Helga the Conquerer

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Minion Logo.jpg Helga the Conquerer

Minion Farrow Warlock

Having secured her vast territories through a combination of strength and cunning, Helga the Conqueror stands as one of the most formidable farrow warlords. With her great spear and shield cannon, she is a whirlwind of steel on the battlefield, and she can draw on her arcane reserves to bestow mystical strength on the warriors fighting beside her. Their every blow becomes a battering ram, capable of sending enemies flying back to shatter through walls, trees, or anything else in their way.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 15
ARM 15 / 17 (★)
ESSENCE {{{essence}}}
HP 15
F. Field N/A
WJP {{{wjp}}}
WBP +29
IHP {{{ihp}}}
(★) 17 including the Shield bonus
Warcaster 1
the Statblock

Feat: Grand Finale

When a friendly Faction model in Helga's control range hits an enemy model with a basic melee attack, instead of making a normal damage roll, the enemy model can be slammed d6" directly away from the attacking model. The POW of the slam damage roll is equal to the P+S of the attack. The POW of collateral damage rolls (if any) is equal to the attacker's STR. Grand Finale lasts for one turn.


  • Assault symbol.jpg Assault
  • Tough symbol.jpg Tough
  • Gang Fighter - When making a melee attack targeting an enemy model in the melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
  • Field Marshal [Gang Fighter] - Warbeasts/warjacks in this model's battlegroup gain Gang Fighter.
  • Set Defense - A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
  • Veteran Leader [ Farrow Valkyries ] - While in this model's command range, friendly Farrow Valkyries models gain +1 to attack rolls.


  • Shield Gun - 10" range, POW 13 ranged attack
  • Hunting Spear - 2" reach, P+S 12 melee attack



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

2 SELF - - Turn No
The spellcaster and friendly Faction warrior models activating in its control range gain +1 SPD. While in the spellcaster's control range, friendly Faction warrior models gain Parry. Dash lasts for one turn.
Defender's Ward

3 6 - - Upkeep No
Target friendly Faction model/unit gains +2 DEF & ARM. Models are not affected while out of formation.

2 10 - - Round Yes
Target warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT for one round.

2 10 - 12 (★) Yes
An enemy warbeast damaged by Muzzle cannot advance toward the spellcaster for one one round.

Theme Forces

Recent Changes

2020 - added to the Vengeance of Dhunia theme

Thoughts on Helga1

Helga1 in a nutshell

She's a combined arms caster who does good things for infantry and warbeasts alike, but wants each to support the other. Just a really nice and really fun toolbox who's probably the most entertaining beer-and-pretzels warlock in the Minions roster thanks to that feat.

She is quite strong at assassination: With Cyclone she has a 15" threat range, and Cyclone + Dash pushes it to 17" (although doesn't leave you with much fury to finish the job). Stack Gang Fighter with her feat slamming the target into a larger model means she hits at P+S 14 + 4d6. She can get the job done.

She is also quite durable: Between Set Defense, her Shield, and Defender's Ward, Helga can become impressively durable (19/19 vs charges). This can help her play much further upfield to bully enemy casters out of scenario zones ... or if they come into the zone, they come into your assassination range for the next turn.

Feat Thoughts

First off, some rules interactions:

  • A basic attack is everything except a Power Attack, Chain Attack, or Special Attack.
    • Impact Attacks are basic attacks.
    • A charge attack is a basic attack ... unless you use a (★ Attack) after charging.
  • Because it is not a Power Attack Slam
    • Base size doesn't come into it, so you don't halve the distance rolled vs models larger than the attacker.
    • You use the weapon's full P+S, not the attacker's base STR.
    • You can add weapon special rules (such as Weapon Master) to the damage roll.
  • You can add model special rules (such as Gang) to the damage roll.
  • You can boost the damage roll (and if you charged, it is auto-boosted).
  • Slam movement is resolved after the hit roll and before the damage roll.
  • You will gain an extra damage die if the target is slammed into an obstruction or equal/larger based model.

