Helga on Wheels

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Minion Logo.jpg Helga on Wheels

Minion Farrow Warlock

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

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

Don’t ever tell Helga that she’s not fast ’cause then she’s gonna get real busy killin’ and maimin’ to prove to you that she is.

Basic Info

Helga2
Missing Info
Helga2.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 7
STR 8
MAT 7
RAT 6
M.A. N/A
DEF 14
ARM 17
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 18
F. Field N/A
WJP {{{wjp}}}
WBP +28
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Riot Quest - Although this model has rules which allow it to be played in Warmachine and Hordes, it was primarily designed for the Riot Quest boardgame. RQ is set in an alternate and/or future timeline where the Infernals won the war. Some of the RQ models are slightly more goofy than their WMH equivalents.

Minion - In a 2+ caster game, she can work for Skorne, Legion, Circle, or Trollbloods.

Warlock - All warlocks 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.

Farrow Warlock - This model can only have Farrow warbeasts in its battlegroup.

Feat: Highway to Hell

Helga immediately casts Engine of Destruction without spending fury. Additionally, when a friendly Faction model in Helga's control range hits one or more enemy models with an attack during its activation, at the end of its activation the attacking model can make a full advance. The affected model cannot be targeted by free strikes during this movement. Highway to Hell lasts for one turn.

Abilities

  • Cavalry symbol.jpg Cavalry
  • Pathfinder symbol.jpg Pathfinder
  • Tough symbol.jpg Tough
  • Exhaust Fumes - When this model advances during its Normal Movement, for one round other friendly Faction models gain concealment while within 3" of this model.
  • Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.
  • Wild Ride - Warbeasts in this model's battlegroup and friendly Meat Threshers gain Cavalry, Pathfinder, and Reposition [3"]. When an affected model makes an impact attack, that attack has a base POW equal to its STR. The melee range of impact attacks is 0.5". Affected models do not gain Mount attacks from Wild Ride.

Weapons

Spiked Bat
Sword icon.jpg  RNG   POW   P+S 
1 5 14
Bike Chain
Sword icon.jpg  RNG   POW   P+S 
2 3 11
  • Chain Weapon symbol.jpg Chain Weapon
  • Pull - If this model hits an enemy model with an equal or smaller base with a basic attack with this weapon, immediately after the attack is resolved the hit model can be pushed directly towards this model until it contacts a model, an obstacle, or an obstruction.
Mount
Mount icon.jpg  RNG   POW 
0.5 12

Spells

COST RNG AOE POW DUR OFF
Battering Ram

2 8 - 12 - Yes
An enemy model hit by Battering Ram can be pushed 3" directly away from the spell's point of origin.
Battle Host

2 SELF CTRL - Upkeep No
Warbeasts in the spellcaster's battlegroup beginning their activations in its control range gain +2" movement when advancing as part of their Normal Movement. The spellcaster gains +2 ARM while one or more warbeasts in its battlegroup are within 3" of it.
Engine of Destruction

2 SELF - - Turn No
The spellcaster gains +2 SPD, +4 STR, and +4 MAT for one turn.
Primed

2 6 - - Upkeep No
Target friendly Faction warrior model/unit (1) gains +2 to melee attack and damage rolls, (2) but suffers -2 ARM. (3) If an affected model is disabled by an enemy attack, center a 3" AOE on it and remove that model from play. Models in the AOE are hit and suffer an unboostable POW 14 blast damage roll.
Rapport

2 6 - - Upkeep No
(1) Target warbeast in the spellcaster's battlegroup can use the spellcaster's MAT and RAT in place of its own. (2) When checking to see if the affected warbeast is in its controller's control range, double the range.

Theme Forces


Thoughts on Helga2

Helga2 in a nutshell

Helga is a fast hit-and-run warlock who turns both her warbeasts and Meat Threshers into cavalry. She is thus the best reason known to play the Meat Thresher, and with Battle Host she speeds up her battle group to hit first.

Rapport, Engine of Destruction / Primed and being cavalry can make some scarily accurately Warbeasts. Primed and Primal stack nicely for a +3 swing on attack and damage rolls, just don’t expect to get the beast back afterwards.

If you like hit and run Warlocks you can’t really go wrong with Helga2, her spell list and toolkit of abilities isn’t as powerful as Arkadius despite having a similar battle plan, but having access to a theme he isn’t allowed in with a plethora of support options and having some minor support options outside of her battlegroup gives her a very healthy way to differentiate herself.

