Kommander Andrei Malakov

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Khador Logo.jpg Kommander Andrei Malakov

Khador Warcaster

Mk4 icon.png
Prime
This model is available in one Prime Army, 5th Division. 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.

Kommander Andrei Malakov has developed into a ruthless but eminently capable Khadoran officer. Driven by bold self-confidence and implementing unconventional tactics, he has no qualms about ordering artillery strikes close to his own lines or pushing feints to their limits despite casualties. As a protégé of Supreme Kommandant Irusk, the young warcaster strives not only to emulate his mentor but also to surpass him, developing his own more aggressive doctrine.

Basic Info

Malakov2
Missing Info
Malakov2.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 16
ARM 14
CMD N/A
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 15
F. Field N/A
WJP +28
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: Poison Pill

  1. When a friendly, non-battle engine Faction model suffers damage from an enemy attack while in Malakov’s control range at any time except while it is advancing, after the attack is resolved the damaged model can immediately make a full advance.
  2. Additionally, while in Malakov’s control range, friendly Faction models gain Parry and cannot become knocked down.
Poison Pill lasts for one round.

Abilities

  • 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.
    • Fighting Dirty - RNG 5". Target friendly Faction warrior model. If the model is in range, a model hit by its next basic melee attack this turn becomes knocked down.
    • Sneak - RNG 5". Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Prowl. Models are not affected while out of formation. (Prowl - While a model with Prowl has concealment, it gains stealth.)
    • Throat Cutter - RNG 5". Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Backstab. Throat Cutter lasts for one turn. (Backstab - While completely within the back arc of an enemy model, a model with Backstab gains an additional die on its attack and damage rolls against that model.)
  • Sucker! - If this model is directly hit by an enemy ranged attack, choose a friendly non-incorporeal warrior model within 3" of it to be directly hit instead. That model is automatically hit and suffers all damage and effects.

Weapons

Hand Cannon
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 - 12
Evangeline
Sword icon.jpg  RNG   POW   P+S 
0.5 6 12

Spells

COST RNG AOE POW DUR OFF
Discombobulate

2 10 - - Turn Yes
Both the front arc and back arc of target model/unit is treated as its back arc.
Escort

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

1 Control - - - No
Target warjack in this model's battlegroup that is in its control range can immediately make one basic melee or ranged attack. A model can be targeted by Open Fire only once per turn.
Tactical Supremacy

2 6 - - Upkeep No
Target friendly Faction model/unit gains Reposition [3"].
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.
Veil of Mists

2 CTRL 4 - Upkeep No
Place a 4" AOE cloud effect anywhere completely within the spellcaster's control range. This AOE does not block friendly Faction models' LOS. While in the AOE, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them.

Theme Forces


Thoughts on Malakov2

Malakov2 in a Nutshell

Malakov's second incarnation has turned him into an unorthodox combined arms midfield support warcaster with a whole host of devious and cruel tricks. He defies every Khadoran stereotype as he attempts to live up to the legacy of his mentor Gurvaldt Irusk, but in his own entirely unique way. Embodying a callous philosophy of victory at all costs, Malakov deems even his own troops utterly expendable as means to his ends...which is ironic, because his feat is surprisingly good at keeping models alive through tricky movement.

His toolkit reads like a mixture of several other Khador 'casters:

This toolbox approach makes Malakov an extremely flexible and unpredictable warcaster which he emphasizes at the cost of traditional Khadoran speed, power and armor buffs, making him more difficult to get comfortable with and demanding you build lists tailored for him.

