Lord Azazello, The Castellan

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Minion Logo.jpg Lord Azazello, The Castellan

Minion Farrow Warlock

Who’s that Farrow swinging down from the chandelier? So dashing! So daring!

He’ll sweep you off your feet, rob you blind, then disappear into the night. Off to the next adventure! Because there’s always another adventure!

At least ... there was. Then the dang world went to heck.

It wasn’t that long ago that Lord Azazello was pulling off high profile heists and capers against the elite of Ordic nobility. Life was good, coin was plentiful, and the company he kept was gorgeous. Now, this suave Farrow finds himself in a shattered world with a little less shine but a whole lot more shinies.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
STR {{{str}}}
M.A. N/A
DEF 16
ARM 15
ESSENCE {{{essence}}}
HP 17
F. Field N/A
WJP {{{wjp}}}
WBP +29
IHP {{{ihp}}}
Warcaster 1
the Statblock

Riot Quest - Although this model has rules which allow it to be played in Warmachine and Hordes, it was primarily designed for the Riot Quest boardgame. RQ is set in an alternate and/or future timeline where the Infernals won the war. Some of the RQ models are slightly more goofy than their WMH equivalents.

Minion - In a 2+ caster game, he can work for Skorne, Legion, Circle, or Trollbloods.

Warlock - All warlocks 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: Stand and Deliver

While in Arazello's control range, friendly Faction warrior models gain +3 STR and ARM and Duelist. Stand and Deliver lasts for one round

Duelist - This model gains +2 DEF against melee attack rolls.


  • Pathfinder symbol.jpg Pathfinder
  • Tough symbol.jpg Tough
  • En Garde - While in this model's command range, friendly Faction warrior models gain Riposte (as below).
  • Farrow Warlock - This model can only have Farrow warbeasts in its battlegroup.
  • HenchmenFarrow ] - Choose one friendly Farrow unit at the beginning of the game to be Henchmen. The chosen unit gains +2 DEF and can reroll its missed attack rolls. Each attack roll can be rerolled only once as a result of Henchmen.
  • Riposte - When this model is missed by an enemy melee attack, immediately after the attack is resolved it can make one basic melee attack against the attacking model.


Wide Boar Pistol
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 - 12
  • Beacon - Friendly Faction models can charge or make a slam power attack against an enemy model hit by this weapon without spending focus or being forced. A friendly Faction model charging an enemy model hit by this weapon gains +2" movement. Beacon lasts for one turn.
Sword icon.jpg  RNG   POW   P+S 
1 4 10


Flashing Blade

1 SELF - - - No
The spellcaster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.

2 6 - - Upkeep No
When target friendly Faction model/unit is targeted by a ranged attack with RNG greater than 8, the attack suffers -5 RNG to a minimum of 8. Models are not affected while out of formation.
Storm Rager

3 6 - - Upkeep No
Target friendly Faction warrior model gains +2 STR, MAT, and ARM and cannot be targeted by CRA or CMA.
Wind Rush

2 SELF - - Round No
The spellcaster can immediately make a full advance and gains +2 DEF for one round. Wind Rush can be cast only once per activation.

Theme Forces

Recent Changes

2021.10 Mega Update

  • Lost Distraction and Range Amplifier
  • Phantasm cannot reduce an attack to less than 8" range. (It used to have no limit, and could reduce them to zero).

Thoughts on Azazello

Azazello in a nutshell

Lord Azazello is, unquestionably, a warrior support ’caster. He can also mix it up himself in melee fairly well under his own feat and with Storm Rager upkept on himself - and with just Storm Rager and Wind Rush he's an assassin with a 16" non-linear threat range that hits at MAT 10 with an effective P+S 15.5.

Being a warrior-based ’caster, Azazello needs a way to deliver both infantry units and solos. First, we see his Henchmen rule, which is a permanent buff granted to a single Farrow unit at the beginning of the game. If you’re playing Azazello in the Will Work for Food theme force, this is absolutely going on a unit of Farrow Valkyries. In the Thornfall Alliance, you might want to consider putting this buff on a unit of Farrow Brigands—the reroll effect is excellent and the +2 Def stacks well with Dig in.

