Karchev & Deathjack, Malignant Fusion

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Khador Logo.jpg Cryx Logo.jpg Karchev & Deathjack, Malignant Fusion

Cryx & Khador Greylord Warcaster

As the world ended at Hengehold, the Greylord Karchev the Terrible fell in battle. The warjack chassis carrying his withered mortal remains was shredded, leaving him to crawl along using his sole functioning mechanikal limb. Yet Karchev was too stubborn to die; he made a dangerous decision how to survive.

In the battle wreckage nearby, Karchev found the remains of the Deathjack, a nightmare helljack of legend. Karchev knew the creature drew much of its power from the enourmous Skulls of Hate fused to it, which were said to regenerate its hull. Thus, Karchev tore the Skulls from the ruined Deathjack and clamped them onto his own metal frame.

The fusion of the two created a mechanikal horror. Karchev's mind constantly pitted against the Deathjack's horrific intent to control their shared body. Karchev has control, but only for now. The unholy terror they've become cares not for loot or gear, fortune or glory; it exists only to destroy.

Basic Info

Deathjack2 & Karchev2
Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
STR 12
M.A. N/A
DEF 12
ARM 19
ESSENCE {{{essence}}}
FOCUS 6 / 8 (★)
HP 34
F. Field N/A
WJP +27
WBP {{{wbp}}}
IHP {{{ihp}}}
(★) Refer Hate Infused
Warcaster 1
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.

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.

  • Note: When taken in a Cryx army, he can only take Cryx warjacks. When taken in a Khador army, he can only take Khador warjacks.

Feat: To the Slaughter

  1. While in Karchev & Deathjack's control range, this model and models in its battlegroup are SPD 8.
  2. When an affected model ends its Normal Movement in melee with one or more enemy models, the affected model gains 1 focus point.
To the Slaughter lasts for one turn.


  • Construct symbol.jpg Construct
  • Hate Infused - The S boxes of this model's damage grid represent its Skulls of Hate system. While this model's Skulls of Hate system is not crippled, it gains +2 FOCUS.
  • Meat for the Beast - Once during each of your turns when a model in this model's battlegroup destroys an enemy model with a melee attack while in this model's control range, immediately after the attack is resolved this model can cast a spell without spending focus.
  • Monster in the Machine - Karchev & Deathjack is both a living model and a construct model but is neither a warjack nor a warrior model. Karchev & Deathjack has a damage grid and suffers damage like a warjack. Karchev & Deathjack can make slam, trample and throw power attacks without spending focus but cannot make throw power attacks while his Open Fist is crippled. Effects modifying the amount of damage to or the manner in which damage is applied to a warjack also apply to him. Karchev cannot spend focus points to remove damage.


Gun icon.jpg  RNG   ROF   AOE   POW   LOCATION 
10 1 4 12 -
Sword icon.jpg  RNG   POW   P+S   LOCATION 
1 6 18 Left
Sword icon.jpg  RNG   POW   P+S   LOCATION 
2 7 19 Right



2 SELF Control - - No
Models in the spellcaster's battlegroup currently in their CTRL range can immediately make one basic melee attack. Abattoir can be cast only once per activation.
Death Ward

2 6 - - Upkeep No
Target friendly Faction model/unit gains +2 ARM. If an affected warjack is damaged, choose which column suffers the damage. Models are not affected while out of formation.
Full Throttle

3 SELF Control - Turn No
Warjacks in the spellcaster's battlegroup beginning their activations in its control range can run, charge, or make slam or trample power attacks without spending focus that activation. While in the spellcaster's control range, models in its battlegroup gain boosted melee attack rolls. Full Throttle lasts one turn.
Locked Horns

3 SELF Control - Round No
While in the spellcaster's control range, friendly Faction models gain Unyielding. Locked Horns lasts for one round.
Unyielding - A model with Unyielding gains +2 ARM against melee damage rolls.