Feat Thoughts

At first glance, her Feat may appear weak, because she is a battlegroup caster who already gives her entire battlegroup Reposition, but it's still useful. You effectively getting a bigger Reposition Move and - which is very important - you are free strike immune during that movement. Models such as J.A.I.M.s & the Void Archon really like the bonus move. Also notice that it only says ‘hits an enemy with an attack’ so models like the Wolf with No Name or Eilish1 can shoot or use a magic attack then move back to safety, even attacks that don’t deal damage like Dhunian Knots puppet strings benefit. The Feat also should be used to go in and destroy something with herself basically for free, because she casts Engine of Destruction for free and with that gets a Super Sprint of 9 Inch after hitting something, which helps her going to safety again. Her own Impact on the Board should never be underestimated and often you will find her killing a heavy by herself.

Spell Thoughts

  • Engine of Destruction is a threat - SPD 9, MAT 11, POW 18 is a significant threat. Smart opponents won't let their casters in 13" of her, so you seldom actually get the assassination. But she can do work, and it works for control.
  • Battle Host is her core spell. +2" for the battle group in addition to Reposition 3 and Cavalry works really well for hit and run. It also makes her more survivable with the +2 ARM Bonus, so always keep a Beast near her.
  • Primed is a really nice spell overall, finding the right target for it is the challenge. Casting it turn 1 is ill advised as the negative points come into play a lot earlier than the benefits. Is primarily meant to be cast on a work piece model late in the game when you want to go for an assassination. Alternatively you can cast it on a cheap Jam-Unit and just run it into Melee with you Opponent, letting him face the Dillema of either killing your Infantry and getting Auto-Hit by POW14 3 Inch AOEs, or doesnt kill this Models at all.
  • Battering Ram is a zap with a secondary effect, and kills incorporeal models. With 3 upkeeps you probably won’t be able to cast this safely.
  • Rapport stacks with Engine of Destruction and allows a War Hog or similar to become Mat11 and play away from the main body of the army. On the approach this can also be a good spell to put on a Gun Boar as it will enjoy the +1 Rat on its activation shot, counterblast and if you really commit to it a ancillary attack from Targ

Drawbacks & Downsides

  • She's a hit-and-run warlock that can be mistaken for a fast assault one. If you want fast assault play Dr. Arkadius instead.
  • Her feat doesn't do that much for models that already have Reposition.
  • 3 upkeeps makes it difficult to cycle Primed or Rapport without leaving her prone to assassination.
  • The only defence she offers her army is concealment in quite a small area.

Tricks & Tips

  • Don't forget the boosted attack rolls on the charge for being cavalry.
  • If your battlegroup warbeast is SPD 5 or lower don’t run turn 1. Instead use a trample as you will move slightly faster ( Run = 5 + 5 vs Trample = 5 + 3 + 3 reposition)

List Building Advice

Strategy

hit fast, hit accurately, reposition or sprint to safety to avoid as much of the counterpunch as you can. Attrition based adversaries will be your bane of your army you need to be confident you can wear down your opponent in 1 or 2 alpha strikes.

Theme Thoughts

    Thornfall only options    
Besides Primed, Helga does nothing for Farrow infantry as she does not help with their biggest weakness; struggling at being delivered. A tiny exhaust fumes bubble doesn’t change that.

    Will Work for Food only options    
This theme gives her access to all the solos she could want. Overtake is excellent on her beasts.

  • Void Archons are excellent pieces, providing damage fixes, strong shooting and scenario presence. They are also extremely mobile under her feat as they have in build movement tricks already.
  • Gatorman Soul Slave - Arcane Assist is a very good investment for a warlock with 3 upkeep spells. But the Gatorman can only use Spell Slave on Battering Ram, which is ok.
  • Cylena Raefyll & Nyss Hunters provided you can spread them out they are theoretically good targets for Primed as they do not care about the lost armour, but thy are pricy and need delivery much more than damage buffs.
  • Swamp Gobber Bellows Crew - When you no longer need them to provide a cloud wall stick primed on them and run them in to engage.
  • Ledfoot & Tredz - Ride Along really helps her whole hit and run play style.

    Options that she can take in either theme    

  • Farrow Valkyries - Cost efficient Shield Guards are always great. Especially when you can use her feat to reposition them where you need their defensive abilities after they have done work. They can also take on Primed rather well in the late game.
  • The Wastelander a nice combat solo and also a pseudo shield guard with his Take a Bullet ability. If you place him right next to her he he can protect her while standing in Exhaust Fumes being Def19.
  • Dhunian Archons - They heal your troops and negate damage rolls on top of providing fury management.
  • Meat Thresher 4 attack dice on the charge vs infantry, impact attacks and reposition 3 are all great buffs to a very fun model. She indeed runs them better than any other caster, but that still doesn't mean much given how much of a point sink they are.

