Aurum Lucanum Athanor Locke

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CG Logo.png Convergence Logo.jpg Aurum Lucanum Athanor Locke

Crucible Guard, & Convergence, Ordic Warcaster

Aurum Lucanum Athanor Locke is a young and accomplished arcane mechanik and warcaster who also happens to be a pious Cyrissist. Outfitted with a custom-built and augmented armor frame, Locke is not only a Crucible Guard warcaster, but she leads the arm overseeing the fabrication of the Crucible Guard’s warjacks. While her faith is known to her peers, they do not suspect she acts as a secret observer and agent for the Convergence of Cyriss, bringing them intelligence from within the other organization. Her skill with machinery and engineering both on and off the battlefield has made her a highly valued asset to both groups.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
M.A. N/A
DEF 14
ARM 17
ESSENCE {{{essence}}}
HP 18
F. Field N/A
WJP +29
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock
  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
  • Living Convergence - Unlike most of Convergence, this model is still flesh and blood.

Feat : Arcanodynamic Catalysis

  1. Enemy upkeep spells and animi in Locke’s control range immediately expire.
  2. For one round, when an enemy model is forced, casts a spell, or spends 1 or more focus or fury points while in Locke's control range, you can place one Catalytic token on a model in Locke's battlegroup currently in her control range. If a model casts a spell by spending focus or fury, Arcanodynamic Catalysis triggers only once. A model cannot have more than three catalytic tokens on it at any time.
  3. A model gains +1 DEF and +1 ARM for each Catalytic token on it. The weapons of a model with one or more catalytic tokens on it gain Damage Type: Magical.
  4. Remove one Catalytic token from each affected model at the end of its activation.


  • Field Marshal [Precision Strike] - Warbeasts/warjacks in this model's battlegroup gain Precision Strike. (Precision Strike - When this model damages a warjack or warbeast with a melee attack, choose which column or branch suffers the damage.)
  • Resourceful - This model can upkeep spells on models in its battlegroup without spending focus/fury.
  • Repair [d3+3] (★ Action) - RNG B2B. Target friendly Faction construct model. If the model is in range, remove d3+3 damage points from it.
  • Split Loyalties - When included in a Crucible Guard army, Locke is a Crucible Guard model amd not a Convergence model. When included in a Convergence army, Locke is a Convergence model and not a Crucible Guard model.



Engine of Destruction

2 SELF - - Turn No
The spellcaster gains +2 SPD, +4 STR, and +4 MAT for one turn.

1 6 - - - No
Target model in the spellcaster's battlegroup immediately makes one basic melee attack.

2 6 - - Upkeep No
Target warjack in the spellcaster's battlegroup gains +2 STR and SPD and can run, charge, or make slam or trample power attacks without spending focus. At the end of each of its activations, the affected warjack suffers d3 damage points.
Road to War

3 SELF Control - Upkeep No
When a friendly Faction model in the spellcaster's control range destroys one or more enemy models with a melee or ranged attack during its activation, immediately after the attack is resolved one warjack in the spellcaster's battlegroup that is in its control range can advance up to 3". A warjack can advance as a result of Road to War only once per turn.

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

3 10 3 13 - Yes
On a critical hit, models hit are thrown d6˝ directly away from the attacker. Roll distance once for all models affected. Models thrown do not deviate. Move models farthest from the attacker first. Instead of suffering blast damage, models hit but not directly hit suffer a POW 10 damage roll. (Blast damage on non-critical hits is done normally.) The POW of collateral damage is 10.

Theme Forces

Thoughts on Locke

Locke in a nutshell

Locke is an arcane mechanik in the service of the Order of the Golden Crucible, who also serves as a warcaster fighting alongside the Crucible Guard. She is also secretly a member of the Convergence of Cyriss and can work for both factions. All her spells help her jacks, and she has a mix of support features found on Guard & Convergence casters. She has a field marshal, and can push her Mat to silly levels (Convergence), while also featuring a powerful defensive feat which is best described as a mass debuff to the enemy army (Guard). A very unique caster for both factions, and an absolute beast when she engages.

Feat thoughts

Locke's feat relies heavily on her spell selection and model placement. You either need to make your opponent spend focus/fury (Such as by attacking a Warcaster/Warlock and having them reduce or transfer), or make sure that you are able to capitalize on your opponent's use of focus/fury.