2 SELF Control - Upkeep No
The spellcaster and friendly Faction models beginning their activations in its control range gain Relentless Charge for one turn.
Relentless Charge - While advancing as part of a charge, a model with Relentless Charge gains Pathfinder.

Theme Forces

Tip lightbulb.png

Tip !
He is not a warjack, so he doesn't get warjack theme buffs (such as Pathfinder in Jaws of the Wolf).

Thoughts on Deathchev

Karjack in a nutshell

K2D2 is (mostly) a dedicated battlegroup caster. He has an effective 8 Focus, but no offensive spells to spend it on, so usually he'll be casting his variety of expensive support spells and feeding focus to his battlegroup. He can also turn himself into a super-solo style caster; he is hard to kill with both Locked Horns and Death Ward on himself, and improves his own efficiency and accuracy with Full Throttle (provided he's making more than 3 attacks). Beware of making him too exposed, however - his base defenses are that of a heavy warjack, and every faction has the tools to kill a heavy warjack.

Compared to his first incarnation, his jacks have one turn of super-speed (vs Karchev1's multiple turns of medium-speed with Road to War) and no damage buff. On the other hand, he has multiple stacking ARM buffs for warjacks every turn, which is unique in Khador.

Feat thoughts

Doubles the speed of Khador heavies, and gives even Cryx jacks a boost. Use it to either get an alpha strike on your opponent (a rare treat for Khador) or Run to be almost on the middle of the table at the top of turn 1, effectively cutting the board in half and getting a huge scenario bonus. Don't discount the extra Focus from the feat, either. Not having to allocate more than 1 Focus to each 'jack on the turn you go in lets you fully fuel a huge battlegroup.

Remember that both parts of the feat effect Karjack himself, too.

Note that if you're suffering a SPD debuff, using the feat doesn't overwrite that entirely (for instance if you were base SPD 4 with a -2 SPD debuff, then use the feat, you'll change to base SPD 8 with a -2 SPD debuff).

Spell thoughts

Deathchev will normally upkeep Death Ward, cast Full Throttle, use Meat for the Beast to get a free Locked Horns, and camp/allocate his remaining focus. Onslaught is redundant in Jaws of the Wolf, but crucial in other Khador or Cryx themes.

Most of the time Deathchev will be activating before his warjacks, so that he can get Full Throttle in to play. As a result he won't often cast Abattoir, unless it's to "un-jam" his jacks so that they can charge deeper.


  • Abattoir can be cast twice per turn - once during Deathchev's activation, and a second time if/when you trigger Meat for the Beast.
  • If you cast Full Throttle first, the Abbatoir attacks are boosted as well.
  • Even if it only effects one or two warjacks, it can be worth casting if a single attack would kill the model they're engaged with. That way when they activate they can go do work against a different target.
  • Remember that warjacks can't trigger Combat-Action-only effects from Abattoir (such as the Decimator's Sustained Attack, or the Desecrator's Critical Shred) ... unless you use Meat for the Beast to cast Abattoir during a jack's own activation. In that case, whichever warjack triggered Meat for the Beast can potentially trigger Combat-Action-only stuff (to be confirmed).

Death Ward

  • You could put Death Ward on Deathchev himself to give him an amazing anti-assassination statline of 12/21 (23 with Locked Horns).
He also benefits from choosing the column (because "effects that modify the manner in which damage is applied to a warjack also apply to him") - this lets you keep the Skulls of Hate intact for as long as possible.
  • You'll generally want to put Death Ward on your highest value character warjack (such as Behemoth or Barathrum) or your highest ARM warjack (such as a Devastator or Inflictor).
  • You could put Death Ward on a unit and sprinkle Locked Horns on top for a tanky +4 ARM unit ... but it can be difficult to find a unit that takes such an ARM buff nicely and is fast enough to keep up with Deathchev's battlegroup and that Deathchev can spare the points for.

Full Throttle

  • This spell enables Karjack to run a large battlegroup very efficiently. Free charges and boosted attack rolls means your jacks can focus on buying attacks and boosting damage, so it is a pseudo-damage buff in a way. You should cast this every turn where you want to get work out of your jacks. Remember that it affects Deathchev as well.

