Kommander Oleg Strakhov

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Khador Logo.jpg Kommander Oleg Strakhov

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.

Few soldiers are as hated and feared by the Motherland’s enemies as Kommander Oleg Strakhov. Strakhov takes pride in the fact that he has never refused a mission, no matter how dangerous. Although he prefers to rely on his physical superiority, his potent arcane abilities have been refined to aid him in the shock assaults in which he excels. Strakhov and his ‘jacks launch brutal strikes against enemy positions, slaughtering the enemy before they can react. With each engagement, Strakhov changes the face of warfare in the Iron Kingdoms to match his vision of bloody excellence.

Basic Info

Strakhov1
Missing Info
Strakhov1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 7
MAT 7
RAT 6
M.A. N/A
DEF 15
ARM 16
CMD
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 17
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: Iron Fist

  1. Friendly Faction models that charge or slam power attack an enemy model while that model is in Strakhov's control range gain +4" movement when advancing as part of their Normal Movement and Pathfinder.
  2. Warjacks in Strakhov's battlegroup can charge or make a slam power attack targeting an enemy model while that model is in Strakhov's control range without spending focus.
Iron Fist lasts for one turn.
Tip lightbulb.png

Tip !
The enemy model needs to be in your control range.

Abilities

Weapons

Cinder Bomb
Gun icon.jpg  RNG   ROF   AOE   POW 
6 1 3 14
Riot Gun
Gun icon.jpg  RNG   ROF   AOE   POW 
10 d3 - 12
Trench Sword
Sword icon.jpg  RNG   POW   P+S 
0.5 6 13

Spells

COST RNG AOE POW DUR OFF
Battering Ram

2 8 - 12 - Yes
An enemy model hit by Battering Ram can be pushed 3" directly away from the spell's point of origin.
Occultation

2 6 - - Upkeep No
Target friendly Faction model/unit gains Stealth. Models are not affected while out of formation.
Overrun

2 6 - - Turn No
When target model in the spellcaster's battlegroup destroys one or more enemy models with an attack during its Combat Action, immediately after the attack is resolved one model in the spellcaster's battlegroup that is in its control range can make a full advance, then Overrun expires. A model can advance only once per turn as a result of Overrun. Overrun lasts for one turn.
Sentry

2 6 - - Upkeep No
Target friendly Faction model gains Rapid Fire.
Rapid Fire - A model with Rapid Fire can make one basic ranged attack during your Maintenance Phase.
Superiority

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

Theme Forces


Thoughts on Strakhov1

Strakhov1 in a nutshell

Strakhov is a Kommando. This means lots of tools, lots of special rules, and a very mobile game. He offers a fairly unique, alpha-strike based game, which is something unexpected from a faction, known for its SPD 4 warjacks. He is the living proof, that being a "slow faction" is not the same as being a "faction with low SPD warjacks".

Spell thoughts

  • Overrun - a watered-down version of Road to War, it is still the cornerstone of your plans. 4/6" extra movement for a Khador jack can mean the difference between getting engaged, and getting shot to pieces. Especially useful against units with Polarity Shield, as it can offset the loss of the extra 3" from the charge denial.
  • Superiority - goes hand-in-hand with Overrun. Cast it on turn1, and keep it up.
  • Sentry - If you expect your combined-arms jack to be caught early by jamming troops, put it on, and watch chaff infantry evaporating from blasts.
  • Occultation - put it on a tanky troop you want to deliver safety, or on your brawler solos.
  • Battering Ram - for occasional Incorp hunting, but frankly, you'll rarely have enough focus for this zap.

Feat thoughts

This is where the fun starts. Iron Fist makes slow models fast, while fast models can conduct nothing short of ridiculous charge ranges. Free charges and slams offer great focus efficiency, and few enemies will survive a charge from Strakhov's army. Terrain is also rarely an issue thanks to Pathfinder.