You often want to stack Locke's feat Catalytic Tokens to the maximum of three, giving that model multiple turns of defensive buff.

Spell thoughts

  • Jackhammer It's a great spell under most circumstances but you'll want Arc Nodes and Channelers to keep Locke safe.
  • Road to War is a mainstay spell of hers. Cast it on turn 1 and every non-Colossal has very interesting threat ranges.
  • Redline is another one of her mainline spells - a speed and damage buff. Well worth spell cycling. Combined with Road To War that's a 5" threat extension and +2 damage.
  • Engine of Destruction is a spell cast from turn 2 onwards in Convergence armies, but almost never cast in Crucible Guard unless the enemy is silly enough to get their caster within 12" of yours. This is because it boosts Locke to MAT 9 - and if Locke is MAT 9 then so are all her Vectors. In Crucible Guard it just gives an 11" charge threat range at MAT 9, P+S 16 to beat down enemy casters that get too close.
  • Sentry is her ranged buff. It requires you have one decent ranged warjack (the rest can all be melee) - and gives you an extra shot.
  • Bombshell is a bad zap. But if you can't do anything else on feat turn it's better than nothing.

Drawbacks & Downsides

  • She does nothing to help models outside her battlegroup.
  • Jackhammer has only a 6" range, which means she needs to either channel (and Convergence channellers are easy to kill while Crucible Guard arc nodes burn out) or play uncomfortably forward (playing forward is mitigated somewhat by her feat).
  • Ranged attacks are vital to trigger Road to War early, which often means you have to make a choice between maximizing Road to War or protecting your army with Combat Alchemist clouds.
  • Locke's feat does little into certain types of lists, such as infantry spam or infernal horrors
  • Locke’s feat often puts her in danger as she needs to be far up the table.

Tricks & Tips

  • When using Road to War in Convergence, make sure to activate your Optifex Directive early and hand out Pathfinder to the Vectors before they start moving.
  • She can't take the Toro or Vanguard in a Convergence army, due to the way Split Loyalties & Maker’s Mark are worded.

List Building Advice


Her main method of winning is a warjack/vector beatdown, and her feat combined with jackhammer means she can beat up jacks and beasts - while Road to War is an anti-infantry spell. She's also a combined arms caster, with shooting triggering Road to War

She has a very effective assassination that involves delivering a Redline'd warjack to the enemy warcaster then Jackhammering them until they die. The warjack doesn't even need to Charge or make any attacks on it's activation. If it can arrive at the opponent's warcaster with at least one non-crippled weapon system, and you can get Locke or an Arc Node or Channeler to within 6", you've pretty much won. Run your 'jack if you need to, then activate Locke, and begin Jackhammering. 7 free Melee attacks from the warjack (5 if you are Convergence, you'll want to cast Engine of Destruction to boost your battlegroup to MAT 9) will most likely kill any caster.

Other Strategies include taking the hit from the opponents charge, and using her feat to make them miss and / or heavily armoured. Then you use the counter attacks to swing the attrition back in your favour. This can enable a longer game, where your feat will play more into winning by attrition, and also scenario.

Dont be afraid to throw a jack forwards and cripple an aspect / system of a heavy, or even start the piece strade and take it off the board. Even a light jack like the Vanguard or Galvaniser can take out a cortex with a few focus or jackhammers, and a opposing heavy with no cortex is worth a lot less.

Theme thoughts

She's a battlegroup caster - in Convergence she goes straight in Destruction Initiative and Crucible Guard in Prima Materia without needing to think twice. However Magnum Opus is a really solid theme, and it's worth considering how Locke's 'jack lineup blends with the efficiency of Crucible Guard Infantry (and Rocketmen. Mostly Rocketmen). The arrival of Oblivion is going to finally allow Vector-heavy Clockwork Legions lists, and it’s certainly a strong consideration to be able to run so many self-recurring infantry options.

Army - Crucible Guard

There are a handful of main reasons to run Locke in Crucible Guard over Convergence, and they happen to line up with the main reasons to run Guard in general.