    Vengeance of Dhunia only options    
Getting a free animus a turn and access to a wider range of Warbeasts is really great for Helga access to troll infantry gives you more primed targets.

  • Krielstone - struggles to keep up with Helga2 but an armour boost is still great. Helga can probably spare 1 or 2 fury turn 1 as casting Primed first turn isn’t a great idea.
  • Dhunian Knot - a Req option that allows for some key re-rolls which makes crits pretty easy to trigger with cavalry on the charge.
  • Dire Troll Brawler - She gives him everything he wants - Pathfinder, a Hit-Fix for his Charge Attack and a really scary (for a Troll Heavy) Threat-Range of 14 (Battle-Host + Rush), potentially even 16 if you add Boomhowler 3 to that Mix. Giving it Rapport is also hilarious.
  • Troll Basher - It hits astoundingly hard for a light and thus takes very well to buffs. With the boosted Cavalry charge it's crit stagger is also much more likely to go off.
  • Sea King - I threatens 16" under Battle Host and Rush and Rapport and Wild Ride puts it at MAT 11, RAT 6 with boosted charge attack rolls.
  • Pyg Burrowers - Excellent Primed Targets, because they pop up in enemy lines and threaten either POW 14 free strikes or POW 14 blast damage if they are killed.
  • Pyre Troll - A handy-dandy damage fixer that loves Repo.
  • Troll Axer - Rush for when you want to fling beasts at breakneck speed.

Battlegroup

  • Battle Boar and Razor Boars boosted charge attack rolls (From being Cavalry) help out a mat5 beast with only melee attacks the most.
  • The War Hog becomes a absolute wrecking ball under Rapport, Engine of Destruction and boosted charge attack rolls - if you miss at Mat 11 with 3 dice you need new dice.
  • Gun Boar not essential but Rapport is useful on this model turn 1 and 2 before you charge in. The Rat bonus also works on the counterblast shot.

Starting a 25 point Brawl list

In 2021.04 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Vengeance of Dhunia

Helga on Wheels: [+28 WBP]
Gudrun the Wasted: [Free] (5 pts)
Dez & Gubbin, Dynamite Duo: [5 pts]
Farrow Sapper: [3 pts]
Farrow Valkyries: [8 pts]

Total RRP: USD $224 (based on PP's online store prices 2021.06)

For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

  • Released 2020.02

Other Minion models

Minion Logo.jpg       Minion Index       (Edit)
Farrow Warlocks (Edit)
Warlocks Azazello1 - Arkadius1 - Carver1 - Helga1 - Helga2 - Midas1 - Sturm & Drang1
Lesser Warlocks Rorsh


Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager | Midas only: Boneswarm
Heavies Road Hog - War Hog
Gatorman Warlocks (Edit)
Warlocks Barnabas1 - Barnabas2 - Calaban1 - Jaga-Jaga1 - Maelok1 - Rask1
Lesser Warlocks

Barnabas0 - Underchief Mire - Wrong Eye


Gatorman Warbeasts Edit)
Lights Boneswarm - Bull Snapper - [Underchief Mire only: Swamp Troll]
Heavies Blackhide Wrastler - Blind Walker - Ironback Spitter - Swamp Horror
Gargantuans Dracodile
 
Units, Solos, & Battle Engines
Warlock attachments Targ - Gatorman Soul Slave
Units Farrow

Farrow Bone Grinders - Farrow Brigands - Farrow Commandos - Farrow Razorback Crew - Farrow Slaughterhousers - Farrow Valkyries

Gatorman

Boil Master & Spirit Cauldron - Bog Trog Ambushers - Croak Raiders - Croak Trappers - Gatorman Bokor & Shamblers - Gatorman Posse - Gobber Bellows
Special WA: Void Leech

Unaligned

Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea

Solos Farrow Agata, Queen of Carnage - Farrow Sapper - Maximus - Rorsh & Brine - Targ
Gatorman

Barnabas0 - Bog Trog Mist Speaker - Bog Trog Trawler - Bone Shrine - Croak Hunter - Flugwug the Filcher - Gatorman Husk - Gatorman Soul Slave - Gatorman Witch Doctor - Kwaak Slickspine & Gub - Longchops - Underchief Mire - Wrong Eye & Snapjaw