For instance, a charging (+1d6) Weapon Master (+1d6) which slams their target into an obstruction (+1d6) is going to have: Damage Roll = POW + STR + 5d6

Helga herself is a far scarier assassin on feat turn, as a smart attack angle will slam your target into something bigger (like an Efaarit Scout you ran behind them) and give you an extra damage die, making her effectively a P+S 14 weapon master. Just make sure you don't slam your target out of range to buy more attacks.

Similarly her army becomes an army of slam bots that, with clever positioning, will utterly smash the enemy army. You can also use the feat slam to move enemy models away from scenarios, out of "buff auras", out of formation, etc.

Spell Thoughts

  • Dash is Parry for all infantry and an extra inch of movement. Always useful, especially for murdering infantry
  • Cyclone is Helga's assassination spell. An extra 5"(6" with Dash) of threat range you can use either before or after you charge.
  • Defender's Ward is just an excellent defensive buff.
  • Distraction is a very useful spell for keeping enemy infantry down - you generally need to boost it to hit (and can cast it via the Gatorman Soul Slave)
  • Muzzle is a zap. You don't often use it to shut enemy beasts down but it can really mess up the day of a Gargantuan.

Drawbacks & Downsides

  • Gang Fighter looks great for beasts - but she's only Fury 6 and has little in-faction fury management so can't run big battle groups.
  • Her key weakness is actually sub par Farrow infantry, but this has been mitigated by Vengeance of Dhunia

Tricks & Tips

  • Plan your charges on feat turn so that your weapon slams maximise collateral damage and knock-downs.

List Building Advice


Unless your opponent gives you the opportunity to use your feat for an overwhelming alpha strike or scenario dominance, her main method of winning is assassination.

Theme Thoughts


She works quite well in this theme. But the infantry options pail in comparison to Vengeance of Dhunia

  • Farrow Brigands - Your primary infantry option in Thornfall Alliance.
  • Farrow Slaughterhousers - Your cheapest troops with long melee range. On feat turn they can get up to five damage dice on the charge.
  • Meat Thresher - It's debatable how good this is with Helga, but on her feat turn it's certainly hilarious.
  • Farrow Bone Grinders - Your cheapest non-zombie troops to trigger Gang Fighter, and they can increase the range of her Distraction.
  • Farrow Valkyries - She's their Veteran Leader, and each Valkyrie can each slam twice on feat turn. Helga doesn't do much to defend her army against shooting, so the shield guards are very helpful. And they are surprisingly fast thanks to the Shield Guard/Vengeance combination. so good at triggering Gang Fighter.
  • Lynus Wesselbaum & Edrea Lloryrr - just a nice utility unit.
  • Efaarit Scouts - In addition to their normal functions, they are great on her feat turn because:
    • all their impact attacks turn into slams
    • they can use their SPD and Reposition to get behind enemy models, then act as a large-based "backstop" for other models that want to slam enemies into the backstop for +1 damage die.
    Just try not to kill your Efaarit with collateral damage; they'll survive infantry slamming stuff into them, but not beasts.
  • Rorsh & Brine - Nonlinear threat is helpful when engineering slam angles for the extra damage die on Helga's feat turn. Feat turn can provide knocked down targets for Rorsh to shoot at, and it's always helpful to have more boostable guns in an assassination list.
  • The Primal Archon becomes interesting on her feat turn, because the slam movement is resolved before you trigger the Archon's Earth Shaker ability. The Earth Shaker centres a 4" AOE on the target which knocks down anyone in the template. So it is tossing bowling balls and knocking down pins.
  • Targ - Thornfall's caster attachment allows Helga to upkeep Defender's Ward for free while within 7" of her, extends the range a beast can be forced and thanks to his Butcher Knife can supply a beast with the Gang Fighter bonus when he uses Ancillary Attack on it.