Locked Horns

  • Karjack's other great (and expensive) support spell, you'll want to cast this every turn that you expect to be attacked in melee, often as your free cast from your Meat for the Beast ability. It sets you up to trade up in most engagements.
  • It's a surprisingly persistent buff even into anti-magic enemies, since it a) is not an upkeep and doesn't get knocked off by upkeep removal spells, b) grants the 'Unyielding' ability rather than a straight ARM buff, so Blessed weapons don't bypass it, and c) is cast on Deathchev himself rather than the 'jacks it protects.
  • It effects troops as well as your battlegroup...though as mentioned, bringing good troop targets can be difficult.


  • Depending on the layout of the table, the make up of your battlegroup and the theme you play in you might not ever cast this. In Jaws of the Wolves it's a dead spell, "crab jacks" won't need it either.
  • Note that this spell, just like Locked Horns, affects more than just jacks, but infantry as well.

Drawbacks & Downsides

  • As both a living model and a construct model, there are a plethora of debuffs that can be applied to him. For instance Paralysis (works vs living) and Erosion (works vs constructs).
  • He has no offensive spells.
  • He has no way of buffing damage. This is especially relevant in Khador, where non-caster damage buffs are all confined into one theme.
  • In Cryx his feat is considerably worse than in Khador, because they have an abundance of SPD 6 heavies to begin with. So in Cryx his feat is essentially +2" of threat range and extra focus, which is of dubious value.
    • This also makes him compare unfavorably to Asphyxious3, who grants Unyielding for free and can give his warjacks +2 SPD every turn.

Tricks & Tips

  • Being both a living model and construct model, there are several neat interactions available with Cryx models - refer to the list building section.

List Building Advice - Cryx


Deathchev is a battlegroup caster, and his feat gives you one turn of extreme speed. You want jacks that can get in and do a ton of damage on feat turn, then hopefully weather the retaliation with Locked Horns. Since Cryx jacks aren't known for their durability, you'll be looking for numbers rather than quality.

Cryx theme thoughts

Deathchev will normally be played in either Black Industries (so his warjacks become more durable with Carapace) or in Scourge of the Broken Coast (so his warjacks become more accurate/powerful with Gang Fighter).

    Support models & Mercs - Various themes    

  • Asphxyious4 locked horns on him is great and he and his battlegroup can apply a much needed damage buff. It's alot of points to not spend of battlegroup jack though...
  • Doctor Stygius can heal Deathchev for 5 hitpoints, since he is living. On the other hand, Deathchev has zero things that Stygius can spell slave so it's probably not the best combo.
  • Death Archon - A fitting inclusion for Deathchev, Mortal Fear stacks very well with Death Ward and Locked Horns. However it does take a bunch of points that you might rather spend on 'jacks.
  • Deneghra0 - She comes with a damage buff and can be a free model, so she provides something to him he very much needs at a very low cost to him.
  • Ragman - Dark Shroud for onyl 3 points and your merc slot. Thanks to Sac Pawn you can get him up the board safely if you redirect the shots to DJ K or one of his more durable jacks.

    Black Industries    

This is where Deathchev will spend most of his time. Giving him access to all of Cryx's character 'jacks and numerous battlegroup-support pieces, this is definitely the theme for him. Between Locked Horns and Carapace his jacks will almost always be tankier than an opponent would expect from Cryx.


  • See #Cryx Battlegroup section for the non-character warjack recommendations.
  • Barathrum is BFFs with Deathchev. He takes Locked Horns well, and between Countercharge, Drag Below, and the feat SPD buff he can get to some really unexpected places.
  • Kharybdis has the longest base threat range of any non-colossal Cryx jacks, likewise he can get the farthest under Deathchev. He also brings a cloud to hide Deathchev behind.
  • Erebus can use the Abattoir attack to apply stationary to an enemy model.
    • If Erebus is engaged, you can cast Abattoir before Erebus activates. This lets him apply stationary to the model engaging him, then activate without fear of free strikes. This is especially useful on feat turn.
    • Alternatively Abattoir can be cast after Erebus has activated, if he ran/overtaked into a non-stationary enemy.
  • Malice can pull something 21" from where she started on feat turn. Potentially into range for your other jacks to get focus off of on feat turn!