  1. Debuff gunline. Guard not only has longer ranged threats than Convergence, but also has many more options for layering debuffs to maximise those ranged threats.
  2. Model-type solutions. Convergence tends to do its own thing, relying on better stats and a silly amount of focus to win. Guard offers much more specific solutions to given model types, such as against Living, Undead, or Constructs.
  3. Great warriors. Guard has overall a fantastic suite of warrior models which don't necessarily take a punch, but they tend to do their job exceptionally well, be that jamming (Rocketmen or Alchemists), shooting (Infantry or Dragon's Breath), or support (the solos, especially Prospero).
  4. Synergy with Locke's feat. Guard are a shooting faction, and as such they tend to be on the squishier side. Locke's feat (and the combination of Rapid Fire & Road to War) protects your army and can often buy you an entire extra round of decent shooting.


  • Toro - Locke loves this beatstick and her army will typically field at least one and as many as three. Between Countercharge, Road to War and Redline, the Toro's non-linear threat reaches absurd levels and lets it bully the table.
  • Vanguard - A decent light which hits at its points cost (it will scratch but not dent a heavy), and comes with Shield Guard to protect its controller. Both sides of this 'jack are turned way up under Locke, thanks to an improved threat range, better defences (her feat turns this into a Khador heavy with good Def), and the ability to Shield Guard twice in Prima Materia. She'll almost always want at least one Vanguard in her list, two+ in Prima Materia.
  • Vindicator - Crucible Guard's go to answer heavy, Locke can maximize the threat range & effectiveness of the Vindicator's amazing set of Attack Types. The "standard" start to Locke's battlegroup is two Toros, a Vindicator, and a Vanguard.
  • Suppressor - Long range sprays are always good, especially when boosted and the SPD of their carrier is buffed. The unfortunate downside to the Suppressor is its somewhat lackluster hitting power (Pow 16 into Constructs provided it lands Rust), and being 3 points more than a Vanguard it is usually worth spending those extra points on a Trancer. That being said, the Suppressor is a great fifth warjack thanks to its variety of debuffs and ability to take some hits.
  • Retaliator - The combination of Grievous Wound on a spray with Locke's Field Marshal ability is pain for the enemy to deal with, especially good against packed infantry with Tough such as Trolls. The budget option compared to a Vanguard, that extra point is often used to upgrade a solo (such as Gorman into Hutchuk, or a Trancer into Gorman).
  • Liberator - Locke wants to swap her upkeeps and cast Jackhammer, but it can be hard for her to keep up with her 'jacks. The Liberator's Experimental Arc Node allows Locke to cast her spells across the battlefield, while still serving as an effective frontline 'jack. It's a matter or personal preference whether to run a third Vanguard or a Liberator, but generally speaking most Guard players would choose the Liberator for flexibility.
  • Vulcan - SPD8 and POW21 with Redline plus all its abilities make the Vulcan extremely potent with Locke.This is on top of the Vulcan's ability to correct for match ups into armies with lots of Immunities, which is a huge weakness for Crucible Guard lists without the Railless or infantry spam. The unfortunate downside of running a Vulcan, is limiting the number of other warjacks you can run. Locke likes to have a larger battlegroup, and it is a huge question mark whether the Vulcan is worth two Vanguards and a Vindicator.


  • Aurum Legate Alyce Marc - Locke loves the support Alyce provides, and can easily make full use of her abilities every turn. Jackhammer has a funny interaction with Big Alyce, the two together can push through the last damage needed on a weakened enemy caster (Big Alyce jumps to engage, while Locke spends he stack for a bunch of Mat 8, Pow 14s).
  • Prospero - Locke fields many 'jacks, making Prospero useful for all of his abilities. He has a fairly diverse range of potential battlegroups, all of which love to see Alyce with Locke (Empower works with his 'jacks too).
    • Preferably with Suppressor or Retaliator as Guided Fire is great with sprays. Note that Instability Equation is one of the best counters to jamming infantry Locke can field.
    • A simple Vanguard is always a good option, especially in Prima Materia when running Prospero as a support piece.
    • Prospero is one of the best Vulcan controllers in Guard, and that doesn't change when under Locke. It's usually better to keep the Vulcan on Locke for the melee output, but a stand & shoot Locke list would prefer the Vulcan on Prospero.
  • Crucible Guard Mechaniks - With that many 'jacks one or two Mechaniks are very useful to provide Pathfinder and Repairs.
  • Combat Alchemists - Cloud walls really help Locke deliver her army. In addition, Combat Alchemists serve as a solid scoring and zone denying option for an army which would rather spend its 'jacks killing other 'jacks.
  • Dragon's Breath Rockets - A highly efficient weapon crew which can be free in Magnum Opus or contribute to free solos in Prima Materia. Almost certainly a staple, especially when you consider how Withering Humor devastates 'jack-jamming infantry.
  • Gorman & Hutchuk are always solid options for any Guard list, especially ones which want to try and piece-trade with opposing battlegroups (Ambush + Rust is nice for clearing zones)
  • Trancer - One of Guard's signature solos, the Trancer is best run in at least a pair, typically three or four together. However this is difficult to do without consuming too many points, points Locke would rather spend on more warjacks. Additionally, Trancers typically provide Guard lists the ability to fight into hard battlegroups (such as Dark Menagerie with a bunch of Crabbits), a weakness which is not shared under Locke thanks to her incredible feat.