    Will Work for Food    

This theme gives her access to Nyss and all the solos she could want. Gang Fighter is excellent for buffing beasts, but forces her into a combined arms play.

Several things already mentioned above can also be taken in this theme:
Meat Thresher, Farrow Bone Grinders, Farrow Valkyries, Lynus Wesselbaum & Edrea Lloryrr, Efaarit Scouts, Rorsh & Brine, Primal Archon
  • Swamp Gobber River Raiders - On feat turn they shoot, use their harpoon pistols to put themselves anywhere B2B with the enemy, and then they can make a melee attack and slam them. So you get to exactly choose the slam angle - a popular option is directly back towards your own lines. Bringing multiple sets of River Raiders makes this strategy difficult to prevent and lets you chain one River Raider slam after another to move models extreme distances or line them up perfectly for extra damage dice. Vastly entertaining and quite effective. Also cheap solos are good for setting up Gang Fighter.
  • Void Archon - possibly more movement shenanigans than the river raiders.
  • Swamp Gobber Bellows Crew - useful for more than the smoke clouds, run them to set up Gang Fighter.
  • Flugwug the Filcher - Chain Strike, jump, reposition 5, boosts available. Shenanigans especially on feat turn.
  • Nyss Hunters - A bit overpriced but probably the best of the full units available. Can reach Def16 with Defender's Ward.
  • Saxon Orrik for pathfinder
  • Gatorman Soul Slave - Provides a free upkeep of Defender's Ward, and can effectively leverage the two spells Helga is least likely to cast herself: Distraction and Muzzle.
  • Gatorman Witch Doctor Helga doesn't bring any pathfinder, so Shadow Walk is very helpful. Letting Helga fly through buildings is an entertaining bonus.
  • Totem Hunter - As with the River Raiders, Jump lets you line up precise slams or get into enemy back arcs to slam things into your heavies' threat range. The ability to jump is great for both weird angles for the slams and for triggering Gang Fighter.
  • Feralgeist - In addition to serving as 2pt incorporeal solos to contest with, Feralgeists are notable for having a melee range while incorporeal. This lets them run through other models to apply gang fighter, and makes them fairly survivable while doing so.
  • Eilish1 - Puppet Master is helpful for preventing failed assassination runs, and Unbinding helps strip arm buffs off colossals, which she otherwise can struggle with.
  • Orin1 - Arcane Vortex can provide another layer of defenses for Helga, and his always-reliable lightning bolt fries infantry. With a reach weapon and the ability to buy/boost melee attacks, he can be surprisingly effective on Helga's feat turn despite p+s 9.
  • Dahlia Hallyr & Skarath - Skarath is likely the best target for Defenders' Ward besides Helga herself. A 16/19 heavy is never pleasant to deal with and it's possible to layer star-crossed on top of that. Having a heavy with pathfinder is valuable, and Dahlia's anti-infantry orders are nice to have.
  • Brun & Lug - Helga under Defender's Ward is incredibly resilient, but vulnerable to knockdown. Staying base to base with Brun is her best way to get Steady.
  • Wrong Eye & Snapjaw - Since Helga doesn't help deliver her army, their independence is quite valuable. Star-crossed synergizes well with Defender's Ward, whether on Skarath, Helga, Snapjaw, or elsewhere.

    Vengeance of Dhunia    

The main drawcard of this theme is access to the Troll options. Having the terrain that come in the Thornfall theme and the much better Attuned Spirit buff does wonders for her.