Malakov's tactics require he stay up close to the action so he can issue his wholly unique set of Battle Plans. He's ridiculously vulnerable for a Khadoran warcaster and doesn't often have spare focus, so he needs to rely on good positioning and his Sucker! ability to stay alive. He's a very poor combatant (although you should never forget to fire that Hand Cannon) and instead relies on his warjacks and warriors to do all the heavy lifting. Instead of buffing his army directly though, Malakov manipulates the battlefield to set up indirect advantages for him and his troops. His Fighting Dirty Battle Plan sets a key model up for assassination, Sneak is designed to deliver vulnerable units up the field safely and Throat Cutter is his signature tool for destroying key targets. Using his Poison Pill feat it becomes possible to move models damaged by an attack to safety, ideally into the back arcs of their attackers, setting up devastating Backstab retaliation attacks on the following turn. Escort and Tactical Supremacy set your models up in ideal positions for your tricks, Open Fire is a weapon of opportunity for the right situation, and the ever amazing Veil of Mists helps you protect and maneuver your models in a myriad of ways. Discombobulate is the most deadly and versatile tool in his arsenal, combining with Throat Cutter to deal an incredible amount of damage when used with the right unit. The downside to all this is you can't do it all at once. So find your opportunity and exploit it to take your opponent apart on your terms.

Feat thoughts

Poison Pill applies to all non-Battle Engine Faction models in his control range, which includes his battlegroup. You may feel tempted to run more than two warjacks with Malakov to exploit that fact, but he usually doesn't have the focus available to actually run them. Instead, fill out his WJP and focus the feat on your warriors.

The trouble with warriors is, of course, that most of them only have 1 hitbox and don't survive long enough to actually benefit from Poison Pill's effects, which only trigger on a model being damaged. Man-o-War and Faction models with multiple points of Health in general make for natural fits with the feat, and should be among your first considerations for a Malakov force. That being said, Faction models that pass their Tough roll also benefit from the feat (the wording for Tough makes clear that the model is disabled first, and then recovers its Health, meaning it was still damaged initially), don't become knocked down and can perform their movement tricks as usual.

The feat is most obviously used to keep your models safe from multiple attacks, by moving them either out of melee range or into a ranged attacker's face. Against a melee opponent, you can either back up or press further forward, circling behind enemy models into their back arcs. Your opponent may try to "box you in" by surrounding the model they want to eliminate before attacking it, so that your model has nowhere to go, but you can counter this with Veil of Mists, which lets you move through models. If the opponent decides to wait out your feat their models have just become useless for an entire round and your models can simply go on the offensive anyway, benefiting from Veil of Mists if they need to go anywhere specifically. Be careful when using this bonus movement to leave Mal's (relatively small) control range, since you won't have any more opportunities to use the feat if you do.

While warriors should be the main focus for Poison Pill, that doesn't mean it's not an amazing feat for your warjacks (and those controlled by Battlegroup Controllers or 'Jack Marshals), because it is. Unless you really mess up placement or the opponent invests a lot in boxing you in, it allows your 'jacks to survive all but the heaviest punishment the enemy might throw at them. You can walk out of the melee range of a brawler beast, or run behind its back without a free strike. It is extremely useful against jacks and beasts that have Knockdown on their attacks, such as the Inverter. Since the advance can be triggered every time an enemy damages you, enemy gunlines will also face a tough choice - can they bring down a jack, before it reaches its lines for a proper next turn brawl? Also be on the lookout for opportunities to use the feat for offense on your own turn, for example by trampling into the thick of enemy infantry formations without fearing free strikes. The feat lasts for a whole round, and just giving your whole army Parry is pretty powerful all on its own.

The feat includes Malakov himself as well, so "pop & drop" tricks (save for the ones which cause stationary) won't work on him - provided he survived the initial hit from an unlikely assassination run.

Spell thoughts

  • Discombobulate - An extremely handy spell, not only does it serve as a to-hit buff, it also synergizes with his Thoat Cutter Battle Plan, it also shuts down Shields, Free Strikes, Defensive Line, Counter Charge, Admonition and many other abilities.
  • Escort: The ARM boost can be nice but its main utility is in the movement bonus. Khador heavies with their notoriously low DEF can invite all kind of nasty surprises within 3-4" of their actual target, like Electro Leaps, Spine Bursts, Ashes to Ashes etc. It is often better to evade it completely with ARM 14 rather facing a possible dice spike with ARM 16.
  • Open Fire: Open Fire faces some difficulties in Khador, as the poor RAT of Khador jacks means you usually have to rely on boosts to attack rolls to hit anything.