Starting a 25 point list

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

Theme - Prima Materia

Aurum Lucanum Athanor Locke: [+29 WJP]
Prospero: [5 pts]
Gorman1: [4 pts]
Combat Alchemists: [Free] (7 pts)

Army - Convergence

Convergence offers a more diverse suite of warjacks (ahem, Vectors) from which Locke can choose, including two different Colossals. The reasons to include Locke as your Convergence warcaster are generally:

1) More battlegroup options. Guard is a newer faction, with a greater emphasis on combined arms than Convergence. As such it is harder to run a list built around a single big battlegroup. At the same time, only having access to three heavies, of which only two are notably synergistic with Locke, is a major disadvantage.

2) More focus. Convergence is historically the Warmachine faction with the most resources to spend on any given turn. Their hitting power comes from favourable math & individual output as opposed to layers of debuffs.

3) Great anti-range tech. Convergence is very good at punishing gunlines, with above average melee threats (especially with Locke), and an abundance of inexpensive available Shield Guards (servitors) in Destruction Initiative.

4) Natural synergy with Locke. Most Convergence models are good at hitting, but not the best at getting there. The solutions in faction are minimal, but guess what Locke's main ability is? Her ability to deliver her battlegroup. On top of that, every part of Locke's card is relevant in every game as Convergence, thanks to the way Vectors work and the reliance on melee hitting power.


  • Corollary - An auto-include in every Convergence list, and for good reason. An extra 2" on Locke's control range is huge for catching enemies in her feat, as well as abusing Road to War almost anywhere on the board. Being able to fuel her battlegroup for her allows Locke to spend more on casting Engine of Destruction and Redline. Also, the latest changes to Destruction Initiative means you can take one for free as a Requisition Option.
  • Inverter - 2" reach, and pow 19/22 with Redline. Redline and Road to War drastically increase this otherwise slow vector's threat range, and everyone loves Mat 9 auto-knockdown P+S 22. It is always worth considering at least one, if not two.
  • Assimilator - Strong weapon master melee, and a good ranged attack for triggering Road to War. An excellent Sentry target. Do note that since attacks from Ground Pounder occur simultaneously, a single Ground Pounder can only move one model with Road to War.
  • Conservator - Under her feat, these become really difficult to kill, with a Def 14/Arm 23 statline if given three Catalytic Tokens. With Redline and if the opponent triggered Hand of Vengeance, the Conservator becomes MAT 7 POW 19. For total overkill, Engine of Destruction brings it to MAT 11. Not bad, for a 12 point heavy.
  • Diffuser - Sentry allows the little fella to get two beacons out each turn. This can allow a single Diffuser to do the work of two given the right matchup (such as into clumped up Grymkin beasts in Dark Menagerie). At six points its an ideal requisition option in Destruction Initiative.
  • Galvanizer - While banking on Critical Effects isn't always the best decision, the Galvanizer can be free as a requisition option, can repair other vectors, and with Field Marshal Precision Strike it can try to scalpel out important systems/branches on enemy battlegroups. If nothing else, it's always good for contesting zones cheaply.
  • Prime Axiom - Locke's assassination run is characterized by the Inverter, but there is something to be said about Jackhammering a Redlined Prime Axiom. However, including the Axiom limits how many vectors you can cram in a list, and Locke tends to enjoy saturating the table with heavies. Whether you start your list-building with the Axiom, or prefer multiple Assimilators, having the additional ranged presence from either helps you trigger Road to War, playing into Locke's toolkit.
  • Monitor - A walking heavy, its Ricochet shot is useful for triggering Road to War and scalping out some support behind the main line. With Sustained Attack on its melee weapon it complements the Inverter as a mainline heavy, although at MAT 9 with Locke, it isn't missing a great deal, but every little helps.