Several things already mentioned above can also be taken in this theme:
Farrow Brigands, Meat Thresher, Farrow Valkyries, Swamp Gobber River Raiders, Swamp Gobber Bellows Crew

Troll beasts she likes:

  • Dire Troll Brawler - A MAT 8 P+S 19 heavy under Gang Fighter is quite a hoot. Troll beasts in general love the Gang Fighter because MAT 6 is quite a problem.
  • Dire Troll Mauler - The much coveted Rage animus. It's quite pricey though. And you cannot put Rage and Rush on it at the same time.
  • Dire Troll Bomber - a generally great beast. With Gang Fighter it starts to hit like a real heavy in melee.
  • Troll Axer - Rush on a stick.
  • Troll Impaler - Far Strike can be used on Helga's gun, and Follow Up can be used on feat slams, meaning it gets to advance everytime it makes an attack
  • Troll Basher - With Gang Fighter it's P+S 16 in melee. That's quite high for a cost 7 light. With Flaming Fists or Acidic Touch it hits as heard as a work horse heavy.
  • Pyre Troll - A cheap damage buff on a stick.
  • Night Troll - It has three initials and with Gang Fighter and Flaming Fists/Acidic Touch it can hit way above its weight class.
  • Swamp Troll - by no means a game winning combo but on feat turn you can punch a model to slam them for the knockdown and collateral, then pull them back in with the tongue then continue to punch the target to death. Casting Swarm turn 1 for free isn’t the worse use of Attuned Spirit either.

Non-beast Troll options:

  • Trollkin Champions - Probably the best target for Defender's Ward and Dash.
  • Krielstone - almost mandatory in any troll list the tough get tougher with the Krielstone and dash speeds it up that little bit extra.
  • Scattergunners - specifically with the UA, she does a lot to polish all of their weaknesses.
  • War Wagon - Can make use of Helga's feat for impact attacks allowing it to reliably slam enemy models in its path with Crushing Weight and Line Breaker. It also likes Defender's Ward.
  • Pyg Burrowers - Pop out from underground on feat turn and whack fools in the back.


  • Battle Boar - Primal is essential; stacking gang fighter and primal gives your beasts +4 mat and pow.
  • Road Hog - Really likes Gang Fighter to give it a better melee game. P+S 19 on a Road Hog still wrecks heavies, and the Road Hog burns things. Also Helga likes Lighting Strike.
  • War Hog - Who needs Primal? War Hogs with Gang Fighter make things very very dead. Bulldoze sometimes helps Helga with the assassination run.
  • Razor Boar - hits harder than any light, and Helga likes Countercharge. Countercharging MAT 7 P+S 14 (boosted) is pretty nice for throwing enemies off your front line - especially from such a cheap model. Proportionately it benefits the most from Gang Fighter.

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 - The Thornfall Alliance

Helga the Conquerer: [+29 WBP]
Scythe: [Free] (6 pts)
Gudrun the Wasted: [5 pts]
Farrow Sapper: [3 pts]
Farrow Slaughterhousers: [9 pts]
Farrow Valkyries: [8 pts]

Total RRP: USD $233 (based on PP's online store prices 2021.06)

For more Brawlmachine list ideas, see Category: Brawl List



  • Released in Hordes: Exigence (2014)
  • Styled like Richard Wagner's fictional character "Brünnhilde (Das Rheingold / Die Walküre)". She lost the iconic viking horns, but kept the absurd boobed armor, the spear and the braided pig tails. She's a pig, after all.

Video Battle Reports

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


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


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

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

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


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

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Rules Clarification : Feat: Grand Finale

  • "Basic Attack" includes everything except Special Attacks and Power Attacks. It does include Impact Attacks.
  • Buffs to melee attacks (such as Weapon Master, boosted damage from charging, etc) will apply to hits affected by Grand Finale. (Infernal Ruling)
  • Although the feat uses the phrase "slam damage roll", it is still a melee damage roll (so stuff like Unyielding will work vs it). (Infernal Ruling)
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Rules Clarification:  : Slam      (Edit)
(Click Expand to read)