Out of activation shots can't be boosted, so unless you are shooting something knocked down or stationary, or unless you want to make a melee attack it can be difficult to get value out of. It is thus recommended to use it on a jack with powerful AOE shots, who thus don't rely on hitting their targets directly, such as the Behemoth, Destroyer, Demolisher or Victor. A Decimator who knocked down its target during its activation with a Batter shot is also a valid target, as its gun is excellent. Alternatively using the spell in melee to disengage a heavy before it activates is also a valid tactic, this works especially well on the low ranged Demolisher. The best trick this spell offer is the fact that your jacks can run turn one to get into position, and then fire off an AOE pie plate with Open Fire. Long range guns such as the Viktors should make the enemy particularly nervous.

  • Tactical Supremacy: Typically best used on ranged units or slow models like Man-o-War it's an excellent mobility booster. It’s also not bad on Malkov himself as he can walk up cast a battle plan and Discombobulate before ducking back to relative safety, you will need to drop Escort to make this work though, so it works best once the lines have met and Escort is no longer needed for its speed buff.
  • Veil of Mists: A godsend spell in Steamroller scenarios where LOS-blocking terrain pieces dominate the centre of the board. It enables Prowl, lets your models move to inopportune spots and helps traverse terrain. It's excellent. Disclaimer: Check the diagrams in the spell description to see its limitations.

Drawbacks & Downsides

  • Unusual for a Khador warcaster, Malakov has relatively low DEF and ARM, and no defensive abilities in melee.
  • With Battle Plans he must play closer to the front lines than with upkeep spells, and without Sucker! targets, he's vulnerable to assassinations.
  • Not much personal combat output to talk about.
  • He is typically strapped for focus and vulnerable to upkeep hate.

Tricks & Tips

  • Being knocked down causes models to lose Tough so feel free to have your troops Fight Dirty against them.
  • While Sucker! guards against ranged attacks, it doesn't protect against melee. Having your War Dog or another model with Countercharge like a Man-o-War Drakhun nearby can be an ideal deterrent.
  • Sucker is not optional.

List Building Advice

Strategy

Malakov's abilities, feat and spells are best applied to a somewhat esoteric combined arms force and a warjack with a strong ranged attack in his battlegroup. Ironically, given his Sucker! ability, he works best with models that don't need a lot of help hitting and hurting their targets, which in Khador's case means more elite combatants like Doom Reavers and Man-o-War so he can focus his attention on his asymmetrical warfare strategies. The timing of his activations can be tricky to get your head around because he typically wants to issue Battle Plans or Open Fire commands early enough to use them, but not so soon that he jams himself up with your own models. His three upkeep spells--of which one you'll be recasting multiple times--tend to keep him strapped for focus every turn and unable to significantly allocate focus to his 'jacks. This is why he prefers a small amount of 'jacks with powerful attacks that can reliably benefit from Escort, Open Fire and his feat.

While Malakov can do a bunch of different things to achieve victory, his main win condition is his Throat Cutter Battle Plan applied to a Faction warrior unit. He needs to get himself and his army up close and personal to exploit Poison Pill and Veil of Mists to engage the enemy and beat them down with powerful melee combatants. His suite of board control tools let him control the board and punish the opponent for attacking so your goal should be to push the aggression and dare the opponent into coming close enough where you can spring your trap and pounce with a Battle Plan. Failing this, Malakov will struggle to beat your opponent unless you can regain the attrition edge and win by goading them into making mistakes. And mistakes are easy to make against Malakov. His worst match-up is probably against hyper-mobile forces that can dart in and out of range so they can wear his forces down, initially ceding the scenario edge for a late game victory.

Malakov prefers a capable combined arms force that can do a bit of everything but contains at least one unit that can mix it up in melee, perhaps additional warjacks controlled by others than himself and probably no Battle Engines because he has literally nothing to support them with.

Theme Thoughts

    Armored Corps    

Malakov is perfectly placed in the Armored Corps. All his tools work great with Man-o-War and he's a very big fan of Behemoth.