Unaligned

Alten Ashley - Boomhowler2 - Boomhowler3 - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Death Archon - Dhunian Archon - Efaarit Scout - Eilish Garrity, the Occultist - Feralgeist - Flubbin1 - Flubbin2 & Dreyfus2 - Flugwug the Filcher - Gobber Tinker - Gremlin Swarm - Gubbin1 - Gubbin2 & Dez2 - Gudrun1 - Gudrun2 - Hermit of Henge Hold - Hutchuck, Ogrun Bounty Hunter - J.A.I.M.s - Kogan the Exile - Lanyssa Ryssyl, Nyss Sorceress - Ledfoot & Tredz - Malvin2 - Orin Midwinter, Rogue Inquisitor - Ogrun Bokur - Raluk Moorclaw, the Ironmonger - Primal Archon - Pyg Tank - Saxon Orrik - Scythe - Swamp Gobber Chef - Swamp Gobber River Raiders - Thamarite Advocate - The Wastelander - Thrullg - Totem Hunter - Tubbin - Viktor Pendrake - Void Archon - Weird Wendell

Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
Independent Warjack Malvin1 & Mayhem1
 
Minion - Theme Forces
Minion Faction Themes (Edit) The Blindwater Congregation - The Thornfall Alliance - Vengeance of Dhunia - Will Work for Food
Unlimited Minions themes(Edit) Disciples of Agony (Skorne) - Oracles of Annihilation (Legion) - Secret Masters (Circle)
This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

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. 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.


RC symbol.png

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).
RC symbol.png

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.
RC symbol.png

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

Mount Weapon
  • Although the core rulebook specifies mount weapons have 0.5" range, this doesn't "overwrite" models that have a longer mount range listed on their card. (Infernal Ruling)
  • Mount Weapons are melee weapons. (Infernal Ruling) This means:
    • Mount Attacks can benefit from any buffs that affect "melee weapons" (such as Acidic Touch and Elasticity) or "melee attacks" (such as Battle Lust).
    • Mount Weapons can be used to make free strikes.
    • If the model doesn't have any regular melee weapon (such as the Gun Carriage) then it does have a melee range, can engage enemy models, and can make free strikes; anyway.
    • Despite being a melee weapon, you cannot use a Mount's special attack on the same activation you charge. (Infernal Ruling)
      • Exception: If you have Trampling Hooves, because that allows you to make charge attacks with your mount when you charge.
  • Mount attacks will trigger "Melee attack" stuff like Battle Wizard.
  • You can purchase additional attacks with your Mount Weapon. (Infernal Ruling)

Impact Attacks - Movement

  • Impact Attacks "pause" your charge move, and as such don't normally trigger "ends an advance" abilities (such as Countercharge).
    • The exception is if your Impact Attacks include your charge target, then you have to end the charge movement and turn to directly face the charge target before rolling any dice. In this case, stuff like Countercharge will get triggered before you get to roll your Impact Attacks.
  • You cannot "pause" in an illegal position to carry out Impact Attacks. For instance: a Pathfinder cavalry model pausing halfway over an obstacle; a flying cavalry model pausing while it 'overlaps' other models; or any cavalry model pausing halfway through an Incorporeal model.

Impact Attacks - The attack(s)

  • You resolve stuff that occurs "after the attack is resolved" (such as Battle Wizard) before continuing with your charge movement.
  • If you have an ability that boosts your "first" melee attack (such as Stir the Blood), then only one attack will be boosted even though you're making multiple simultaneous attacks.
  • If you choose to make any impact attacks, you make all attacks against all models in the Mount's melee range (even friendly models).(Infernal Ruling)
  • Impact Attacks cannot be boosted, refer core rulebook.
  • You cannot buy additional attacks while resolving Impact Attacks. Additional attacks can only be bought during your Combat Action, after resolving your initial melee attack(s) / special melee attack.

Impact Attacks - Other

  • You cannot use "any time" abilities while resolving Impact Attacks. Because Impact Attacks occur during movement; and you can only use 'any time' abilities before moving or after moving, but not during movement. (Infernal Ruling)
    • Exception: If your Impact targets 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.