Drawbacks & Downsides

  • He has to play far forward to be effective with his feat, and his defence stats are not extraordinary (apart of being immune to fire and corrosion).
  • Anything, that counters charging, or removes upkeeps, will severely decrease his jacks' and units' threat range.

Tricks & Tips

  • You have a ROFD3 gun, equivalent of a Hand Cannon - it can prove useful, if you want to kill something important.
  • Strakhov is part of his battlegroup, so a kill with him while having Overrun on himself can send a jack forward - and vica versa.
  • You can cast Overrun multiple times, although you have to target and move different models each time.

List Building Advice

Strategy

Strakhov has been following a very straightforward game plan throughout the last 2 editions, which more often than not converges toward assassination. The recipients might change, but the main steps are:

  • Put Superiority on a jack you want to beat faces with, and don't let it drop.
  • March forward until the enemy gets into your CTRL zone. Occasionally help your key models movement with Overrun.
  • Allocate focus on your Superiority enhanced jack, cast Overrun, then feat.
  • Kill something to trigger Overrun, deliver your enhanced jack, and wreck faces.

You mainly select units for Strakhov's army to make the most out of his feat. As mentioned, +4 movement under charges make everything better.

Theme Thoughts

    Jaws of the Wolf    
Since most of his buffs resolve around his battlegroup, there's a good case to be made about this theme. He also upkeeps for free on battlegroup models, so basing your strategy around a large battlegroup and only taking a minimal amount of unsupported quality units can be a good idea.

  • Behemoth is a fantastic jack in his own right, but needs to be protected since he is not any more survivable than a Juggernaugt. Occultation helps with this.
  • Kayazy Eliminators same distance as with the Drakhun, with complete free strike immunity, plus extra distance from Side Step. Thanks to Acrobatics, you don't care about screening models.
    • Also note that, as Partisans, Kayazy can be taken in the other Khador themes too. But in the other themes they'll use up your "Up to one Mercenary" slot.
  • Sorscha0 - Boundless Charge on a stick is great for a caster with Superiority and the Speedboosts stack. FoW ist also never bad as it provides a bit of protection from shooting.

    Legion of Steel    

  • Iron Fang Uhlans - that is 17" charge range for you. They're a great target for Occultation.

    Armored Corps    

    Winter Guard Kommand    

    Wolves of Winter    

  • You won't take Greylord_Outriders to wreck faces, but with Occultation they can be particularly annoying.
  • Fenris can become a whirlwind of destruction, but he must forgo the spell support.
  • Four empowers from the Koldun Lord and Greylord Forge Seer really help a big battlegroup.

    Mercenaries    

  • Sylys - best friend of an upkeep-dependant caster - but this is not one of those casters.
  • Ragman and Aiyana and Holt are your typical damage fixers.

Battlegroup

Torch is his pet warjack that he can take in any theme.

Since Superiority and Overrun amend the speed problems, almost any Khador jack can fit into his arsenal.

  • Since you want to use his feat eventually to charge you jacks in, they should hit hard in melee to make the most of it. Juggernauts and Marauders fit the bill!
  • Behemoth - As above.
  • Destroyer - A great Sentry target.
  • Grolar - If it comes to triggering Overrun, no one beast the Grolar and it'S high volume of fire.
  • Torch is his pet warjack that he can take in any theme. It's good at triggering overrun, but you might find the Grolar better for that.

Other

Trivia

Other Khador models

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

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

Warcaster attachments

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

Other Warjack Controllers

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

Heavy Warjacks

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

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

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

Solos

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

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

Video Battle Reports

Rules Clarifications

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Rules Clarification : Feat: Iron Fist

  • Your own models don't need to be in Strakhov's control area to benefit, just the enemy model they want to charge.
  • Models that gain Pathfinder via the feat will keep it for the rest of the turn. (Infernal Ruling)
    • So, for instance, they can benefit from Pathfinder on Sprint, Reposition, or Overrun moves.