Azazello’s feat will increase his armies DEF in melee once engaged, but in terms of getting said army into melee, Azazello has two primary methods to accomplish this. First is the spell Phantasm, which flat reduces the RNG of all incoming shots onto a unit by 5˝. The second is Azazello’s combination of Range Amplifier with the spells of Wind Rush and Distraction. Just walking up and casting Distraction, Azazello can threaten the spell at 21˝; thanks to Wind Rush, he can also safely put himself back into a secure position.

Azazello not only has Riposte himself, but he also grants Riposte to all friendly Faction warriors within 8˝ of him. This is particularly brutal during his feat turn when most of his infantry also has Duelist, as well as +3 STR and ARM. Rushing your warriors forward to engage the enemy and popping his feat early, often Turn 3, can provide your opponent with some really unpleasant options.

Azazello's personal threat should not be underestimated. With Wind Rush he has a 16" non-linear threat range on a charge and with Storm Rager he has defensive stats of DEF 18, ARM 17 while doing so. This means he can outright end a game that went badly for you before on attrition or scenario with a cheeky assassination. Furthermore with access to Lighting Strike from a Road Hog he can mix it up in melee every turn and Sprint behind a building and be reasonably safe. He truly leads from the front, which makes him a very involved and rewarding caster to play. Force multipliers like Ride Along from Ledfoot & Tredz and the Krielstone Aura exacerbate this even further, putting his threat range to 18" and his defensive stats at DEF 20, ARM 22 on feat turn, delivering MAT 10, P+S 16 Weapon Master sword strikes ( so long as you did not leave the kriel stone aura doing this)

Feat Thoughts

Warrior models get +3 STR, +3 ARM, +2 DEF in melee. It's a feat with unquestionable offensive and defensive uses that isn't quite as good as it looks at first glance. Ideally it would be used in combination with an alpha strike, going in and wrecking things with the bonus damage, and using the bonus defense to then take the counter-attack. Unfortunately the rest of Azazello's kit doesn't support this as he has no speed buffs or ways of repositioning the enemy to make them take the alpha strike. It's also a feat much better suited for solos or Archons than it is for most Farrow as single wound Farrow warriors are mostly only boosted to ARM 17 (which means that 8s still kill with high explosive or electro-leap and charges kill easily) and at only DEF 12 even Duellist and Riposte aren't enough.

Spell Thoughts

Unusually Azazello doesn't have any sort of zap spell or ranged magical weapon for dealing with obnoxious incorporeal models.

  • Phantasm is a very nice defensive spell that probably belongs on your skirmish screen. Or anything you think your opponent will want to shoot.
  • Storm Rager at a cost of three is very hard to re-cast which means it should be used wisely. A good option is to use it on Azazello for CRA immunity and to use him as a super-solo while forcing your opponent to stay out of assassination range. The other option is if you have a really good melee solo (normally an Archon) make it really hard to take down and threaten a lot of work. The former is still prefered however, as Azazello really, really does not want to recast a cost 3 spell in the middle of the game after the combat solo has inevitably died, and th buffs from Storm Rager are very relevant for his survival when (not if) he plays forward and gets the job done himself.
  • Wind Rush is a part of the Azazello super-solo package. It gives speed and defense - and puts his assassination threat up to a substantial 16" or works as a de-facto sprint.
  • Flashing Blade combos with Wind Rush, allowing you to clear out the enemy after wind rushing before your charge. It's occasionally useful otherwise but with only a 1" threat it does little more than buying another attack.

Drawbacks & Downsides

  • He's not the Farrow warlock we've all been waiting for; Riposte for all warriors in his control area helps high DEF models more (and Farrow are DEF 12) and his feat is better on high ARM high DEF models with multiple wounds because single wound infantry still dies easily even with +3 ARM. He's therefore best in a Will Work for Food army with a lot of solos or a Vengeance of Dhunia army that makes use of Trollkin Champions.
  • In WWFF he has a similar toolkit to Helga the Conqueror - and her feat is incredibly fun and can produce weird tricks.
  • He does nothing for warbeasts unless he get to shoot a juicy target.
  • He needs to shoot a juicy target to get is Beacon shot of, meaning he cannot throw down in melee at the same time.
  • No zap spell means that you need to bring something else in case the opponent brought a single incorporeal solo to contest scenarios (or charge the target and then use Wind Walk to effectively sprint to safety).

