Kommandant Irusk

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Khador Logo.jpg Kommandant Irusk

Khador Warcaster

Mk4 icon.png
Prime
This model is available in one Prime Army, Armored Korps. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

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

Kommandant Gurvaldt Irusk was born to make war. Irusk’s meteoric rise to power is the product of sheer determination, devotion, and strategic brilliance. His instinctive grasp of tactics allows him to see weaknesses where others do not, his commanding presence inspires his soldiers to greatness, and his innate magical capabilities enable him to exploit every situation to the utmost. His accomplishments have inspired a generation of Khadoran officers and made his name known throughout western Immoren.

Basic Info

Irusk1
Missing Info
Irusk1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 6
MAT 7
RAT 6
M.A. N/A
DEF 15
ARM 15
CMD 10
ESSENCE {{{essence}}}
FOCUS 7
FURY N/A
THRS N/A
HP 17
F. Field N/A
WJP +29
WBP {{{wbp}}}
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

Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat: Undying Loyalty

While in Irusk's control range, friendly Faction warrior models gain +2 to attack rolls and Tough and cannot become knocked down. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while in Irusk's control range, remove 1 damage point from that model. Undying Loyalty lasts for one round.

Abilities

  • Assault symbol.jpg Assault
  • Battle Plan - This model can use one of the following plans at any time during its activation. A friendly Faction model/unit can be affected by only one plan each turn.
    • March - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
    • Reveille - Knocked down friendly Faction models in this model's command range immediately stand up. Models that became knocked down this turn are not affected by Reveille.
    • Special Orders - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Reposition [3"] for one turn. (Reposition [3"] - At the end of an activation in which it did not run or fail a charge, a model with Reposition [3"] can advance up to 3", then its activation ends.)

Weapons

Sword Cannon
Gun icon.jpg  RNG   ROF   AOE   POW 
10 1 - 13
  • Reload [1] - This model can spend 1 focus point to make one additional ranged attack with this weapon during its Combat Action.
Onslaught
Sword icon.jpg  RNG   POW   P+S 
1 6 12

Spells

COST RNG AOE POW DUR OFF
Airburst

3 Control 4 8 - Yes
Target any model in the spellcaster's control range, ignoring LOS. When resolving Airburst, ignore cover, concealment, and Stealth. Models hit suffer a POW 8 blast damage roll.
Battle Lust

3 6 - - Turn No
Target friendly Faction warrior model/unit gains an additional die on melee damage rolls. Battle Lust lasts for one turn.
Grind

3 10 - 14 - Yes
When a warjack is hit by Grind, it suffers 1 damage point to its first available Movement system box.
Inhospitable Ground

3 SELF Control - Round No
While in the spellcaster's control range, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts for one round.
Iron Flesh

2 6 - - Upkeep No
Target friendly Faction warrior model/unit gains +2 ARM and Blast Resistance. Models are not affected while out of formation.
Blast Resistance - A model with Blast Resistance gains +4 ARM against blast damage.
Superiority

2 6 - - Upkeep No
Target friendly Faction warjack gains +2 SPD, MAT, and DEF and cannot become knocked down.

Theme Forces


Thoughts on Irusk1

Classic Sculpt

Irusk1 in a Nutshell

A peerless tactician, Kommandant Gurvaldt Irusk exemplifies the notion of a classic military general. Under his stern command, Khadoran troops perform amazing feats with the crispness and precision comparable to a skilled conductor leading an orchestra to harmonic excellence. Irusk is a midfield infantry support warcaster with tools for any occasion, and a penchant for direct intervention on his own behalf.

Irusk supports warriors like no other Khadoran warcaster. Between his Battle Plans, feat and most of his spells he works wonders with almost any infantry-centric Khadoran army. Whereas Gurvaldt would become more of a strategist later on in his career, pre-Northguard Irusk is far more of a tactician, micro-managing specific models and units to do exactly as he requires. This means he needs to stay close to the action to function optimally, and this can be a risky undertaking. Like his protegé Kommander Andrei Malakov would come to emulate, early Irusk plays close to danger to actually use his March and Special Orders plans. He's no combat warcaster by any means but is perfectly capable of assassinating targets of opportunity when he (perhaps) Assaults with his Reloadable Sword Cannon shots, and his Airburst and Grind spells. He has decent DEF and ARM, but he should really be protected by a cohort of warriors crowding around him to benefit from his feat and Inhospitable Ground spell.

Irusk heavily skews his attention to his army, but he does still have a battlegroup to consider. He prefers 1-2 warjacks that don't require a lot of attention on his part, and at least one that works well with Khador's best warjack-buffing spell: Superiority. Superiority prefers to be cast on melee-centric warjacks but even without exploiting the MAT buff it's quite the spell.

