Kommander Andrei Malakov

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Khador Logo.jpg Kommander Andrei Malakov

Khador Warcaster

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}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock
  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)

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 this model 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, this model 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 - 12" range, POW 12 ranged attack
  • Evangeline - 0.5" reach, P+S 12 melee attack

Spells

COST RNG AOE POW DUR OFF
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

2 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.
Razor Wind

2 10 - 12 - Yes
This spell has zero special effects.
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, this model 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

Recent Changes

2019.06 Infernal Release

Thoughts on Malakov2

Malakov2 in a Nutshell

Do you remember that scene from Enemy at the Gates where Soviet soldiers are forced to run at the enemy without weapons? Yeah, Andrei Malakov is exactly the kind of kommander to order such a maneuver. Embodying a callous philosophy of victory at all costs, Malakov deems even his own troops utterly expendable as means to his ends. 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 entirely unique way.

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 is a reckless warcaster whose 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 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 run models damaged by an attack safely into the back arcs of their attackers, setting up devastating Backstab retaliation attacks on the following turn. It's this maneuver that can break the enemy in one turn, provided you can pull it off. Escort and Tactical Supremacy set your models up in ideal positions for your tricks, Open Fire and Razor Wind are weapons of opportunity for the right situation and the amazing Veil of Mists helps you protect and maneuver your models in a myriad of ways.

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 just 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. 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.

There are basically three major approaches to Malakov's feat with warriors: preemptive, proactive and reactive. Its preemptive use has you close the distance to the enemy by exploiting the movement portion of the feat. If they shoot, you engage. If they charge, you disengage or circle behind them. If they leave you be, you charge and shoot and control the battlefield, holding or at least strongly contesting objectives along the way. The proactive approach cuts out all the waiting and just has you move your warriors into enemy back arcs for Backstabs, using the movement portion of the feat to circle around or disengage on the enemy turn. The reactive approach has your engaged units move deep into enemy lines to tangle up activations and set up Backstab attacks. 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.

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, 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? The feat can also be used for pure offense and disrupting enemy infantry formations, for example by trampling into the thick of them without fearing free strikes.

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

  • 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 isn't one of those spells you build an army around, as it is a trap, because the RAT of Khadoran jacks is so low that they 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, use your focus for something else.
  • Razor Wind: More of an emergency tool than anything else, you can use it as an Incorporeal hunting spell.
  • Tactical Supremacy: Typically best used on ranged units or slow models like Man-o-War it's an excellent mobility booster.
  • 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 one of the few warcasters that can push Demolition Corps over the moon by abusing their CA's Bond of Brotherhood Minifeat.

  • 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
  • Man-o-War Kovnik: He usheres Desperate Pace to your MoW units, giving them a much needed thread extention.
  • 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.
  • Antanas & Standard - Tactician lets you spare focus on Veil of Mist and his battle plans can enhance th Demo Corps combo with either Retaliatory Strike or Tough.

    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.

    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. Kayazy are frightening with Battle Plans, Battle Mechaniks can occasionally provide you with Sucker! targets and Greylord Forge Seers hand out focus to your 'jacks.

  • Behemoth: While Malakov isn't a great Jaws of the Wolf warcaster, the impressively efficient Behemoth is a wonderful match for his tool kit.
  • Sorscha0: Sorscha's Fog of War enables Prowl and her warjack(s) benefit from his feat.

    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 - 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.

    Mercenaries    

  • 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 Warriors: Kayazy become Khador models when in a Khador army, and while they don't benefit from his feat, they work very well with his Fighting Dirty and Throat Cutter Battle Plans thanks to their inherent Parry, native Stealth, Acrobatics and Gang abilities.
    • Note that Kayazy can be taken in Jaws of the Wolf without using up your Mercenary slot.
  • 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.
  • 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.

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.

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 - Karchev - 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 Berserker - Decimator - Demolisher - Destroyer - Devastator - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Spriggan
Beast-09 - Behemoth - Black Ivan - Drago - Ruin - Torch
Colossal Conquest - Victor
Units, Solos, & Battle Engines
Units Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Great Bears of the Gallowswood - MOW Atanas & Standard
Ranking Officer CA : Koldun Kapitan Valachev
Solos

Greylord Adjunct - Greylord Forge Seer - Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Sofya - Sorscha0 - Yuri

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 - Legion 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: 2019.08

Rules Clarifications

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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)


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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

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

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


  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. 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 if 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.
    • 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.
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and can block each other's LOS, it actually becomes a bit convoluted. The scenarios are essentially:
      1. Issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells.
      2. Issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat.
      3. Issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now either:
        (3a) Forfeit Combat Action, make a full advance, and my activation ends immediately after advancing, or
        (3b) Forfeit Normal Movement, and can use my Combat Action for anything (it doesn't have to be locked in to melee attacks)
    • Refer to (Infernal Ruling) and the (Follow up questions & additional Infernal Rulings)
    • If you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target.
  • 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. 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 if 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.
    • 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      (Edit)

  • Whether you can trigger Prowl is a bit awkward; As long as you have concealment you can trigger Prowl ... 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.
    • If you're standing in a cloud, and the attacker "ignores clouds completely" (such as Alchemical Mask) you don't get Prowl. (Infernal Ruling)
    • Similar for standing in a forest.
  • If a debuff removes Stealth, Prowl does 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.
  • Steamroller objectives have facings, and can be backstabbed. (Infernal Ruling)
    • Before the game starts you should discuss with your opponent the facing of the objective.
    • In Steamroller 2017, objectives face towards the opposing deployment zone.
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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).
  • Sacrificial Pawn multiple times
    • If a model with the Sacrificial Pawn ability passes it to another model that also has Sacrificial Pawn ability, that second model may pass it along to a third model.
    • Models can only use Sac Pawn once each, you cannot set up an infinite loop!
  • 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)

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

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Rules Clarification : Open Fire      (Edit)

  • Since this spell targets, the caster must have LOS to the jack. Or channel through an arc node that has LOS to the jack.
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Rules Clarification : Razor Wind      (Edit)

  • The text description has no in-game effect. It's just for flavour.
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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.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. (Infernal Ruling) See also this article for a detailed explanation.
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • 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 : 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)