  • Man-o-War Shocktroopers: The Perfect target for Tactical Supremacy, as it lets them order Shield Wall, make a full advance, then repo 3" into B2B contact. This gets them 12" up the board with Desperate Pace
  • Man-o-War Kovnik: He usheres Desperate Pace to your MoW units, giving them a much needed thread extension.
  • Man-o-War Demolition Corps - Under Dragos's mini feat (Bond of Brotherhood) they can spread around damage to ensure a model survives to trigger Poison Pill. Note that when you spread damage, Poison Pill only triggers on the original target. The other models have been damaged by the Bond, not by an enemy attack. On your following turn they get to make Vengeance moves and attacks and should be positioned for some throat cutting. Backstab is also insane with them, because the three hit dice make the odds of critting waaaay better so they're rolling five(!) damage dice between charging, backstabbing and Shattering their target.
  • Man-o-War Bombardiers - Ranged POW 14 Backstabs. Honestly this should be enough to be convincing, but if that isn't enough they also have conditional Pathfinder, so Veil can be used elsewhere. As a ranged unit the also love TacSup of course.
  • Antanas & Standard - Tactician lets you spare focus on Veil of Mist and his battle plans can enhance the Demo Corps combo with either Retaliatory Strike or Tough.
  • Behemoth - There is hardly a better Open Fire target in the faction other than the Viktor, and Big B is no slouch in melee either, meaning he doesn't mind Malakovs lack of battle group damage fixers.

    Wolves of Winter    

Battle Plans are non-spell buffs, which is perfect for Doom Reaver Swordsmen in the list. A knockdown is nice enough but Sneak with Veil of Mists can be downright scary on a unit of sword-wielding maniacs. They even have Tough to work with his feat! Beyond Veil of Mists several Greylords can make any of your infantry Stealthy with some Blizzards.

  • Doom Reaver Swordsmen Doom Reavers have native Tough, so the feat works well on them, and love Prowling on the advance. Veil of Mists lets them get into uncomfortable places for the enemy.
  • Butcher4 - With Tough and Bloodbath he is the single best target for Malakov's feat.
  • Fenris - Another good feat target. He also buffs other doom reavers.
  • Valachev - Croe's with Zephyr reach ridiculous levels mobility!
    • Alexia & The Risen with Valachev count as khador models and are as such eligible targets for his battleplans. Alexia can spawn Risen in the backarc of things, which can then Cut Throats so they might actually deal some damage for once.

    Jaws of the Wolf    

Not really the sort of combined arms force that Malakov prefers, but at smaller encounters the infantry available are perhaps the only ones you'll need.

  • Kossite Woodsmen care a nice flanking force with innate Backstab and it combos well with Ambush. Malakov also doesn’t need to give them prowl to make the veil of mists combo work.
  • Behemoth: Is in this theme, too.
  • Sorscha0: Sorscha's Fog of War enables Prowl and her warjack(s) benefit from his feat. Escort and Boundless Charge make for a very threatening combo in terms of speed.
  • Kayazy Assassins - They can Shadow Dance and Parry to get into back arcs and have innate Backstab due to their mini feat, so they love Fighting Dirty Discombobulate and Veil of Mists. Their main issue is speed though and Malakov does not help with that.
  • You can take two units of Kayazy Eliminators in this theme as Requisition choices (see below).

    Winter Guard Kommand    

Perhaps the most obvious Sucker! targets, plus the infantry can become real beasts with the Battle Plans of his and Kovnik Joe's (although a unit can only be affected by one plan at a time).

  • Sorscha0, mentioned above, can also be taken in this theme.


    Hearts of Darkness    

Refer to Theme - Hearts of Darkness#Malakov2.

    Support models & Mercenaries - Various themes    

  • Greylord Adjunct: A free Escort makes Malakov more focus effiecient. Extra control area is always nice. Guidance is a very valuable spell for ranged models especially.
  • Battle Mechaniks: Probably the cheapest Suckers around, Mechaniks are nice and expendable. The officer also provides a crucial safe zone from blasts.
  • Croe's Cutthroats - They are his best friends. because they have Backstab naively. The can gun down pretty much anything with Prey and Discombobulate, or mix it up in melee, and Stealth, Pathfinder and Repo 5" means they can be very safe doing so.
  • Madelyn Corbeau: She and Malakov make quite the pair. Intrigue provides some Stealth hate, Parlay protects herself and Malakov against warriors and once in a blue moon Seduction turns them against their owner. She even has Sucker! like Andrei. The War Dog is great, but Madelyn might be even better with him.
  • Kayazy Eliminators - A great choice in any theme, but only in Jaws you will not lose out on Croe's if you take them. With Backstab they come terrifying murder machines. Or use Fighting Dirty to set up a clean kill.
  • 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 his army crucial Pathfinder when Veil of Mists isn't enough.
  • Eilish Garrity - Puppet Master is very helpful when trying to Discombobulate targets.