Feat thoughts

The defensive parts of Irusk's feat are a potent combo. If you're not already familiar with it, the "Tough + no knockdown" combo is very useful, not so much because it infinitely increases the odds of surviving a second attack but more because it removes all the normal downsides of passing a Tough check - you still threaten free strikes and can charge normally next turn. Let alone the fact that Irusk gives out "super tough". Just keep an eye out for Anti-Tough abilities.

Generally speaking, the more warriors you cram into Irusk's control range the better, for this feat. Just make sure you pick ones that can operate well when they're bunched up, and won't trip over each other.

But don't ignore the offensive part of the feat, the +2 to hit. The easiest way to use it is to build a gun-heavy list, get some good shots in on feat turn, then take the counterpunch on the chin. If you go melee heavy, you need to watch you don't accidentally charge outside his feat range and lose the bonus. Also, don't forget the +2 applies to spell attacks, including any spells that Irusk casts post-feat.

Don't use the feat too early. Vs a high DEF enemy it can be worth letting your forces suffer some casualties before popping your feat, launching a brutal attack with your pumped-up troops, who are now very resilient to enemy counter-attack.

Note that his feat doesn't stack with Tough. That is, a multi-wound model that passes a Tough check only heals 1 hitpoint under his feat, not two hitpoints.

Spell thoughts

He'll almost always be upkeeping Iron Flesh and Superiority, leaving you with 5 focus to spend at your discretion. Inhospitable Ground is his spell of choice for denying enemy charges, and Battle Lust is best cast the turn after to maximize the effect of the alpha strike you've (hopefully) teed yourself up for using Inhospitable Ground and Special Orders. Battle Lust is the only way Irusk directly increases his warriors' damage output, and it only works on melee attacks. Battle Lust is worth its cost, so--while you can build almost any infantry-centric list with Irusk--it pays to have a specific unit in mind for it when building your army. If you build your force with a unit to benefit from Battle Lust and a warjack to benefit from Superiority you're well on your way to dominate the battlefield.

  • Airburst: Its low POW, and the fact that numerous units are (or can be) immune to blast damage, first make this spell seemingly lackluster. However, it nullifies most of the ranged defense tech and can effectively threaten squishy, elusive models. Supporting solos (like Mechaniks or Beast Handlers) and CRA-capable ranged combatants, (like Long Gunners or Blighted Nyss Archers) are all available targets. Its high FOC cost restricts spamming, but it can become very handy in certain situations. You can also center it on your warjacks to clear jamming infantry as its low POW is unable to harm most of the Khadoran ARM.
  • Battle Lust: Works wonders on hard hitting units, making them psuedo-Weapon Masters for the turn. Even weaker troops -such as the 'lowly' Winter Guard Infantry- become sudden melee threats (even more so with Joe giving them a much-needed strength buff). It's best on models that can make multiple melee attacks in an activation like the Great Bears, Iron Fang Uhlans making impact attacks and even Kayazy Eliminators in a pinch.
  • Grind: You will rarely have the focus to spare for this only-decent spell, but if you can cripple a warjack's last Movement system box, go for it. You'll only use it in ranged duels if the enemy has means to negate your ranged attacks, or have shield guards nearby, as your Sword Cannon is far better for that task.
  • Inhospitable Ground: Depending of your enemy's forces, this spell's effect can range from "a minor inconvenience" to "completely and utterly broken". Very effective in scenarios where the zones are close to each other, where you can severely limit your opponent's options.
  • Iron Flesh: Khador's premier warrior support spell, which synergizes very well with nearly any infantry unit. It makes the tough (like Man-o-War units) even tougher, while blast immunity will counter the squishy units' (like Kayazy Assassins) vulnerability to AOE attacks.
  • Superiority: Khador's premier warjack support spell, it makes any warjack better, and is worth juggling between 'jacks when you have the focus to spare.

Drawbacks & Downsides

  • With Battle Plans he must play closer to the front lines than with upkeep spells, and without a body guard with Countercharge or Shield Guard or an ability like Sacrificial Pawn, he's vulnerable to assassinations.
  • If he loses too much of his forces he can't finish a battle by himself.
  • Expensive spells can burn his focus reserve pretty fast, and make him vulnerable to Lamentation.

Tricks & Tips

  • Don't forget about Irusk's skill with the Sword Cannon. 2 POW 13 shots can seriously hurt squishier casters and warlocks, while assaulting with full stock can be deadly if the target was knocked down or stationary.
  • Absolutely positively keep Irusk away from Eiryss' Disruptor Bolt!

List Building Advice

Strategy

Getting the most out of Kommandant Irusk is all about infantry, infantry and more infantry. He's not fast enough to keep up with Khadoran cavalry and battle engines and his abilities dictate you treat him as the center of a large infantry formation advancing steadily upfield.

