Kommandant Sorscha Kratikoff

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Khador Logo.jpg Kommandant Sorscha Kratikoff

Khador Man-o-War Warcaster

Having risen to the rank of kommandant at an unprecedented age, Sorscha Kratikoff has been tasked with commanding the full might of Khador’s new Man-O-War division. Sorscha began her new assignment spending several months undergoing the rigorous training to control Man-O-War armor, a unique hybrid of warcaster armor and Man-O-War armor specially designed to fit her frame. In combat, Kommandant Sorscha is the avalanche in the storm. Her command of winter magic allows Sorscha’s Man-O-War to perform flanking and ambush maneuvers never-before-seen with these steam-powered soldiers. Sorscha goes where the fighting is thickest, laying waste to man and machine.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
M.A. N/A
DEF 12
ARM 18
ESSENCE {{{essence}}}
HP 17
F. Field N/A
WJP +28
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
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: Dead of Winter

Place d3+3 3˝ AOE cloud effects anywhere completely in Sorscha’s control range. These AOEs remain in play for one round. A model without Immunity: Cold suffers 1 point of cold damage for each Dead of Winter AOE it enters or ends its activation within.


  • Cold Imm symbol.jpg Immunity: Cold
  • Field Marshal [Flank Man-o-War] - Warbeasts/warjacks in this model's battlegroup gain Flank Man-o-War. (FlankMan-o-War ] - When a model with Flank makes a melee attack against an enemy model in the melee range of a friendly Man-o-War model, the model with Flank gains +2 to attack rolls and gains an additional damage die.)
  • Irregulars [ Medium-Based Man-O-War ] - Medium-based Man-O-War models can be included in any army that also contains this model.
  • Repairable - This model can be targeted with Repair special actions as if it were a construct model.
  • Storm's Embrace - While in this model's command range, friendly Faction models gain concealment.


Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 3 13
  • Arcing Fire - When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
Sword icon.jpg  RNG   POW   P+S 
2 7 16


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.
Stoke the Fires

1 6 - - Round No
Target friendly Faction warjack gains +2 SPD and Countercharge. Stoke the Fires lasts for one round.
Countercharge - When an enemy model advances and ends its movement within 6" of a model with Countercharge and in its LOS, the model with Countercharge can immediately charge it. The model with Countercharge can use Countercharge only once per round and not while engaged.
Wind Rush

2 SELF - - Round No
The spellcaster can immediately make a full advance and gains +2 DEF for one round. Wind Rush can be cast only once per activation.
Winter's Wrath

3 8 4 14 (Cold) (★) Yes
Winter’s Wrath causes cold damage. Models hit becomes stationary for one round unless they have Immunity: Cold.

Theme Forces

Recent Changes

No changes since 2021.10

Thoughts on Sorscha3

Sorscha3 in a Nutshell

Wearing custom Man-o-War armor, the third incarnation of the Khadoran ice queen is a midfield ability-based Man-o-War support warcaster with strong emphases on melee attrition combat and abusing stationary. Spells like Wind Rush and abilities like Storm's Embrace are thematically very 'Sorscha', while abilities such as her Field Marshal reinforce her place as a fantastic warcaster in the Armored Corps. Her toolkit is geared towards running a force balanced between melee-centric warjacks and Man-o-War and while not being useless in other archetypes she really shines when played where she belongs.

Sorscha's abilities, feat and spells are particularly suited towards supporting a melee-centric Man-o-War force that can spike melee damage on key targets after closing the distance under her protection. She has the same issue as her previous incarnations where her focus is spread very thin, but this incarnation suffers the least from it--comparatively speaking--because Flank and Storm's Embrace are free, passive abilities. Her activations are typically split between providing support to her army via her toolkit and getting mixed in melee herself so it's more like you're switching between "modes" every turn rather than needing to do everything at once. Having only one upkeep spell and one other spell she'll be using each typical turn leaves her slightly more focus to allocate to her 'jacks (either directly or via Stoke the Fires) than before.