Cavalry unit

  • If you have a unit of Cavalry, charge them and do impact attacks, remember you interrupt movement to do impacts, but you have to resolve all movements before doing any charge attacks. So for example it would go:
    • Cavalry model A charges enemy X, and contacts model M. Stop and make impact attacks against M. Then continue movement to X.
    • Cavalry model B charges enemy Y, and contacts model N. Stop and make impact attacks against N. Then continue movement to Y.
    • Cavalry model C charges enemy Z, and contacts model O. Stop and make impact attacks against O. Then continue movement to Z.
    • Resolve model A's charge attack vs X, B's vs Y, and C's vs Z. (This can be done in any order, as per normal)

Other interactions

  • Cavalry model with no melee weapon
    • If you have a Mount weapon but no regular Melee weapon (such as the Efaarit Scout), you can still declare a charge. (Locked thread)
    • You can make Impact Attacks along the way.
    • Once you get to the charge target, however, you can't make a melee attack against it. Because you can't use the mount weapon for a charge attack, due to the way the Cavalry rules are written. (Unless you have a rule like Trampling Hooves.)
    • If you don't charge, the mount attack can be used as an initial melee attack.
  • Countercharge & Cavalry ( Edit )
    • A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
  • 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.
  • Flight on a Cavalry model (Edit)
    • Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
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Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Exhaust Fumes - None yet. (Edit)

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Rules Clarification : Farrow Warlock      (Edit)

  • This model cannot take control of wild non-Farrow warbeasts.
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Rules Clarification : Reposition      (Edit)

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

  • If you're going to play this caster, you should really brush up on the Cavalry rules.
  • Affected models can make Impact Attacks even they don't "technically" have a Mount weapon. (Infernal Ruling)
  • You can't spend focus/fury to boost Impact Attacks. (Locked Thread)
  • See also the Rules Clarifications for Pathfinder, Cavalry, and Reposition


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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 : Brain Damage - None yet. (Edit)

Rules Clarification : Chain Weapon - None yet. (Edit)

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Rules Clarification:  : Drag , Pull, and/or Catch     (Edit)
(Click Expand to read)

Timing
With respect to the Attack Sequence:
  • Pull is resolved at Step 12.
  • Enemy effects (such as Retaliatory Strike or Enliven) are resolved at Step 13.
  • Drag and Catch are resolved at Step 14.


Ranged Attack Damage (Drag and Catch only)

  • If a model is destroyed by the ranged attack, Drag/Catch does not trigger.
    • Corpse tokens, soul tokens, and etc will be generated from the model’s original position.
    • Sicne it doesn't trigger, you won't get the free melee attack from Drag/Catch (even if there's something different already in your melee range).


The Movement

  • You cannot Drag/Pull/Catch models with a larger base size than you.
  • The movement is a Push effect, which is involuntary movement.
    • It is not an advance and will not trigger stuff like Countercharge.
    • They won't take free strikes because it is involuntary movement.
    • They will take damage from any hazards they're pushed through/into (such as Scathers).
  • You can drag your target through Incorporeal models, if there's enough space on the other side, because the rules for Incorporeal specifically allow this. (If there's not enough space, the push will stop on the far side of the Incorporeal model.)
  • You cannot drag models through Curse-of-Shadows-ed or similar models, because those rules refer to "models can advance through this model" and a push is not an advance.
  • You may drag models that you are already in melee with. However most models can't shoot while in melee, so this is pretty much limited to the Prime Axiom and Galleon (see the corner-case scenarios, below).
  • If you get to trigger Drag/Pull/Catch on a free strike (mostly just Pull), the moving model will never get out of your melee range. They have to keep advancing out and being pushed back until either they run out of movement, or you fail a free strike. (Infernal Ruling)
  • 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)
    • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)


The Free Melee Attack(s) (Drag and Catch only)

  • If the target model doesn't end up in melee range (whether because the ranged attack killed it outright, or something blocked the drag movement) then you don't get a free melee attack and don't get the option to buy additional melee attacks.
  • If the dragged model can't be targeted by melee attacks, you may not make your free drag attack and don't get the option to buy additional melee attacks. (Infernal Ruling)
  • For both of the above two cases, you may still complete your initial ranged attacks and buy additional ranged attacks as per normal (if you have more guns and/or Reload).
  • You may make the free melee attack against models that "cannot be pushed" (assuming you're in melee range already). The "After the model is moved" is a timing clause, not a conditional clause.
    • To pull this off, you need an ability that allows you to make ranged attack while you're already in melee, so is pretty much limited to just Colossals and/or models attacking objectives.
  • After using Drag/Catch, the attacking model may make a single melee attack without spending focus. (So Black Ogrun can make a single melee attack.)
  • After doing the free attack, you may buy additional attacks if you have a method of purchasing them. Models with Drag but no focus/fury (such as Black Ogrun) can't buy additional attacks (despite what is implied by the rule on their card) - it's just a standarised wording for Drag.