Few excel in the attrition game as Irusk does. Between his Battle Plans on the one hand and Inhospitable Ground on the other he's a master at dictating engagements on his terms. Iron Flesh and Undying Loyalty give him the breathing room he needs to set the pace of the battle before closing things with a melee attrition brawl. His typical approach is to steadily advance his army forward and deny the opponent a good first hit. It's very difficult to slow his army down and when it closes the distance Irusk shifts to supporting a powerful charge with Battle Lust, and taking out support models with Airburst.

Irusk wants to stay relatively close to the action for a support 'caster and his toolkit dictates you move him up in the center of a large infantry formation that can reliably protect him. Your points should be going towards fielding the biggest army possible rather than a big battlegroup and he benefits a lot from a retinue that can protect him from assassinations.

He can slow down the enemy with Inhospitable Ground, can eliminate annoying solos with Airburst, and support his troops with Iron Flesh and his 'jacks with Superiority. Later, he can go on the offensive, putting Battle Lust upon a key unit, and back them up with his feat. His battle plans are a bit situational, but can pull out the fangs of various enemy tricks, making him a truly Swiss Army knife of a caster.

Kommandant Irusk is excellent in a wide range of warrior-centric forces and instead of assessing where he does best it makes more sense to determine the areas where he does and doesn't appreciate support. Thanks to March he's not as reliant on native Pathfinder for his forces as other warcasters might be, and Reveille insulates his forces against Knockdown effects, mitigating the need for abilities like Steady in his ranks. Because his feat grants Tough+ he slightly prefers warriors without it, to avoid paying twice for the same ability. Because of his feat he can afford to skew accuracy for damage output on large parts of his forces and his Airburst spell and the mana to cast it reduces the need for specific anti-Incorporeal tech somewhat. On the other hand, for his battlegroup Irusk prefers 1-2 efficient warjacks to benefit from Superiority and augment his army's damage output and you'll want to have a good Battle Lust target available. If you can bring utility solos that boost your army's movement it makes sense to bring them, and you can skew your ranged component towards damage over accuracy especially because Irusk cannot enhance ranged damage output at all.

Theme Thoughts

    Armored Corps    

At higher (75+) encounter levels Irusk is a natural fit with the elite infantry of the Armored Corps. Man-o-War don't need a lot of help hitting things but his toolbox is perfect for their attrition-based warfare.

  • Greylord Forge Seer: Gurvaldt appreciates anyone who increases his focus efficiency with his 'jacks.

    Legion of Steel    

While not very thematic, Iron Fangs of all kinds are perfect with Irusk. While they already have Relentless Charge to overcome rough terrain and No Sleeping on the Job on their Kovnik, they come in large quantities and work like gangbusters with everything else Irusk brings to the table.

    Winter Guard Kommand    

Winter Guard come in bulk and absolutely love Tough+ and more accuracy for their powerful ranged attacks. They don't get as much mileage from Battle Lust as other theme forces

  • Widowmakers: his Battle Plan can give a quasi Tactical Supremacy; allowing annoying yoyo tricks of jumping in and out of cover. If you add a Marksman into the mix, Reposition stacks with Swift Hunter, allowing a total of 5" move, once they killed something.

    Various themes    

Irusk likes these support models which are in various themes:

  • War Dog: ARM and DEF 15 on a warcaster close to the fire makes the War Dog a very effective attachment for the Kommandant.
  • Malakov1: If you want a greater warjack component Gurvaldt's protegé is an excellent Junior Warcaster for the job. He even benefits from Irusk having so many Suckers around.
  • Sorscha0: As above, Sorscha can augment Irusk's heavy armor component, or simply support his battlegroup with Boundless Charge, and his forces with Fog of War. An interesting note here is that Superiority is not limited to battlegroup warjacks, meaning Irusk can even enhance a warjack controlled by Sorscha.

    Mercenaries    

  • Sylys Wyshnalyrr: Irusk really likes the protection of a War Dog but Sylys' presence means the difference between maintaining his two upkeep spells and casting bóth Battle Lust and Inhospitable Ground in the same activation (or Battle Lust twice), and not doing that. If that matters and you have ways of protecting Irusk without the Dog Sylys is a good fit.
  • Ogrun Bokur: The Bokur likes Clients that stay close to the action and having a Shield Guard nearby is great insurance against shooty armies.
  • Orin Midwinter: Ideal to clear jamming, light models, as well as providing protection from spells.

Battlegroup

  • Conquest/Victor: Enormous fists and ranged weapons that don't mind being inaccurate make Irusk an ideal 'caster for a Superior Colossal.
  • Rager: Irusk really likes the protection of a Shield Guard, and it can have three initial melee attacks to benefit from Superiority.
  • Spriggan: Khador's Plated Chassis warjacks have relatively low MAT and the Spriggan's Targeting Flare is a nice bit of tech for Irusk.