  • General
    • If you slam someone via a Power Attack the distance they move depends on relative base sizes.
    If you slam someone via a weapon or spell, the distance they move will be as per that weapon's/spell's rules text. Sometimes it doesn't depend on base size.
    • Obstacles stop slams, but they don't stop throws.
    Obstructions stop both.
    • If three models are B2B and in a triangle formation, and you slam one toward the other two, it will contact both those two models simultaneously. (Infernal Ruling)
    • You can add model special rules (such as Gang) to the damage roll.
  • Power Attack Slam
    • You don't add any special rules on your model, unless it specifically refers to Power Attack Slam (such as Hard Head)
    • You can use an "any time" ability after resolving the slam movement but before the slam attack roll. (Infernal Ruling)
    • The range of a Power Attack Slam is irrespective of your weapon range:
      • A Power Attack Slam made by a colossal or gargantuan has a 2˝ melee range.
      • A Power Attack Slam made by any other model has a 0.5˝ melee range.
    • You can boost the damage roll.
  • Weapon Slam (ie Smite)
    • You use the weapon's full P+S, not the attacker's base STR.
    • You can add weapon special rules (such as Weapon Master) to the damage roll.
    • You can boost the damage roll (and if you charged, it is auto-boosted).
  • Dual Attack & Slam/Trample ( Edit )
Power Attack Slam and Trample combine your Normal Movement and Combat Action, and how this works with Dual Attack is:
  • Slam: You must resolve the movement, the attack, and moving the slammed model. Only then can you make initial ranged attacks.
  • Trample: You must resolve the movement, the attacks, and the free strikes. Only then can you make initial ranged attacks.
  • (Infernal Ruling)
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.
  • Collateral Damage
    • Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
      • It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
      • It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
      • It doesn't matter if the attacker has crippled weapon systems or aspects.

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Rules Clarification : Shield and/or Buckler     (Edit)

  • The only time you lose the Shield bonus is when the weapon is crippled, or if the attack originates in your back arc. (Infernal Ruling)
    • In other words, you still get the Shield bonus while knocked down or stationary.
  • You don't get the Shield bonus vs stuff originating in your back arc. This includes stuff that "leaps" off models in your back arc, such as Electro Leap. (Locked thread)
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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 : Inflict Pain - 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. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

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

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

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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.
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Rules Clarification : Farrow Warlock      (Edit)

  • This model cannot take control of wild non-Farrow warbeasts.
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Rules Clarification:  : Assault      (Edit)
(Click Expand to read)


Step 1: Declare the charge

  1. Are you in already melee? With any enemy, not just your charge target?
    • If yes, you don't get an Assault attack at all (Refer to the latest Errata). Instead it's just a normal charge.
    • If no, continue to Step 2.
  2. Note: You cannot be "in melee" with a stationary/knocked down target. Feel free to declare charges (and Assault shots) in this case.
    • You can even charge a knocked down model you're in B2B with, advance 0", and get your ranged attack and your melee attack(s).

Step 2: Move the charging model

  1. As soon as the movement is finished, determine whether it was a successful charge or not.
    • Do this before resolving anything that triggers on "Ends Movement" (like Admonition, Countercharge).
    • Do this before resolving your Assault attack.
  2. Did you make a successful charge? You get the ranged attack even though you're "in melee" (not yet though).
  3. Did you fail the charge? You will get the Assault shot anyway (not yet though).
    • Did you fail the charge, but end your movement in melee with someone different to your charge target? You get the ranged attack even though you're "in melee" (not yet though). (Infernal Ruling)
  4. Now that you've figured out whether the charge successful, you resolve "Ends Movement" effects (such as Countercharge) before the Assault attack. (Infernal Ruling).
    • If something happens at this point that changes whether a model is in/out of melee range, it does not retroactively change a failed charge into a successful charge or vice versa.
  5. If your charge was successful you may use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)
  6. If you fail your charge, you may not use "any time" abilities before or after making the Assault attack. (Infernal Ruling)
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Tip !
Assault is not a "triggered ability" and it will never trigger simultaneously with another ability that triggers/resolves at "ends movement". Instead, the other ability is always resolved before the Assault shot.