Feat thoughts

Dead of Winter is an impressively flexible feat that can be used in a number of ways. A minimum of four 3" cloud effects lets you consistently screen your advancing force to break LoS for charges and ranged attacks. Offensively, you can also use it to deny a large portion of the board to enemy single-HP models (ie most of them) and even force entire units back by stacking one cloud on top and another in their forward path which puts them in a position where they both can't hold position or advance without taking the damage. The situation becomes even more dire when the board features choke points. Dead of Winter gives Sorscha a tangible scenario edge in a lot of match-ups which is something she and her typically slow force appreciates.

Spell thoughts

  • Iron Flesh: Iron Flesh is an evergreen Khador spell and Sorscha has a lot of good potential targets for it. You should cast it on a unit to gain maximum value and incidentally both Demo Corps and Shocktroopers go crazy for it.
  • Stoke the Fires: To use this spell reliably you need to have Sorscha relatively close to the action (where she belongs) and you're going to want to use this spell because it's a game changer. The SPD bonus is a big deal--especially for such a cheap and spammable spell--but the Countercharge especially puts the opponent in some impossible catch-22 situations if you position things right. Denying large parts of the board with Flank-enabled heavy warjacks can be very tough to beat indeed.
  • Wind Rush: Wind Rush is back and a great fit for Sorscha because she can use it to reliably set up Flank or tee something up with the now-guaranteed Freeze on Frostfang. Between this, her Storm's Embrace ability and a War Dog she can have a DEF that's not very high by Sorscha standards but is still very difficult to touch, especially for someone in steam-powered armor.
  • Winter's Wrath: Offensive spells are tricky on a 6-focus warcaster but this one gives her another way to reliably Freeze your targets, often catching them in the large AOE even when it misses.

Drawbacks & Downsides

  • Like all Man-o-War infantry, her base SPD and DEF are comparatively low.
  • She doesn't have a way to help her army traverse rough terrain.
  • Models with Massive or Immunity:Cold are unaffected by a lot of Sorscha's cold-based tricks.
  • Sorscha cannot benefit from the Man-o-War Kovnik's Desperate Pace because it can only target Man-o-War units.
  • Sorscha is very niche this time around and probably won't see a lot of play outside of Armored Corps forces. Even in Armored Corps, she doesn't seem primed to be the top tier caster, as while her warjacks benefit from being with Man-o-Wars, she doesn't really address many of the fundamental weaknesses of the theme. A shame cause her model is awesome.

Tricks & Tips

  • Our frosty Kommandant is a Man-o-War model and benefits from most of their synergies.
  • Stationary models do not make free strikes so you can Freeze something and then have your forces move past them safely in search of better targets.
  • Storm's Embrace works in her command range, not in her CTRL area.

List Building Advice


Kommandant Kratikoff is all about getting up close and personal for heavy bouts of melee attrition combat. Her Storm's Embrace ability, feat and Iron Flesh spell protect her advancing forces from incoming fire as they close the gap to throw down in hand-to-hand combat. Upon arrival, she leverages her terrifying Flank ability and Stoke the Fires spell to charge into battle and do impressive amounts of damage with her warjacks. The trick is to set up your warjacks alongside your infantry so if your opponent comes close to your Man-o-War you can countercharge and hit them under the effects of Flank. Then, if your opponent spends their time placing things in an inconvenient way you simply elect to nót Countercharge at all and instead save it for another enemy activation. you can dictate enemy movement and chew up their turn timer with very little investment on your part because you already benefited from the spell's +2SPD anyway. Once close enough she herself can abuse Winter's Wrath and a combination of Wind Rush and Frostfang's Freeze to reach out and freeze key targets to set them up for destruction at the hands of a now-autohitting warjack or Man-o-War Demolition Corps whose Shatter will disintegrate almost anything in a turn.