Tricks & Tips

  • If you are engaged at the start of your activation you can use flashing blade and still be allowed to move and perform normal actions
  • The feat and wind rush put you at casual DEF 20, so depending on what you are facing you can even dodge free strikes. At ARM 19 he can probably take one to the chin even if it somehow manages to hit, anyhow. Use this to your advantage when considering assassination angles.

List Building Advice


You will find, in many early turns, Azazello must live dangerously, keeping zero fury to himself. You’re often going to want to upkeep Phantasm and Storm Rager, then move up, take a potshot for Beacon and Wind Rush back to safety. When the time comes to commit to the battle, though, Azazello with Storm Rager on himself and under his feat is effectively a MAT 10 P+S 15 Weapon Master with DEF 18 against incoming melee attacks, possibly DEF 20 if you Wind Rushed AND he has Riposte.

Don’t be scared to commit him to the front lines when the time is right—just watch out for knock down or stationary effects that can reliably hit you. The Cargo Nets ojective is a huge boon to him, as it hand out Steady.

Theme Thoughts

    Vengeance of Dhunia    
Vengeance of Dhunia, VoD for short, is probably Azazello's best theme, though not by much because Will Work for Food is very good too. Here he runs a fantastic Champion boat while having access to key support models like the Krielstone and Pyre Troll.

  • Trollkin Champions - They have naturally high DEF and Sanguine Bond + Riposte makes them really annoying to remove. They also take super well to the feat, granting them Duelist and +3 ARM and STR, meaing they either hit like a ton of brick as POW 16 weapon masters under the stone, or just run and be virtually impossible to dislodge from a zone on feat turn. Two units + Skaldi are the gold standard for the conventional Azz list.
  • Trollkin Champion Hero - HE grants the champs Retaliatory Strike, meaning you get to make a counter punch no matter if the enemy model hit or missed.
  • Boomhowler3 - Azazellos only speed buff is Beacon, which is difficult to apply for a melee monster without Dual Attack. Boomy brings Dinner Time and Hoof It to fix this and has Shout Down on top of it. He also randomly has the Champion tag so he gains Retaliatory strike from the champion, so he combines his devastating counter charge with riposte and retaliatory strike.
  • Krielstone Bearer & Stone Scribes - A walking +2 ARM buff is essential for both Az's and his champs survival. Also makes the Valkyries that much better at their job of Shield Guarding. Use the Stone Scribe elder as your CA for a +1 STR buff and some problem solving abilities.
  • Farrow Valkyries - His best Henchman option, thus you always bring one unit. Two or even three is gravy and depends on how many points you have left after the essentials are in.
  • Farrow Brigands - Another excellent Henchmen uption, putting them at DEF 14 (16 when dug in or under Duelist) and giving them crucial rerolls which them make very good use of. Under feat they also hit suprisingly hard.
  • Dhunian Archons - The negate damage and heal your models back up to make them that much more infuriating to remove. Under feat they can even do some serious work themselves.
  • Swamp Gobber Bellows Crew - Their clouds block charge ranges and hand out concealment for more DEF.
  • Swamp Gobber River Raider -Are just annoying little buggers as they can easily reel into the back arc of something, Weaken it and benefit from Duelist for DEF 16. A 1 point filler with a damage buff against constructs and undead or a DEF debuff against the living is pretty insane.
  • Gudrun the Wasted - He contributes even bigger DEF numbers against shooting and is a capable melee solo in his own right. Parking something in the Aura and in one of the Trenches granted by the theme makes them virtually impossible to hit at range.
  • Ledfoot & Tredz With feat and stone they become pretty beefy and Ride Along and Bull doze are really important abilities to Azazello for threat ranges and getting to safety after doing work.
  • Pyre Troll - Flaming Fists is a very important damage buff to Az and his many combat solos. You get to cast it for free once per turn thanks to the theme benefit, as well. One of the main reasons to play the theme is this model in particular so don't leave your house without it!
  • Troll Bouncer - Another Shield Guard and the Earth's Blessing animus which basically removes any worry you might have about the enemy knocking Az down and assassinating him with his DEF reduced to 5. That being said Az is already swapping Animi from Flaming Fists to Lightning Strike every turn while casting Wind Rush and trying to get work done. Another animus for him gets expensive real fast and is usually overkill, as sprinting behind a house and into the Krielstone aura is usually enough to keep him safe.
  • Earthborn Dire Troll - With the right buffs it hits like a real workpiece heavy and packs Earth's Blessing as well, should you ever need it, so it's an okay alternative to the War Hog.
  • Troll Basher - It hits astoundingly hard for a light warbeast after buffs and Chiller is another way of hitfixing, which Az lacks a reliable way to do.
  • Dreyfus & Flubbin - SPD 7, Flight, DEF 13 with Flying High, a hard hitting lance and Brutal Damage bombs with Dual Attack. They are very good at hunting Archons thanks to Dog Fighter.