First Seven Purchases

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

  1. Warjack: Destroyer
  2. Warjack: Juggernaut
  3. Solo: Man-O-War Kovnik
  4. Solo: Man-O-War Strike Tanker
  5. Solo: Man-O-War Forge Seer
  6. Unit: Man-O-War Shocktroopers + CA
  7. Unit: Man-O-War Demolition Corps + CA

Following this buying will put you firmly in the Armored Corps theme.


Other

Trivia

Other Khador models

Khador Logo.jpg       Khador Index       (Edit)
Battlegroup & Similar
Warcasters

Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev1 - Karchev2 - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2

Warcaster attachments

Khador: War Dog - Greylord Adjunct
Mercenary: Madelyn Corbeau - Reinholdt - Wyshnalyrr

Other Warjack Controllers

"Junior" Warcasters: Malakov1 - Sorscha0
'Jack Marshals: Man-o-War Kovnik - Greylord Forge Seer

Heavy Warjacks

Beast-09 - Behemoth - Berserker - Black Ivan - Decimator - Demolisher - Destroyer - Devastator - Drago - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Ruin - Spriggan - Torch

Colossal Conquest - Victor
Units, Solos, & Battle Engines
Units

Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Great Bears of the Gallowswood - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Atanas & Standard - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Ranking Officer CA : Koldun Kapitan Valachev

Solos

Bulkhead - Fenris - Greylord Adjunct - Greylord Forge Seer - Iron Fang Kovnik - Jozef - Koldun Lord - Malakov1 - Manhunter - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Markov - Sofya - Sorscha0 - Ol' Grim - Underboss Vizkoya - War Dog - Widowmaker Marksman - WG Artillery Kapitan - Yuri1 - Yuri2

Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Korps - Flame in the Darkness - Jaws of the Wolf - Legions of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter
Mercenaries
Refer to Who Works for Whom and/or Category: Khador Mercenary
This index was last updated: 2021.11

Video Battle Reports

Rules Clarifications

RC symbol.png

Rules Clarification : Feat: Undying Loyalty

  • His feat doesn't stack with Tough. That is, a multi-wound model that passes a Tough check only heals 1 hitpoint under his feat, not two hitpoints. (Infernal Ruling)


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Rules Clarification : Reload      (Edit)

  • You cannot mix melee attacks and ranged attacks in the same activation unless you have a special rule (such as Dual Attack). Reload does not get around this restriction.
    • A Trample Power Attack is a melee attack, even if you don't actually trample over anyone and make zero dice rolls. So you can't trample then Reload (unless you have something like Dual Attack).
  • You can use Reload to make additional attacks after a Special Ranged Attack. (Infernal Ruling)
  • If you have (x2) of a weapon with Reload (such as Caine1), the special rule will only be written on the card once. But you can reload both weapons to the max limit. (Infernal Ruling)
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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")


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

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


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

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

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


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

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

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

General

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).


Units

  • 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)

Other

  • 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).
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Rules Clarification : Battle Plan      (Edit)

  • A model can issue a Battle Plan to itself (assuming it meets the 'model type' criteria).
  • 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)
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Rules Clarification : March      (Edit)

Rules Clarification : Reveille - None yet. (Edit)

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Rules Clarification : Special Orders      (Edit)

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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.

Rules Clarification : Tough - None yet. (Edit)


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Rules Clarification : Airburst      (Edit)

  • Abilities that add to the RNG of a spell (such as Sylys Wyshnalyrr's Spiritual Conduit) don't affect Airburst's RNG.
  • Although the spell does blast damage, the POW is not halved. Think of it as already halved.

Rules Clarification : Battle Lust - None yet. (Edit)

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Rules Clarification : Grind      (Edit)

  • Apply damage to the Movement System before making the normal damage roll.
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Rules Clarification : Inhospitable Ground      (Edit)

  • "Treat Open Terrain as..." (Edit)
    • This ability doesn't change the terrain type, just how models treat it. (In comparison to, say, Rapid Growth which creates a forest.)
    Because it doesn't change, models that get a benefit for being near terrain (ie the Earthborn Dire Troll) need to instead be inside the affected area to gain the benefit. If it's outside the area, then from its current point of view the area is open terrain.
    • If you have two overlapping effects like this (such as "treat open as rough" overlapping with "treat open as shallow water"), the area is treated as both terrain types.
    • If you then have a model that ignores one of the overlapping effects (such as Amphibious trying to treat shallow water as open terrain) they'll still suffer the effect they're not ignoring. (Infernal Ruling)
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Rules Clarification : Iron Flesh      (Edit)
Rules Clarification : Blast Resistance - None yet. (Edit)

Rules Clarification : Superiority - None yet. (Edit)