  • Warwitch Sirens can help fuel your jacks.
  • Black Ogrun Iron Mongers are available in this theme and can help fix your battlegroup, fix Deathchev, and provide a to hit bonus that makes most cryx jacks hit reliably into DEF 16, even higher with Full Throttle.
  • Necrotech - Take three of these as one requisition option. They keep your scenario game alive by turning scrapped jacks into Scrap Thralls. They also occasionally repair if needed.
  • Machine Wraith - No synergies with his card, but as incorporeal solos they are excellent flag campers.
  • Bloat Thrall Overseer Mobius - No synergies either, but he is an excellent free card and shooting solo.

    Scourge of the Broken Coast    

Taking Deathchev in Scourge is tempting for the Gang Fighter bonus, but it becomes a question of balancing non-battlegroup points spent on gang fighter enablers vs spending points on your battlegroup. Do you want the slower Trolls or Ogrun that benefit more from Locked Horns, or the faster Satyxis that are better gang enablers? also keep in mind that your lights can simply outrun your troopers with him, and your heavies will be shot to pieces in no time without Carapace.

  • Warwitch Sirens, Barathrum, Kharybdis, and Ironmongers (mentioned above) are also available in this theme.
    • WWS become very handy Gang Fighter enablers thanks to SPD 7 + Parry.
  • Axiara's Tactician and battle plans can be applied to Deathchev, since he is living.
    • Give Deathchev Reposition 3", which is always useful. On turn 1 Deathchev can trample 8" forwards, cast spells, then repo another 3" forwards.
    • Give Deathchev Prowl, then dump one of Gaspy4's clouds on him.
    • Giving Deathchev Dodge is probably not going to save his DEF 12 butt from assassination, but if it ever did you would laugh your head off.
  • The Satyxis Blood Priestess can give him a free upkeep and make him even more unkillable by guns.

Cryx Battlegroup

  • Inflictors take Locked Horns well, and have a longer melee range than Slayers. Also they can act as Shield Guards for Gaspy and/or Deathchev.
  • Desecrators love full throttle and turn into absolute monsters if Critical Shred goes off. Their main issue is their puny threat range, which Karchev fixes excellently.

List Building Advice - Khador


Battlegroup-wide ARM buffs are very very rare in Khador, and for good reason: pushing our already sturdy jacks into ARM 22+ in melee can be difficult for an unprepared opponent to overcome. In addition, K2D2's Feat lets us possibly get an alpha strike, with most 'jacks threatening a 12" charge, with our few 2" reach jacks going up to 13". Maximizing those advantages is the key to getting the most out of this caster.

Khador Theme thoughts

    Jaws of the Wolf    
Jaws of the Wolf gives all of his jacks Pathfinder so you have even less reason to cast Onslaught. You also get an extra forest to hide behind which is neat.

  • Sorscha0 - The all-important Boundless Charge on a stick. Her jack will miss out on the feat, but still benefit from Locked Horns.
  • Kayazy Eliminators - Your remaining two requisition options. The Eliminators go around the flank to contest, score unit zones, or kill support.
  • Ol' Grim - 6 points is steep, but having an incorporeal model to score flags with is invaluable and it ranged output is phenomenal.
  • Kossite Woodsmen - They ambush and need no caster input. They also drive enemy models off the table edges and into the middle, right where you want them.
  • Behemoth - Thanks to powerful attack, you don't get much of a return from Full Throttle, but Big B still hits like a truck, which is all Karjack wants from a jack. The ranged threat of the bombards is also significant. Death Ward and Locked Horns help protect your 20 pt investment.