  • Reflex Servitors - Possibly useful, Reflex Servitors are best used for creating an early skirmish line and pressuring scenarios while the rest of Locke's battlegroup moves up. With POW 14s, they can threaten some heavier armor when they move in to attack. However, due to the wording of Detonation, only a model killed by the direct hit will trigger Road to War, not anything killed by the blast damage.
  • Elimination Servitors - Cheap Shield guards that can snipe out high armour single wound jamming models.
  • Attunement Servitors - Are often a good choice now in the changed Destruction Initiative, Shield Guards that can drop enemies DEF. Locke helps her Battlegroup with MAT to deal with DEF skew, but if you are taking a Monitor for Ricochet or a Prime Axiom a little help with hitting never hurts. Stripping Stealth too is useful in some situations.
  • Optifex Directive - Convergence walkers don't have Pathfinder. This fixes that, and patches up any Redline induced damage. Locke also doesn't have any Magical Weapons outside of her feat turn. The Directive fixes that, too. Locke will always want at least one unit.
  • Algorithmic Dispersion Optifex - Convergence's Arc Node. Cheap but fragile, keep it defended with shield guards. Good for swapping Redline around on the flanks in the early game, then running out to channel Jackhammer when lines have clashed. Take three as a requisition option. Their changes to increase induction range by 3 inches is invaluable to a caster with a large battlegroup, which can now spread out more

First Seven Purchases

A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.

  1. Warjack: Corollary
  2. Warjack: Inverter
  3. Warjack: Monitor
  4. Warjack: Prime Axiom
  5. Solos: Algorithmic Dispersion Optifex (x3)
  6. Solos: Elimination Servitors
  7. Unit: Optifex Directive



  • Released with the Crucible Guard Faction (2018.06).
  • While not the first two-faction warcaster, she is the first (and currently only, ignoring the weird Oblivion themes) who is not also Mercs or Minions.

Video Battle Reports

Other Faction models

CG Logo.png       Crucible Guard Index       (Edit)            
Battlegroup & Similar

Benett - Gearhart - Locke - Lukas - Mackay - Syvestro

Warcaster attachments Aurum Legate Alyce Marc (Crucible) - Sylys Wyshnalyrr (Mercenary) - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Prospero (BGC)
Light Liberator - Retaliator - Vanguard
Heavy Suppresor - Toro - Vindicator
Colossal Vulcan
Units, Solos, Battle Engines, & Structures

Combat Alchemists - CG Assault Troopers - CG Infantry - Dragon's Breath Rocket - Rocketmen - Shock Troopers
Ranking Officer : Doctor Alejandro Mosby


CG Mechanik - Gorman1 - Gorman2 - Hutchuk, Ogrun Bounty Hunter - Prospero - Rocketman Ace - Trancer

Battle Engines Railless Interceptor
Theme Forces
Magnum Opus - Prima Materia
Refer to Who Works for Whom and/or Category: Crucible Guard Mercenary
This index was last updated: 2020.07
Convergence Logo.jpg       Convergence Index       (Edit)            

Aurora1 - Aurora2 - Axis - Directrix - Locke - Lucant - Orion - Syntherion


Corollary (Attached) - Diffuser - Galvanizer - Mitigator - Negator - Tesselator


Assimilator - Cipher - Conservator - Inverter - Modulator - Monitor


Prime Axiom - Prime Conflux

Units, Solos, & Battle Engines

Asphyxious4 - Clockwork Angels - Eradicators - Obstructors - Optifex Directive - Negation Angels - Perforators - Reciprocators - Reductors
Special CA [Any Unit] : Transverse Enumerator


Accretion Servitors - Algorithmic Dispersion Optifex - Attunement Servitors - Destructotron 3000 - Elimination Servitors - Enigma Foundry - Frustum Locus - J.A.I.M.s - Prefect Hypatia - Reflex Servitors - Steelsoul Protector

Battle Engines

Nemo4 - TEP

Theme Forces Mercenaries
Clockwork Legions - Destruction Initiative - Strange Bedfellows

Refer to Category: Convergence of Cyriss Mercenary

This index was last updated: 2020.08

Rules Clarifications

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Rules Clarification : Feat: Arcanodynamic Catalysis
Asphyxious3's & Locke1's feats (Edit)
These two warcasters have identical triggers for their feat, so I'm lumping their clarifications together.