Sorscha does best with a melee force balanced between her battlegroup warjacks and elite Man-o-War infantry. You want enough warjacks to abuse Flank and Stoke the Fires and enough warriors to enable Flank, exploit Iron Flesh and her Freeze effects and provide a screen for Sorscha to Wind Rush behind.

Theme Thoughts

    All Themes    

  • Kommandant Arconovich: All Man-o-War models can benefit from his Tactician ability, and that includes Sorscha. Charging through a Shocktrooper frontline and then Wind Rushing back never gets old. He's also an obvious way to grant Pathfinder where Sorscha can't.
  • Man-o-War Demolition Corps: The Corps is almost an auto-include for Sorscha because of how much stronger they become when they can reliably activate their Shatter ability. Sorscha likes melee Man-o-War, the Corps likes Iron Flesh and things being stationary. It's a match made in Urcaen.
  • Man-o-War Shocktroopers: If you're worried about getting your forces into combat alive there's no better screening unit for them and Sorscha's Medium base.
  • Bulkhead - A Immovable Object Shield Guard for 5 points and not much else. It's up to you if you see that as worth it.
  • Man-O-War Kovnik - You want at least one for your Shock Troopers, so they can get into a forward position quickly and screen, but at just 3 points taking another one for another MoW unit is not a bad idea.
  • Greylord Forge Seer - There is two obvious synergies here: Forge Seers can hand out Freezer to her, which is a dubious buff at best, or hand out focus to her jacks, which sounds good, until you realise other factions get that ability for a much lower price tag. They are not the best at setting up Flank either and using them as jack marshals cuts into the points you want to spwnd on battlegroup models and other Men-O-War. It's best to skip this one.
  • Greylord Adjunct: While Sorscha isn't exactly a spell-centric type of warcaster, this novice makes her significantly more focus-efficient and expands her reach by quite a bit for Stoke the Fires and Winter's Wrath. Arcane Assist for Iron Flesh and especially Guidance for the otherwise slightly clunky Winter's Wrath are great fits as well. Noteworthy is is also the fact that Guidance means you can hand out Stoke the fires while ignoring your own models for LOS, which makes positioning a more relaxed matter.
  • War Dog: Kommandant Sorscha is one of the few Khador warcasters that can do fine without a War Dog because of her easy access to stationary effects and Countercharge on her warjacks. Stationary models do not make free strikes, diminishing the need for Parry from Guard Dog because Sorscha can simply tap something and Wind Rush away safely a lot of the time. This doesn't mean that the War Dog isn't an excellent pick for her (it is), it just means you have slightly more freedom to consider other Attached models for her.
  • Battle Mechaniks: All Man-o-War models have the Repairable rule, and these guys can repair them! The officer can also provide a safe space from blast damage, which matters more in non-AK themes since MoW usually don't care about blast damage.

    Armored Corps    

Sorscha was designed with Men-O-War in mind so playing her in the Man-O-War theme is the natural conclusion to that. In Armored Korps she enjoys better repairs, Advance Move on MoW units and Tankers and the whole suite of MoW models.

  • Shocktroopers with Advance Move and Shield Wall get across the battlefield extremely quickly for SPD 4 infantry.
  • Man-O-War Strike Tanker - A Armour Piercing, Grievous Wounds, gun on top of a large based solo with Bulldoze is excellent value for 5 points, so one or two of these is definitely going to end up as your requisition choices.
  • Man-O-War Suppression Tanker - These tankers focus more on infantry clearing and denial with sprays and Covering Fire templates, which can help you not getting jammed up.
  • The chariots are good contenders for the worst battle engines in the game.
  • Behemoth - Flank is probably total overkill on Big B, but that is exactly what makes it so hilarious! Supplemental shooting from the bombards and Armour Piercing fists ensure he will always have something to do every turn. His main strike against him is that fact that she prefers to run at least three jacks to get value out of her Field Marshal, which gets pricey with him at 20 points.