You can make an Assault shot even if you charged less than 3".

Step 3: Make the ranged attack

  1. The ranged attack is optional.
  2. Since the Assault attack is outside your Combat Action, you can only do a basic ranged attack. CRA & Special ranged attacks are only allowed during your Combat Action, you can't do them. (Infernal Ruling CRA & Special Attack)
  3. Did you move at least 3" during the charge movement? Who cares, that is irrelevant to the Assault attack!
  4. Make your ranged attack vs your charge target
    • If the charge target is already dead (which can happen when units charge) then you don't get to redirect your Assault attack vs 'someone else'. You simply don't get an Assault attack. (Infernal Ruling)
    • A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as an Assault attack. (Infernal Ruling)
    • If your ranged attacks triggers other attacks/damage that occur "after the attack" (such as Drag or Electro Leap) then those will resolve as per normal, regardless of whether you had a successful charge or not. (Infernal Ruling)
  5. Is the target in melee with the shooter?
    • If yes, then you ignore the +4 DEF bonus (as per the 3rd paragraph of "Targeting a Model in Melee" (TMM) rules)
    • If no, resolve the ranged attack exactly the same as if it were a normal ranged attack.

Step 4: After finishing the Assault attack

  1. If it was an unsuccessful charge, your activation now ends.
  2. If it was a successful charge, and your charge target is ...
    • still alive, then you get your charge attack (as per the charge rules)
    • dead, then you get your initial melee attack(s) vs anyone still in your melee range (as per the charge rules).
  3. Either way, you don't get to make more ranged attacks (other than the obvious exceptions like Gunfighter, of course).


  • Move all models in the unit before making any Assault attacks. (Infernal Ruling)
  • Make all Assault attacks before making any Charge attacks. (Infernal Ruling)
  • Each model in the unit is effectively "stalled" while you move/shoot the other models. This "stall" does not create an opportunity to use "any time" abilities. (Infernal Ruling)
  • If a trooper's target dies before they make their Assault shot, they don't get to redirect it. You just skip their Assault shot. (Infernal Ruling)
  • You cannot make Assault attacks while out of formation, as per the regular formation rules about making attacks.
  • Assault & CRA (Edit)
    • You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)


  • Warbeasts
    • Warbeasts cannot use Assault during a Frenzy. Refer to the latest errata.
  • Assault vs Countercharge ( Edit )
  • 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).

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Gang and/or Gang Fighter and/or Tag Team and/or Team Effort     (Edit)

  • You can gain the Gang bonus on free strikes, but generally only the first "Ganger" will get it.
For example, if a target is engaged by two models with Gang, when it leaves the melee range of the first Ganger it suffers a free strike with the Gang bonus. Then it leaves the melee range of the second and suffers a normal free strike.
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Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)

Rules Clarification : Set Defense - None yet. (Edit)

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Rules Clarification : Veteran Leader      (Edit)

  • Veteran Leaders don't give themselves the buff, because of the "other models within ..." clause. However, if you have two models giving out the buff, then they can give it to each other. (Locked thread)
  • If a model can get Veteran Leader from two sources (such as Vet Leader [Winterguard] simultaneous with Vet Leader [Assault Kommandos]) then the benefit does not stack. (Infernal Ruling)
  • Some versions say "friendly" and some don't. Regardless, Veteran Leader only buffs friendly models. (Infernal Ruling)

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Rules Clarification : Cyclone      (Edit)

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

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

  • Non-warrior casters (such as Skarre3) will benefit from the extra SPD, but not Parry.

Rules Clarification : Parry - None yet. (Edit)

Rules Clarification : Defender's Ward - None yet. (Edit)
Rules Clarification : Distraction - None yet. (Edit)
Rules Clarification : Muzzle - None yet. (Edit)