  • Number of tokens gained
    • You get one token every time an enemy casts a spell and/or boosts and/or etc.
    • You only get one token when a warlock casts an animus, even though technically it's a spell and an animus.
    • You only get one token when a beast uses Geomancy, even though technically being forced to Geomancy and using Geomancy to cast a spell are 2 separate steps. (Infernal Ruling)
    • You only gain one token regardless of the cost of the spell - whether the enemy casts it for free, or spends 4 focus, it's all the same to him.
    • You only get one token when an enemy beast is riled, regardless of how much fury the beast is riled for.
      • Example: An enemy warcaster casts a spell and boosts the hit roll and boosts the damage roll. You'll get 3 tokens.
  • Other
    • If an attack is boosted you gain the tokens immediately, not at the end of the attack. This means Gaspy has to heal old damage before suffering new damage, and Locke has to decide who to buff before seeing whether the attack manages to hit/damage.
    • If a model spends fury that is "on another model" (such as Sentry Stones or a Grunt in a warbeast pack), it is the location of the model actually doing the spending that is relevant to the feat. (Infernal Ruling)

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Rules Clarification : Knockdown      (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 : 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)

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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.
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • As of 2020.08, I have lost track of how this is supposed to work and I'm giving up until it is sorted properly. Refer to this thread for the latest ruling and follow-up questions.

  • 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 : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)
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Rules Clarification : Marksman and/or Precision Strike     (Edit)

  • These abilities do not get around Retribution Force Fields. The attacker's ability assigns it to a column, and Force Field reassigns it.
  • Versus a Colossal or Gargantuan, you don't get to choose which grid is damaged. That is still governed by which Firing Arc the attacker is standing in.
  • Attacker chooses column vs Defender chooses column (Edit)
    • When both the attacker and defender have an ability that lets them choose the column that gets damaged, the attacker gets to choose. (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 : Repair      (Edit)

  • When repairing warjacks, you can choose which damage boxes to heal - they don't all have to be the same column.
  • If you get a +1 bonus to a repair roll, that is one extra hitpoint healed. Not +1 to the number of pips showing on the dice.

Rules Clarification : Split Loyalties - None yet. (Edit)

Rules Clarification : Engine of Destruction - None yet. (Edit)

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Rules Clarification : Jackhammer      (Edit)

  • The caster can cast Jackhammer on themself (as they're a member of their own battlegroup).
    • The caster can do this before advancing. They can even choose to do initial ranged attack(s) as their combat action, after casting the spell.
  • 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 : Redline      (Edit)

  • If you plan on casting this often, you'll probably want to check the rules clarifications on slams and tramples
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Rules Clarification : Road to War and/or Warpath and/or Rites of Torment     (Edit)

  • Note that this spell triggers when a model is destroyed. RFP attacks might interfere with it.
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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)
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Rules Clarification : Bombshell and/or Full Battery Fire     (Edit)

  • See also the throw rules recap.
  • If any two models (or more) in the AOE are B2B before the throw, then when you move the second model it is going to re-contact the first. This means you'll get an extra damage die vs the second model, or collateral damage (depending on who is larger than whom).
  • If the first model can't move the full throw distance (because it contacts an obstacle, or an equal/larger based model) then the other model(s) in the AOE are going to smack into him when they get moved. Thus you'll get extra damage die/collateral damage.
  • Incorporeal models won't be thrown, because "can't be thrown" trumps "is thrown". (Infernal Ruling)
  • Bombshell only
    • The sentence "instead of suffering blast damage" only relates to what happens on a critical hit. If it's not a critical, you apply blast damage as normal. (Infernal Ruling)