    Wolves of Winter    
Wolves of Winter offers some armor debuff options that are less common in other themes. This lets you be more liberal and diverse with warjack choices.

  • Ruin - The signature character jack of this theme, Ruin benefits hugely from Karjack's kit. Notably it starts at 21 ARM base and even collects souls to convert to Focus, while Full Throttle handles charges and boosts.
  • Koldun Lord - Puppet Master, or a damage buff Karjack does not have himself, OR he can copy a spell from another Greylord, such as Blizzard or even Empower from a Forge Seer
  • Void Archon - Another damage buff and a very good combat solo in it's own right.
  • Greylord Forge Seer - Usually a pretty bad deal for 4 points, but Koldun Lords can copy their Empower spell so you can have up to four free focus a turn if you so desire.

    Armored Korps    
With so many warjacks and extra durability from Locked Horns, you're more likely to get use out of the +Repair theme bonus.

  • Man-O-War Shocktroopers - This is more cute than good, but Onslaught, Death Ward and Locked Horns are pretty good on these guys, pushing their ARM to ridiculous levels. Having one unit that refuses to die could be a good way to anchor K2D2's force.
  • Behemoth - For all the same reasons as above.

    Winter Guard Kommand    
If you want to go the "super solo" route with Deathchev, having Sac Pawn [Winter Guard] from the theme is a great way to deliver him intact. That said, not a lot of his other tools synergize well with masses of single-wound troops.

  • Sorscha0 - She's available here as well, and stacking threat range extenders is still great. Her no-knockdown aura for Winter Guard models stacks great with Kovnik Joe's Tough battle plan, giving Karjack some Tough Sac Pawn targets that refuse to die!
  • Beast-09 - Can be played under K2D2 in this theme, and is one of the best pieces in the game at assassinating.

    Support models & Mercs - Various themes    

  • Greylord Adjunct - A free upkeep of Death Ward and +2 RNG on his support spells. Blizzard and Guidance are also very good spells.
  • Death Archon - A fitting inclusion for Deathchev, Mortal Fear stacks very well with Death Ward and Locked Horns. However it does take a bunch of points that you might rather spend on 'jacks.

Khador Battlegroup

  • Juggernaut - The Axe is very powerful, as P+S 19 is excellent with Abattoir and no damage buffs.
  • Marauder - The cheapest and most spammable Khador jack that is not garbage.
  • Kodiak - The chain attack means it has 3 initials, so it gets a lot out of Full Throttle.
  • Berserker - A cheap jack to initiate trades and get Meat for the Beast going.
    • Full Throttle lets him output at least 3 attacks without risking Unstable (free charge, 2 initials, 1 bought ... plus free Berserk attacks).
    • Alternatively, the feat can be used to spend 4 focus in a single activation to maximize the chance of an explosion! Although you can't have more than 3 focus at once, you can spend 1 before you move to charge/trample/slam; and the feat will give you a 4th after the move. Note that you can choose to spend focus to charge even if you "can charge without spending focus".
  • Mad Dog - With Fleet, this is the farthest threat range you can get on a Khador jack (16" under both K2D2's Feat and Sorscha0's Boundless Charge). If your opponent is parked just outside of your threat range, you can Feat, Run your other jacks 16", then charge and kill something unimportant with the Mad Dog, triggering a free cast of Abattoir for a pseudo-alpha strike.
    • Both of the above notes from the Berserker apply here as well.
  • Devastator - The highest ARM skew you can archive in Khador. If you cast Abattoir before it activates it can close up again on its activation, too.



