LPG - End of Activation
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- This article is part of Warmachine University's Learning to Play the Game (LPG) series, which is "Intermediate Training" aimed at new players who are still learning the core rules.
In this lesson we'll explain what you can and can't do at the end of your activation; specifically how the phrase "... and then its activation ends" short-circuits the phrase "at the end of your activation, this model can ..."
When it comes right down to it, this is the sequence of your activation:
- Before your activation
- Activation begins
- Beginning of activation
- Middle of activation
- End of activation
- Activation ends
- After your activation
There are a few core rules that will make your activation end abrubtly (such as failing a charge movement).
Either way, you essentially jump from Step 4 to Step 6 and as such
- You cannot trigger "At Any Time" abilities, because your activation has ended.
- You cannot trigger voluntary "At the end of its activation, this model can ..." stuff such as Reposition.
- You must resolve compulsory "Models that end their activation within this area suffer ..." stuff such as taking damage from a Scather.
Using another ability after an "End of Activation" ability
Some of these abilities include the phrase "and then it's activation ends" and some don't.
Despite this difference, the inherent definition of an "At the end of this model's activation, do [thing 1]" clause is that [thing 1] is the last thing the model does during that activation.
(If instead you did [thing 1] and then [thing 2], that would make [thing 2]be at the end of the model's activation and [thing 1] would be at the not-end.)
A few more notes:
- "At any time" abilities can't be used after an "end of activation, do [thing 1]". That "Any Time" ability would be a [thing 2] ability.
- If you have more than one "At the end" ability on the same model then you have to choose one which one you will resolve, and you can't resolve the other.
For instance if you have a model that inherently has Reposition and was given Sprint via a spell; both abilities let a model make an advance at the end of their activation. You can't trigger both and move twice.
- In the case of units, if any model in the unit triggers/resolves an "End of Activation" ability that affects the whole unit (such as Reposition) then no models in the unit can use an "At Any Time" ability.
"At the end" versus "When it ends"
As explained above "At the end" occurs just before the end, at step 5, and is actually still part of the activation.
"When it ends", on the other hand, is exactly that. It's step 6. A model has to end its activation eventually, so these abilities will always occur and won't be short-circuited by "...and then its activation ends".
- End of Activation (Edit)
- Some end-of-activation abilities explicitly state your activation ends as part of resolving the ability, and some don't. Either way, you can never do anything extra during or after triggering an end-of-activation ability. You cannot cast spells, purchase additional attacks, use a mini-feat, etc.
- If you start resolving an end-of-activation-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 moving, and after moving your activation has ended. (Infernal Ruling)
- For units: if any model in the unit starts resolving the unit's end-of-activation-movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
- If you have more than one end-of-activation ability, you have to choose which one to resolve, then your activation ends and you cannot use the other one.
- See also the training article: LPG - End of Activation.