    Jaws of the Wolf    

In this theme she trades access to Advance Move on her troops, Tankers and better repairs for Pathfinder for her Battlegroup, an extra forest, and some much better skirmish models than the Chariots will ever be. This might be a good trade simply because Sorscha cares about her Battlegroup quite a lot and this allows her to steer away from Kodiaks.

  • Behemoth is here, too, and he gains Pathfinder
  • Kossite Woodsmen - With Ambush or Advance Deployment they are a great flanking unit and scare enemies away from the table edges and spreading out, which MoW love and Sorscha espcially for her feat.
  • Ol' Grim - he camps flags while incorporeal like a champ and gets to take two magical shots a turn.
  • Widowmaker Marksman - Grants Grim Swift Hunter is is a great solo himself
  • Yuri2 Ambushes with the Kossites an brings further ranged power.
  • Yuri1 - Buffs Kossites and can contest far away flags.

    Wolves of Winter    

This theme lets you combine the freeze-y wizards with the hammer-guys that love smashing ice sculptures. It also features the highest concentration of caster independent damage buffs, which is great for Sorscha who has none, for her troops anyway. The theme is also chalck full of sources of magical damage, which means incorporeal doesn't ruin your day as much as in other themes.

  • Koldun Lord - Damage buff, check. Puppet Master for Winter's Wrath, check. Protection from shooting, check. Grants Prowl to other Greylords so has natural synergy with Storm's Embrace, check. Absolutely essential!
  • Greylord Outriders a great flanking unit for your otherwise slow army. they are also an okay target for Iron Flesh, making them ARM 17 and ARM 21 against blasts, so they can shrug of even high powered ones.
  • Greylord Ternion - Ice Cage lets you set up stationary for your Demo Corps.
  • Doomreaver Swordsmen - They form a nice skirmish screen for your MoW and don't need much caster input.

    Winter Guard Kommand    

Sac Pawn lets Sorscha be potentially more aggressive and Winter Guard form a nice scrimish screen or shooting contingent, so your MoW can be the second line. That's it with the synergies though.


  • Madelyn Corbeau: Madelyn has a few nifty tricks up her sleeve to help protect Sorscha against enemy warriors that come too close for comfort. Intrigue isn't going to do as much for your melee-centric army but Parlay and Seduction work wonders for a warcaster that prefers to get up close and personal on a regular basis.
  • Colbie Sterling/Gobber Tinker/Raluk Moorclaw: These three are Mechanikally Adept, meaning they can Repair Khador models.
  • 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.
  • Saxon Orrik: Can give her army crucial Pathfinder because she can't.
  • Ragman - Death Field spread through a web of 2" medium based infantry covers a large area and fixes the fact that Sorscha doesn't actually make her MoW hit any harder than they already do. This also stacks with Flank, incidentally.


Beast-09 is her pet warjack that she can take in any theme.

For her battlegroup Sorscha prefers about 2-4 efficient, Melee-focused 'jacks, ideally with multiple initial melee attacks to wring every last bit of value from Flank. Flank also means that you can take jacks with lower damage and they will still put out excellent levels of damage. Especially beneficial warjacks for her include:

  • Beast-09 is her pet warjack that she can take in any theme. He is extremely dangerous and works very well with Sorscha. Between Shield Guard from its Bond and Countercharge from Stoke the Fires it's a perfect bodyguard warjack for Sorscha and combining Flank and Murderous on a warjack with a P+S 19 Thresher vaporizes even the most tough and nimble of warriors. Its Immunity: Cold keeps it safe from Sorscha's feat but also lets you safely cast Winter's Wrath near it without risk of Freezing your own warjack. Even the 2" reach on its Ice Breaker is excellent for reaching over your Man-o-War infantry for 6" Countercharge attacks at odd angles.
  • Berserker/Mad Dog/Rager: Each of the archaic warjacks work wonders with Sorscha because you can bring a lot of them for few points, they love being buffed by Flank or auto-hitting stationary targets and they all have at least two initial attacks. While Shield Guard from a Rager can be very nice (and it can have three initial melee attacks thanks to Point Blank), the Berserker is probably the best pick for her on average (although you can just field both).
  • Devastator: The Devastator is a great warjack that pairs well with a unit under the effects of Iron Flesh for blast immunity and especially appreciates the SPD boost and Countercharge from Stoke the Fires for a longer Trample or pre-Rain of Death charge distance and opportunity to strike first before taking melee damage in its opened form respectively.
  • Kodiak: The Kodiak is an impressive warjack for its points and is incredibly efficient due to its three potential initial attacks. It requires very little support and is very flexible, circumventing Sorscha's dearth of a Pathfinder-bestowing spell or ability. Finally, Flank lets it transcend its uninspiring P+S 16 to patch over its only real remaining drawback.
  • Marauder]: The Marauder already has Siege Weapon, combine it with Flank and it will melt a huge base faster than you can blink.