Battlegroup

  • Conquest/Victor: Malakov adores having a Colossal as his battlegroup, presenting perfect feat, Escort and Open Fire targets on a Huge screening base with native Pathfinder.
  • Spriggan has flare, one of the few ranges attacks worth using with Open Fire in Khador.
  • Kodiak vent steam adds to the could wall and pathfinder is always nice.
  • Rager - As a Shield Guard, it should hang out close to Andrei anyway, so it's the perfect Escort bodyguard.
  • Mad Dog with fleet and escort he can go far.
  • Decimator - Tactical Supremacy and Escort alleviate RNG 10" on the gun, which is otherwise quite good. Knock down sets up easy to hit Open Fire targets.

Starting a 25 point Brawl list

In 2020.11 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 - Hearts of Darkness (Infernals)

Malakov2: [+28 WJP]
Umbral Guardian: [Free] (6 pts)
Yuri1: [4 pts]
Koldun Lord: [3 pts]
Howlers (Min unit): [8 pts]
Kossite Woodsmen (Min unit): [7 pts]


For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

  • Released 2016.10 ... ish.
  • Andrei's last name might be a reference to the "Battle of Malakoff", fought during the Crimean war between French-British and Russian (under Tsar Nicholas I) forces, which the Russians ended up losing.
  • There is also a famous Russian TV personality named "Andrey Malakhov."

Video Battle Reports

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

Rules Clarifications

RC symbol.png

Rules Clarification : Feat: Poison Pill

  • When you combine the feat with the Demolition Corps Bond of Brotherhood mini-feat, only the model originally damaged by the attack will get to trigger Poison Pill. (Infernal Ruling)


RC symbol.png

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 : 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 : Fighting Dirty      (Edit)

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

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Rules Clarification : Prowl and/or Just a Tree?     (Edit)

  • Whether you can trigger this ability is a bit awkward;
    • As long as you have concealment you get Stealth ... even if the attacker ignores concealment (such as with Hunter).
    • If you're standing in a cloud, and the attacker "ignores clouds for LOS" (such as Bird's Eye) you get Prowl/Tree.
    • If you're standing in a cloud, and the attacker "ignores clouds completely" (such as Alchemical Mask) you don't get it. (Infernal Ruling)
    • Similar for standing in a forest.
  • If a debuff removes Stealth, Prowl/Tree do not reapply stealth... But this ruling is being rechecked. (Infernal Checking)
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Rules Clarification : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
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Rules Clarification : Throat Cutter      (Edit)

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Rules Clarification : Backstab      (Edit)

  • Backstab always applies on a free strike, because free strikes are always in the back arc. (Infernal Ruling)
  • Backstab applies to magic and ranged attacks, too.
  • For a caster with Backstab that uses an arc node to attack their target: Backstab doesn't care about the point of origin of the attack, and does not interact with Arc Nodes at all.
In other words, if your arc node is in the target's back arc & but the caster is not, then Backstab doesn't apply. And vice versa, if your arc node is in the front arc & you're in the back arc, then Backstab will apply.
  • Models with Circular Vision aren't immune to Backstab. They still have a back arc, and backstabbers can stand in it.
  • As of November 2021, Steamroller objectives no longer have facings, and cannot be backstabbed.
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Rules Clarification:  : Sacrificial Pawn and/or Sucker! and/or Grim Salvation     (Edit)
(Click Expand to read)