    Thornfall Alliance    
His worst theme. His kit works better with multi wound infantry and solos, because ARM buffs aren't going to save SWI from dying. If you still want to run him here for hoots and hollers consider:

  • Farrow Brigands are here too.
  • Consider running the full Field Allowance of Farrow Valkyries. He works really well with Valkyries, and they help keep him alive, given how close he likes to get to the action.
  • Slaughterhousers will love the +3 STR part of his feat and beacon for extra speed. As his gun is POW 12 he will likely also damage anything he applies beacon on, setting up their Finisher ability. Phantasm is also good on these guys as unlike the brigands they can’t protect themselves with dig in and unlike the commandos they don’t have ambush to get to melee faster. They are ridiculously cheap, so bring them at max field allowance.
  • Maximus - Grants Unyielding to the Housers.
  • Farrow Commandos will threaten 13.5" turn one against beacon'd targets.
  • Targ - A free upkeep for Az and Herding means you can send a Road Hog in deep and still force it to do work. Ancialliary Attack gives the Hog anaother spray.

    Will Work for Food    
You run him in this theme because you can bring up to 6 archons which take REALLY well to his kit and are very strong models. Season with Valkyries and solos to taste.

  • Void Archons - Great at infantry clearing, love Storm Rager or Phantasm as they are weak to guns, debuff enemy ARM and take super well to his feat.
  • Dhunian Archons, Gudrun the Wasted, Ledfoot & Tredz, River Raiders, Targ, Dreyfus&Flubbin, Valkyries and Bellows Crews are in this theme, too.
  • Primal Archon - With Counter Charge, Riposte and Knock down on their attacks they are (un)holy menaces. On feat turn they are also hilariously bricky and they love Beacon for extra speed.
  • Taking Wrong-Eye can also be a good idea so you can stack his DEF buffs and Riposte with Star Crossed, while the duo themselves benefit from his ARM buff and healing from Dhunians. He's expensive, though.
  • Underchief Mire can bring a Blackhide Wrastler, so Rage can buff his beasts. A War Hog becomes terrifying with it. And Mire can put out some clouds too.
  • Barnabas, the Conqueror - Baby Barney with a Swamp Horror is a very nice packagae, especially because they hit so accurately with Murderous. The Horror can put Elasticity on Az for 2" Flashing Blades.
  • The Wastelander loves the feat and Riposte. He also helps the army on the approach and is a fine target for Storm Rager.
  • Hermit of Hengehold - Loves the healing Dhunian Archons provide and offers his usual buffing abilities.
  • Bone Shrine - Extra fury, but the Curse can be devastating to him and the Arc Node only makes cycling his upkeeps more flexible
  • Thrullg - They are an absolute steal for a solo with 3 initials which start to get really dangerous under feat. They also have Disruption on the tentacles, which can really screw over Warjacks.
  • Death Archon - Hard hitting, accurate, monbile and Mortal fear makes the whole army harder to take down. They mkae for great Storm Rager targets, too.
  • Boil Master & Spirit Cauldron - Puppet Master can be crucial for assassinations and the pot can fuel Death Archons.
  • Kogan the Exile - Another good Storm Rager. he benefits from the presence of the croc pot.
  • Swamp Gobber River Raider - Great point fillers! and they have relevant debuffs on their hand weapon.
  • Underchief Mire - He brings a cloud wall and gives you access to a free Rage casting from a Blackhide Wrastler, which Farrow Warbeasts don't have access to otherwise.
  • Gatorman Witch Doctor - Ghostly is a very useful spell for the solos and beats Az runs. Casting it on him lets charge from behind a building, get to killing and Sprint back behind it.


Azazello does nothing for his battlegroup except being able light up enemy models with his Beacon gun, meaning they occasionally can get a free charge and +2" movement on it.

