoneward & Woldstalkers - Tharn Bloodtrackers & Character UA - Tharn Bloodweavers & CA - Tharn Blood Pack - Tharn Ravagers & CA - Tharn Wolf Riders - Warpborn Skinwalkers & CA - Wolves of Orboros & CA
Brighid & Caul - Death Wolves
Solos

Blackclad Stoneshaper - Blackclad Wayfarer - Bloodweaver Night Witch - Druid Wilder - Gallows Grove - Lord of the Feast - Reeve Hunter - Primal Archon - Tharn Blood Shaman - Tharn Ravager Shaman - Tharn Ravager White Mane - Tharn Wolf Rider Champion - Una the Falconer - War Wolf - Wolf Lord Morraig

Battle Engines & Structures Celestial Fulcrum (Engine) - Well of Orboros (Structure)
Theme Forces
Secret Masters - The Bones of Orboros - The Devourer's Host - The Wild Hunt
Minions
Refer to Who Works for Whom and/or Category: Circle Orboros Minion
This index was last updated: 2019.07

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.")

Rules Clarification : Weapon Master - None yet. (Edit)
Rules Clarification : Combo Strike - None yet. (Edit)


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

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury 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 warlocks 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 Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • 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.
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Rules Clarification : Pathfinder      (Edit)

{{RC Stealth}

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Rules Clarification : Side Step      (Edit)

  • You can't trigger Side Step by hitting friendly models.
  • You can't trigger Side Step from additional attacks that you buy, or out-of-activation attacks (such as free strikes).
  • If you have multiple initial attacks, you have to step after each one. You can't "save up" all your side steps then get a single big 4" or 6" move.
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Rules Clarification : Sprint and/or Run & Gun     (Edit)

  • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
  • You can't purchase additional attacks after the move, because you can only buy attacks during your Combat Action and by definition "the end of your activation" happens after "your Combat Action".
  • Differences
    • With Sprint, you cannot trigger other abilities that also occur "at the end of activation" (such as Reposition), because Sprint includes the phrase "and then its activation ends". Click here for a detailed explanation
    • Run & Gun doesn't have this restriction.
    • Run & Gun won't trigger if you RFP the model, but Sprint will.
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Rules Clarification : Tactician and/or Operations Command     (Edit)

  • The moving model doesn't have to be in CMD range, just the model they're moving through.
  • The "can ignore for LOS" is not optional. You cannot opt to "turn off" your ability to see through models, in the hope of getting a free strike or some such. (Infernal Ruling)
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Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.


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Rules Clarification : Death March      (Edit)

  • This spell cannot be cast on independent models, only on units.
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Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
  • Vengeance is not an activation. It does not prevent the unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Out of formation models cannot make attacks.
  • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
    • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
    • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
  • Triggers
    • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
    • If a CA has Granted: Vengeance then only models in formation have it. However, models that are damaged while out of formation can trigger Vengeance, they just will not benefit from it. (Locked thread)
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Rules Clarification : Gallows      (Edit)

  • The target is pushed directly toward the point of origin, not the caster. This distinction is important if the spell is channeled.
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)

Rules Clarification : Storm Rager - None yet. (Edit)

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Rules Clarification : Wind Blast      (Edit)

  • Anti-Cloud abilities vs Burning Earth (Edit)
If you make a piece of terrain "Burning Earth" it counts as a cloud effect in addition to it's original type. This has 2 odd rulings:
  1. If any part of the terrain piece is "hit" by an ability that makes clouds expire (such as Gale Winds) then the entire terrain piece is taken off the table. (Infernal Ruling)
  2. If a model can ignore clouds but not the original terrain type, they don't ignore the terrain. For instance if you have a burning forest, then Eyeless Sight can't see through the forest. (Infernal Ruling)