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Rules Clarification : Fire      (Edit)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)

Rules Clarification : Smoke - None yet. (Edit)

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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 : Powerful Charge  and/or Brutal Charge     (Edit)

  • If you declare a charge but move less than 3", then the attack doesn't count as a "Charge Attack" and you won't get the bonus.


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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 : Corrosion      (Edit)

  • If you deploy in corrosion hazard terrain (Acid Pool), then you get corroded before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • A weapon can inflict continuous corrosion without itself being a corrosion damage weapon (for example, the Acidic Touch animus). In this case, the attack can hurt models with Immunity: Corrosion it just won't apply the continuous effect.
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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Alchemical Mask      (Edit)

  • Although a "hazardous cloud" (such as Breath of Corruption) sounds like it would be a gas, it isn't and you don't ignore it. Stuff is gas only if it says it's gas.
  • Alchemical Mask ignores clouds for LOS and the +2 DEF concealment bonus, but a target in a cloud still 'has' concealment so the target can get Prowl to work. (Infernal Ruling)
  • Alchemical Mask does not ignore Syvestro's "Super Stealth" that he gets via Impenetrable Haze. (Infernal Ruling)
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Rules Clarification : Resourceful      (Edit)

  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Sprint  and/or Run & Gun     (Edit)

  • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
  • Run & Gun won't trigger if you RFP the model, but Sprint will.
  • 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 : Veteran Leader      (Edit)

  • Veteran Leaders don't give themselves the buff, because of the "other models within ..." clause. However, if you have two models giving out the buff, then they can give it to each other. (Locked thread)
  • If a model can get Veteran Leader from two sources (such as Vet Leader [Winterguard] simultaneous with Vet Leader [Assault Kommandos]) then the benefit does not stack. (Infernal Ruling)
  • Some versions say "friendly" and some don't. Regardless, Veteran Leader only buffs friendly models. (Infernal Ruling)


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Rules Clarification : Battering Ram      (Edit)

  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
    • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
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Rules Clarification : Occultation      (Edit)

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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 : Overrun      (Edit)

  • You can cast Overrun multiple times per turn to get multiple moves. The limitation is on how many times any given model can benefit from the free move, not how many free moves you can have in total. (Infernal Ruling)
  • Overrun can trigger from any kind of attack, including magic attacks (spells).
  • Overrun won't trigger if you kill someone with collateral damage (such as a slam or throw).
  • Colossals/Gargantuans cannot move via Overrun, even if cast on themselves, because they can only move during their "normal movement".
  • You cannot trigger Overrun in the middle of an attack - for instance if you are Thresher-ing, then you must complete all attack rolls and all damage rolls, before triggering Overrun.
  • Once Overrun is triggered, you may move any model in the battlegroup (it doesn't have to be the one the Overrun spell was on).
  • Overrun is being errata'd so that it doesn't work on Impact Attacks. (Infernal Ruling)
  • Forfeiting movement
    • A model moved by Overrun spell can still forfeit it's movement during its normal activation.
    • A model affected by a "must forfeit it's movement during its normal activation" effect (such Death Chill) can still move via Overrun. (Knocked down models, obviously, can't Overrun because Knockdown has additional restrictions).
    • If a model forfeits its movement for the aiming bonus, it can still move via Overrun, and will still retain the aiming bonus even after this movement.
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Rules Clarification : Sentry      (Edit)

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Rules Clarification : Rapid Fire      (Edit)

  • You can't boost Rapid Fire shots, since you can only boost during your activation. (Infernal Ruling)
  • If a model with Rapid Fire has different Attack Types, it can choose which to Attack Type to use for the Maintenance Phase shot. (Infernal Ruling)
  • If a model's attacks gain an effect "when this model activates" (such as the Blightbringer), then those effects won't apply to the Maintenance Phase shot. (Infernal Ruling)

Rules Clarification : Superiority - None yet. (Edit)