More corner-case Rules Clarifications

  • Models that can make Ranged Attacks while in melee
    • This section is pretty much limited to the Prime Axiom and Galleon who, thanks to being Colossals, can continue to shoot after dragging something into melee with themselves. It can also apply to any model shooting at a "can never be in melee" model (eg Scenario objectives).
    • When you start your activation, you still need to choose either 'initial ranged attacks' or 'initial melee attacks'. If you choose melee attacks, then you will never get to shoot your Drag weapons.
    • If you shoot a Drag weapon you need to resolve the drag move and the free melee attack, but afterwards you're still in "shooting" mode. The best way to think of it is it's "interrupting" your normal ranged attacks and after resolving it, you go back to completing your initials. So it might go:
      • Shoot the Drag weapon.
      • Drag the enemy closer.
      • Resolve the free melee attack.
      • Drag resolved. Now you finish shooting the rest of your weapons.
    • Once you've completed all your initial ranged attacks (and any free drag melee attacks) then you have the option of buying additional attacks (ranged if you have Reload, melee otherwise.
    • However, if you get overexcited and start buying melee attacks after the free drag one then you don't get to finish shooting the rest of your weapons.
    • This is because shooting the rest of your guns is completing your "Initial Ranged Attacks" but by buying melee attacks you have jumped ahead to "After Initial Attacks" (refer first sentence of "Additional Attacks" pg 36 of Prime).
  • Black Spot + Drag or Catch
    • If you trigger Drag/Catch, then any attacks you get from Black Spot can be either ranged or melee, your choice. (Infernal Ruling)
This combo can lead to an infinite number of attacks, but it depends on your dice.
  • Case A (Fail): Make initial ranged attack, destroy the target with the ranged attack.
Drag does not trigger.
Black Spot does trigger, and the free BS attack must be a ranged attack because you don't have any rule that gets around the core rule "models cannot make both ranged and melee attacks during the same activation" (unless you have Dual Attack).
The free BS attack cannot generate any more free BS attacks.
  • Case B (Success): Make initial ranged attack, damage the target with the ranged attack.
Drag triggers, and now you have gotten around the core rule about mixing attack types. (Infernal Ruling)
Destroy the dragged model with a melee attack, and trigger Black Spot. The free BS attack can be either ranged or melee.
So you make a ranged attack and try to Drag another one to restart the sequence.
Theoretically, if you keep managing to damage + Drag targets with the free ranged attacks, and destroy + Black Spot them with the free melee attacks, you never run out of free attacks.
  • Dual Attack & Drag ( Edit )
    • This is pretty-much limited to just the Prime Axiom under Syntherion, or the Swabber, Galleon or Prime Axiom under Aurora2
    • If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
    • If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
    • If you didn't charge then ... just go nuts. There's no restrictions that I know of.
  • Assault & Drag ( Edit )
    • You determine whether a charge was successful or not before making the Assault attack.
    • If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
      • It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
      • You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
      • Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
      • You won't be able to purchase additionals (because your activation ended).


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Rules Clarification : Knockdown      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.

Rules Clarification : Grinding Wheel - None yet. (Edit)


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Rules Clarification : Battering Ram      (Edit)

  • 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)
    • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)

Rules Clarification : Escort and/or Battle Host - None yet. (Edit)
Rules Clarification : Engine of Destruction - None yet. (Edit)

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Rules Clarification : Primed      (Edit)

  • You don't halve the POW. It already is blast damage.
  • If you have Tough and Primed, both trigger and resolve on disabled and you get to choose which one to resolve first. If you resolve Tough first and succeed, you're no longer disabled and can no longer resolve Primed.
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Rules Clarification : Rapport      (Edit)

  • Stacks with Extended Control Range, quadrupling the effective control range (Infernal ruling)
  • Using the MAT/RAT is always optional.
  • Buffs that improve the caster's accuracy but not their MAT/RAT do not flow down to the warbeast. For instance: if the caster is MAT 8 and gets +1 to hit from Veteran Leader, the warbeast is only MAT 8.
  • Primal plus Rapport (Edit)
    • If a warbeast has both Primal and Rapport cast on it, then you can either:
      • Use the warbeast's MAT plus the bonus to MAT from Primal, or
      • Use the current MAT of the warlock but it will miss out on the Primal bonus.
      • (Infernal Ruling)