  • War Hog - It needs no help hitting hard, so it is a reliable workhorse, er... pig.
  • Road Hog - It gives him the Lightning Strike animus, which is essential for him to back up after contributing personally to the battle.
  • Battle Boar - Primal on a stick and it can clear some chaff
  • Gun Boar - It's got a neat gun and does not need much input. A Road Hog, Battle Boar and Gun Boar fill his warbeast points exactly, so that is usually the reason you see it.



  • Released 2020.06

Other Minion models

Minion Logo.jpg       Minion Index       (Edit)
Farrow Warlocks (Edit)
Warlocks Azazello1 - Arkadius1 - Carver1 - Helga1 - Helga2 - Midas1 - Sturm & Drang1
Lesser Warlocks Rorsh

Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager | Midas only: Boneswarm
Heavies Road Hog - War Hog
Gatorman Warlocks (Edit)
Warlocks Barnabas1 - Barnabas2 - Calaban1 - Jaga-Jaga1 - Maelok1 - Rask1
Lesser Warlocks

Barnabas0 - Underchief Mire - Wrong Eye

Gatorman Warbeasts Edit)
Lights Boneswarm - Bull Snapper - [Underchief Mire only: Swamp Troll]
Heavies Blackhide Wrastler - Blind Walker - Ironback Spitter - Swamp Horror
Gargantuans Dracodile
Units, Solos, & Battle Engines
Warlock attachments Targ - Gatorman Soul Slave
Units Farrow

Farrow Bone Grinders - Farrow Brigands - Farrow Commandos - Farrow Razorback Crew - Farrow Slaughterhousers - Farrow Valkyries


Boil Master & Spirit Cauldron - Bog Trog Ambushers - Croak Raiders - Croak Trappers - Gatorman Bokor & Shamblers - Gatorman Posse - Gobber Bellows
Special WA: Void Leech


Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea

Solos Farrow Agata, Queen of Carnage - Farrow Sapper - Maximus - Rorsh & Brine - Targ

Barnabas0 - Bog Trog Mist Speaker - Bog Trog Trawler - Bone Shrine - Croak Hunter - Flugwug the Filcher - Gatorman Husk - Gatorman Soul Slave - Gatorman Witch Doctor - Kwaak Slickspine & Gub - Longchops - Underchief Mire - Wrong Eye & Snapjaw


Alten Ashley - Boomhowler2 - Boomhowler3 - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Death Archon - Dhunian Archon - Efaarit Scout - Eilish Garrity, the Occultist - Feralgeist - Flubbin1 - Flubbin2 & Dreyfus2 - Flugwug the Filcher - Gobber Tinker - Gremlin Swarm - Gubbin1 - Gubbin2 & Dez2 - Gudrun1 - Gudrun2 - Hermit of Henge Hold - Hutchuck, Ogrun Bounty Hunter - J.A.I.M.s - Kogan the Exile - Lanyssa Ryssyl, Nyss Sorceress - Ledfoot & Tredz - Malvin2 - Orin Midwinter, Rogue Inquisitor - Ogrun Bokur - Raluk Moorclaw, the Ironmonger - Primal Archon - Pyg Tank - Saxon Orrik - Scythe - Swamp Gobber Chef - Swamp Gobber River Raiders - Thamarite Advocate - The Wastelander - Thrullg - Totem Hunter - Tubbin - Viktor Pendrake - Void Archon - Weird Wendell

Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
Independent Warjack Malvin1 & Mayhem1
Minion - Theme Forces
Minion Faction Themes (Edit) The Blindwater Congregation - The Thornfall Alliance - Vengeance of Dhunia - Will Work for Food
Unlimited Minions themes(Edit) Disciples of Agony (Skorne) - Oracles of Annihilation (Legion) - Secret Masters (Circle)
This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

Rules Clarification:  : Warlock      (Edit)
(Click Expand to read)

  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury 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 warlocks 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 Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • 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.

RC symbol.png

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).
RC symbol.png

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.

Rules Clarification : Duelist - None yet. (Edit)

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Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : En Garde - None yet. (Edit)

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Rules Clarification : Farrow Warlock      (Edit)

  • This model cannot take control of wild non-Farrow warbeasts.

Rules Clarification : Henchmen - None yet. (Edit)

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Rules Clarification : Riposte      (Edit)

  • You can't resolve Riposte from a free strike because, by definition, the attacker is in your rear arc and thus you can't target them.
  • Dodge plus Riposte (Edit)
    • If a model has both Dodge and Riposte, you can choose whether to dodge or riposte first. Appendix A Step 13 applies here, because the controller of the model being attacked is not the active player.