Differences
  • Sacrificial Pawn is optional.
    Grim Salvation and Sucker are not optional.
  • Grim Salvation only works vs basic attacks, not special attacks, power attacks, chain attacks.
    • Spells are not basic attacks, because they are not "made with a weapon". (Infernal Ruling)
    • CRA and CMA are basic attacks. (Infernal Ruling)
    • If a Special Attack generates an additional attack (such as Multi-Fire), the second attack will be basic and as such can have Grim Salvation used vs it. (Infernal Ruling)
  • Sacrificial Pawn & Sucker! don't work against melee attacks.
  • None of them work vs magic attacks (spells).
    All of them work against Magical Ranged attacks, though.
  • The model the attack is transferred to is always hit, even if they have an ability that makes them automatically get missed (such as Stealth).
    Automatically missing is determined earlier in the timing sequence than when the attack is moved. (Infernal Ruling)

From here down, the terms Sacrificial Pawn, Grim Salvation, and Sucker! are interchangeable

  • Using Sac Pawn moves all damage and effects onto the other model.
  • The new model hit may use any abilities that trigger on being hit/damaged by an enemy attack (such as Vengeance and Shock Field).
  • Sprays and AOEs
    • With reference to the timing chart in Appendix A: placing a spray template down occurs at Step 3. Using Sacrificial Pawn occurs at step 6. Placing an AOE template down occurs at step 7.
      Therefore if you use Sac Pawn vs a spray, the placement of the spray template does not change. If you use Sac Pawn vs an AOE, the placement of the AOE template does change.
    • A model indirectly hit by an AOE attack cannot use Sac Pawn vs it.
    • Since a spray template doesn't move, it may cause the Pawn to be hit twice by the same spray. So you then resolve two damage rolls against it.
    • When/if you shift an AOE template, the original target may be clipped by the edge of the AOE anyway (depending on how far apart the original target and Pawn are).
  • Quick Draw vs Sacrificial Pawn (Edit)
    • If enemy "Model A" shoots you, and then you use Quick Draw against "Model A", but they use Sac Pawn to move your Quick Draw attack to "Model B" then ... Quick Draw has no effect (or rather, it affects "Model B" who isn't currently shooting you so is irrelevant). Point is, "Model A" can continue shooting you.
    • This won't happen with Shield Guard though (outside of a very low-probability scenario) because Shield Guard can only be triggered during an enemy turn.

Rules Clarification : Parry - None yet. (Edit)


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Rules Clarification : Discombobulate      (Edit)

  • A model with no front arc can't draw LOS to anything, so it cannot make any attacks during your turn - no free strikes, no Defensive Strikes, no Watcher attacks, etc.
    • The one exception is if the discombobulated model somehow casts a free offensive spell, during your turn, and uses an arc node to get LOS.
  • Also a discombobulated model effectively has no melee range so it cannot engage your models (but it can be engaged).
  • A discombobulated model cannot advance (because you always have to face the direction you advance).
    Thus it cannot use during-your-turn movement such as Admonition, Countercharge, Dodge, etc.
  • Lastly, it cannot gain defensive bonuses that are locked to the front arc (Shield, Polarity Field, etc)

Important: Discombobulate only lasts one turn, so everything said above wears off pretty quickly.

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

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Rules Clarification : Open Fire and/or Relentless Barrage     (Edit)

  • Since this spell targets, the caster must have LOS to the jack/beast. (Or channel through an arc node that has LOS to the jack/beast).
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Rules Clarification : Tactical Supremacy      (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.
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Rules Clarification : Veil of Mists      (Edit)

  • Friendly models can draw LOS through the cloud, but not through things in the cloud. For instance, if you place the Veil over a forest then the forest still blocks LOS. (Infernal Ruling)
  • You only need to "toe" the AOE to gain the Pathfinder and "move through" benefits.
  • If you're in the AOE, you can move through any model, not just other ones in the AOE. If you're not in the AOE, you can't move through anything even if they're in the AOE. Refer the Veil of Mists page for some diagram examples.
  • Unlike most "move through" abilities, Veil of Mists is not limited to just voluntary advances. It also allows involuntary movement (such as being pushed, slammed, or thrown). (Infernal Ruling)
  • Pathfinder (Edit) - Pathfinder does not apply to involuntary movement (pushes & slams). (Infernal Ruling)