  • Released 2021.10
  • Deathjack1 and Karchev1 were released in the same anthology book (Warmachine: Apotheosis, 2005)
  • Nicknames: Deathchev, Karjack, DJ Karchev <record scratch noise>, K2D2

Other Faction models

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

Agathia - Aiakos2 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Coven - Deathjack2 - Deneghra1 - Deneghra2 - Deneghra3 - Goreshade1 - Goreshade2 - Goreshade3 - Mortenebra1 - Mortenebra2 - Rahera - Scaverous - Skarre1 - Skarre2 - Skarre3 - Sturgis2 - Terminus - Venethrax

Warcaster attachments

The Withershadow Combine - Satyxis Blood Priestess - Skarlock Thrall - Doctor Stygius (Partisan) - Madelyn Corbeau (Mercenary)

Other Warjack Controllers

Jack Marshals: Iron Lich Overseer       "Junior Warcasters": Aiakos1 - Asphyxious4 - Deneghra0


Cankerworm - Deathripper - Defiler - Helldiver - Nightwretch - Ripjaw - Scavenger - Shrike - Stalker


Barathrum - Corruptor - Deathjack1 - Desecrator - Erebus - Harrower - Kharybdis - Inflictor - Leviathan - Malice - Nightmare - Reaper - Seether - Slayer

Colossal Kraken - Sepulcher
Units, Solos, Battle Engines, & Structures

Asphyxious4 - Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - BO Boarding Party - BO Ironmongers - BO Smog Belchers - Blackbane's Ghost Raiders - Bloodgorgers - Marauders - Carrion Thralls - Cephalyx Drudges - Cephalyx Overlords - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates - Soulhunters - The Devil's Shadow Mutineers - The Withershadow Combine


Aiakos1 - Agrimony - Axiara - Bane Lord Tartarus - Bloat Thrall - BTO Mobius - Captain Rengrave - Darragh Wrathe - Doctor Stygius - Deneghra0 - Gerlak - Hellslinger - Iron Lich Overseer - Machine Wraith - Master Gurglepox - Misery Cage - Necrotech - Ol' Grim - Pistol Wraith - Satyxis Blood Priestess - Satyxis Raider Captain - Scrap Thrall - Skarlock Thrall - Severa Blacktide - Soul Trapper - Warwitch Siren

Battle Engines & Structures Wraith Engine
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Scourge of the Broken Coast
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2021.11
Khador Logo.jpg       Khador Index       (Edit)
Battlegroup & Similar

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

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


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
Refer to Who Works for Whom and/or Category: Khador Mercenary
This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

Rules Clarification : To the Slaughter

  • Although they only get the SPD bonus "while within" Deathchev's control range, you determine the number of inches a model is able to move at the start of its movement. So if the warjack moves outside of Deathchev's control range mid-move then it won't reduce how far they can move in total.
(Infernal Ruling)

RC symbol.png

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

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

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

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

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

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

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

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

Rules Clarification : Construct - None yet. (Edit)
Rules Clarification : Hate Infused - None yet. (Edit)

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Rules Clarification : Blood Boon and/or Rites of Blood and/or Ritual Slaughter and/or Soul Food and/or Blood Weaver and/or Meat for the Beast and/or Reckless Arcana     (Edit)