Rules Clarification : Beacon - 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.")

Rules Clarification : Weapon Master - None yet. (Edit)

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Rules Clarification : Flashing Blade      (Edit)

  • Flashing Blade is an unlimited spell.
  • Flashing Blade is optional.
  • All attacks generated are basic attacks.
  • Flashing Blade will not hit friendly models.
  • Simultaneous melee attack (Edit)
There are several abilities/spells that allow a model to make simultaneous melee attacks vs everything in range (Blood Reaper, Cyclone, Flashing Blade, High-Impact, Thresher)
      Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all of these abilities:   [Show/Hide]
  • To make a multi-melee-attack (MMA) you have to make individual melee attacks vs every model, and this means you need to target every model with a melee attack. If a model "may not be targeted by melee attacks" (such as Una2's feat) then you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • The attacks are effectively multiple separate attacks.
    • If you have a buff to your "next attack" (such as Tune Up) then it only works vs the first model you roll dice against, not vs every enemy. (Infernal Ruling).
  • The attacks are simultaneous.
    • If a model is out of LOS when you start the MMA, then you may not attack it during the MMA (even if the MMA kills what is blocking your LOS).
    • You need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens from destroyed models (for instance the Cryx Harrower that collects souls), it cannot collect any tokens until all MMA are resolved.
  • If you charge and cast a spell to generate MMA, then none of those MMA count as a charge attack. You've "paused" your charge. If the charge target survives the spell, then you get to make a normal charge attack vs it.
  • If your MMA is simply tied to your weapon, then only the damage roll against your charge target is automatically boosted - other models caught in the MMA suffer an unboosted damage roll (although you can spend focus/fury to boost it)
Triggering other abilities
  • Most abilities that give the attacker a bonus move/attack tend to use the phrase "destroy one or more enemy models with a melee attack" and as such you'll only trigger this ability once. For example Berserk, Quick Work, Black Spot, etc
  • Other abilities, that trigger on "hit" or "damage", can be triggered from every attack in the MMA.
Many abilities only trigger off a basic melee attack, so don't work with special MMA (like Thresher). But if your MMA is basic (like High-Impact), things might get a bit complicated. In particular:
  • If you have Beat Back on the attacker, it is resolved after the attack. Every model that survives the MMA is eligible to be Beat Back-ed, and the attacker chooses the order. Pick one, push it and follow it, then decide if you want to Beat Back another survivor. Each push will recenter the directly away / directly toward part of the push. (Infernal Ruling)
  • If you have Electro-Leap on the attack, it is resolved after all attack rolls but before any damage rolls. The models that you just attacked will have electo-leaps bounce between them (as they will generally be the closest to each other). After the Electro damage is resolved, you can roll melee damage vs any models that survived the electric damage. (Infernal Ruling)
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Rules Clarification : Phantasm      (Edit)

  • Range Modifiers (Weapons) (Edit)
    • If a weapon puts down a template "within X inches" (such as Covering Fire) then you can't change that, because it's not a RNG. (Infernal Ruling)
    • If a weapon's RNG is reduced to zero, it cannot be used to make attacks. Refer to 'Weapon Statistics', page 19 of the core rulebook.
    • If a weapon has RNG = CTRL then you can't add or subtract to that range, because CTRL is not a number. (Infernal Ruling)
  • Gunfighter vs RNG modifiers (Edit)
    • Unlike what most people might tell you, Gunfighter doesn't have a "range", it just lets the model make ranged attacks while in melee. The gun's actual RNG is unaffected though, until you put something like Windstorm (-5 RNG) on it. Then what happens is:
    1. If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
    2. If the gun is RNG 6, Windstorm will reduce it to 1". Thus you can only make Gunfighter attacks vs models within 1" (if you can - charging Gunfighters may be more limited).
    3. If the gun is RNG 5, Windstorm will reduce it to 0". Thus you can't make any attacks as per 'Weapon Statistics' (page 19 of the core rulebook).
    (Infernal Ruling)
  • See also Range Modifiers (Spells)

Rules Clarification : Storm Rager - None yet. (Edit)
Rules Clarification : Wind Rush - None yet. (Edit)