Starting a 25 point Brawl list

In 2020.10 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Armored Korps

Sorscha3: [+28 WJP]
Man-O-War Suppression Tanker: [Free] (6 pts)
Man-O-War Kovnik: [3 pts]
Man-O-War Demolition Corps (Max unit): [12 pts]
  • Command Attachment: [4 pts]
Kommandant Atanas Arconovich & Standard: [5 pts]

For more Brawlmachine list ideas, see Category: Brawl List



  • Released in the Armored Corps expansion (2018.05)

Video Battle Reports

Other Khador Models

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

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Rules Clarification : Arcing Fire      (Edit)

  • Arcing Fire lets you ignore models but not terrain. You don't ignore clouds, forests or buildings.
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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 : Smite      (Edit)

  • This rule changed in Mk3 to no longer say it "adds the weapon's POW". It still does add the POW, however, because the whole section on calculating Slam damage was reworded in the main rulebook.
  • Smite is not a Power Attack Slam, it is just an attack which causes a model to be slammed. As such, you can smite friendly models.
  • You can trigger Critical Smite on a free strike.
  • If you Smite on a charge, then the slam damage will be boosted.
  • Chain Attack Smite only - Unlile the other versions of Smite, a Chain Attack one doesn't have the distance halved when a smaller base model smites a larger. The Knights Exemplar Seneschal is just that awesome.
  • See also the clarifications on being slammed
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Rules Clarification : Freeze      (Edit)

  • Remember Stationary only prevents what it says it does. Refer the page on Stationary for a refresher.

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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.

Rules Clarification : Cold - None yet. (Edit)

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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)
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Rules Clarification : Flank      (Edit)

  • You can gain the Flank bonus vs knocked down/stationary models (refer to the latest Errata).
  • Melee range is measured from your front arc so you cannot trigger Flank on models in your back arc.
  • The target enemy doesn't need to be in the Flanker's LOS, just their melee range.
    • Most of the time if something is in your melee range then it is so close it's in your LOS too, and the difference is meaningless.
    • But if you have 2" reach and you're jammed up in B2B with a bunch of closely-spaced enemies, you'll find your LOS is blocked. In this case, you might be able to trigger Flank on an enemy model that is "hiding" behind that front row of jammers, even though you don't have LOS to it.
  • Flank is not tied to a specific weapon, so Mount attacks and Power Attacks can benefit as well.
  • If you have two sources of Flank they are still giving you the bonus from the Flank rule so do not stack. (Infernal Ruling)
  • If the target moves in/out of the Flanker's melee range between the attack roll and the damage roll (for instance if you throw it) then you need to reassess whether you get the Flank bonus for the damage roll. (Infernal Ruling)

Rules Clarification : Repairable - None yet. (Edit)
Rules Clarification : Storm's Embrace - None yet. (Edit)

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Rules Clarification : Iron Flesh      (Edit)
Rules Clarification : Blast Resistance - None yet. (Edit)

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Rules Clarification : Stoke the Fires      (Edit)

  • Placeholder

Rules Clarification : Wind Rush - None yet. (Edit)

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Rules Clarification : Winter's Wrath      (Edit)

  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.