  • General
    • The free spell doesn't interact with abilities that change the COST of a spell. (Infernal Ruling)
      • For instance, if you trigger it while being affected by Lamentation then you can still cast a COST 3 spell (even though if you spent focus to do the same thing it would cost you 6 focus/fury).
    • (Rites of Blood only): The Priestess doesn't need to be in the caster's CTRL range to use her ability.
    • (Blood Weaver only): It's not tied to a specific weapon, and it can be triggered multiple times per turn.
    • (Reckless Arcana only):
      • You can trigger it once during your turn, and a second time during the opponent's turn (via a free strike, countercharge, etc)
      • The model doesn't need to be in your control range to trigger it.
  • Timing
    • With reference to other abilities that occur "after the attack is resolved", the timing sequence is:
      • If you choose a non-offensive spell then it's resolved at Step 12.
      • If you choose an offensive spell then it's resolved at Step 14.
      • If you have another ability that triggers at Step 12 (such as Iona1 having Overtake), you can either cast a non-offensive spell and resolve both things at Step 12 in any order, or you can resolve the other ability at Step 12 then cast an offensive spell at Step 14. Note that you cannot cast an offensive spell at Step 14 then go back to Step 12 to resolve the other ability.
      • (Infernal Ruling for all of the above)
  • Multiple Attacks
    • If when you destroy the model, you get a free melee/ranged attack as well as the free spell (for instance you cast Black Spot on them), then you need to follow the "attack-generating abilities" rule in the core rulebook and make sure you only make one bonus attack:
      • You can cast a non-offensive spell (step 12) then get the free melee/ranged attack (step 14); or
      • You can cast an offensive spell (which is an attack) and forgo the free melee/ranged attack.
      • (Locked Thread)
    • If the model that triggered the free spell has Berserk and something is in its melee range, you don't get a choice of offensive spell or non-offensive. You have to choose either
      • a non-offensive spell plus the compulsory melee attack, or
      • no spell at all plus the compulsory melee.
      • (Locked Thread)
  • Spells outside of caster's activation
    • Some versions of this ability let the caster get a free spell when something else kills something. In this case:
      • The caster can channel the spell if they want. (Infernal Ruling)
      • The spell is cast during the other model's activation, so that model can potentially trigger any of their own activation-only abilities.
        Specifically, if one of Deathchev's warjack triggers Meat for the Beast, and Deathchev casts Abattoir for all warjacks to get a free attack, then the active warjack can boost the Abattoir attack, use Overtake, etc.
        (Infernal Ruling)
      • For similar logic, spells that "can only be cast once per activation" (such as Abattoir) can be cast twice per turn via this sort of ability. (Infernal Ruling)
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Rules Clarification : Man in the Machine and/or Monster in the Machine     (Edit)

  • Karchev is a living model for the purposes of spells/effects that target/interact with living models (such as Bloodthirst and Soul Taker).
  • Karchev is a warjack for the purposes of spells/attacks that get bonus damage vs warjacks (such as 'Jack Hunter). (Infernal Ruling)
Karchev is a warjack for the purposes of spells/attacks that change which column gets damaged (such as Death Ward). (Infernal Ruling)
  • Karchev is not a warjack for any other purpose. For instance:

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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 : Open Fist  (aka, Power Attack Throw)     (Edit)

  • Throw ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • 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.
  • Throw - Power Attack
    • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
    • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
    • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
    • Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
    • Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.

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Rules Clarification : Broadside and/or Abattoir     (Edit)

  • 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 a Broadside attack. And similar logic for melee + Abattoir. (Infernal Ruling)
  • Warbeasts/warjacks cannot spend focus/fury to boost these attacks (because the attacks occur out-of-activation), but the caster can boost their own attacks (since it happens during the caster's activation).
  • Secondary effects of the warjack's gun can still trigger (as long as they're not limited to "activation only" or "Combat Action only"). For instance, the Galleon can drag stuff in with its harpoon and get its free melee attack. And similar logic for melee + Abattoir.
  • Once per Activation (Edit)
    • These sorts of rules can be triggered in different model's activations. For instance, Infection can be triggered on free strikes. (Infernal Ruling)
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Death Ward      (Edit)

  • If Death Ward is on a Colossal, you still pick which column gets damaged - but not which grid. That's still determined via which field of fire the attacker is in.
  • Attacker chooses column vs Defender chooses column (Edit)
    • When both the attacker and defender have an ability that lets them choose the column that gets damaged, the attacker gets to choose. (Infernal Ruling)
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Rules Clarification : Full Throttle      (Edit)

  • The "can charge etc for free" is optional. You can still spend the focus if you want (which may be relevant for Vectors or Unstable warjacks). (Locked Thread)
  • If you're planning on casting this a lot, you should probably review the Trample and Slam rules and their Rule Clarifications.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Locked Horns      (Edit)
Rules Clarification : Unyielding - None yet. (Edit)

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Rules Clarification : Onslaught      (Edit)

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Rules Clarification : Relentless Charge      (Edit)