Lord Carver, BMMD, Esq. III

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Minion Logo.jpg Lord Carver, BMMD, Esq. III

Minion Farrow Warlock

Mk4 icon.png
Prime
This model is available in one Prime Army, The Thornfall Alliance. 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.

Lord Carver arose from the squalid hordes of the farrow on a tide of determination and violence, leaving behind him a trail of enemies and rivals crushed beneath his sharpened hooves. Carrying powerful weapons wrested from his enemies, the farrow warlord leads his snorting, bloodthirsty army on a campaign to trod all who would oppose them into the muck.

Basic Info

Carver1
Missing Info
LordCarverBMMDEsqIII.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 8
MAT 7
RAT 6
M.A. N/A
DEF 15
ARM 17
CMD 9
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 17
F. Field N/A
WJP {{{wjp}}}
WBP +28
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

Feat: Hog Heaven

While in Carver's control range, friendly Farrow models gain Overtake and an additional die on melee damage rolls. Hog Heaven lasts for one turn.

Overtake - When a model with Overtake destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".

Abilities

  • Tough symbol.jpg Tough
  • Veteran Leader [ Farrow Warrior ] - While in this model's command range, other Farrow warrior models gain +1 to attack rolls.

Weapons

  • Sawed-Off Scattergun - 6" spray, ROF 2, POW 12 ranged attack.
    • Both Barrels (★ Attack) - This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it used a Both Barrels attack.
  • Hand of God - 2" reach, P+S 15 melee attack.

Spells

COST RNG AOE POW DUR OFF
Batten Down the Hatches

3 SELF Control - Round No
While in the spellcaster's control range, models in its battlegroup cannot become knocked down and gain +3 ARM, but suffer -2 DEF. Batten Down the Hatches lasts for one round.
Mobility

3 SELF - - Turn No
Models in the spellcaster's battlegroup that are currently in its control range gain +2 SPD and Pathfinder for one turn.
Quagmire

2 6 - - Upkeep No
While B2B with target friendly Faction model/unit, enemy models suffer -2 DEF and cannot advance except to change facing.
Rift

3 8 4 13 Round Yes
The AOE is rough terrain and remains in play for one round.

Theme Forces


Thoughts on Lord Carver

Lord Carver in a Nutshell

He‘s your basic, well-rounded warlock with an emphasis on passive infantry support, while his spell list focuses on his battlegroup. With Batten Down the Hatches you can keep your beasts alive and Mobility makes up for their lackluster movement.

His feat is where things start to shine. With Overtake and additional damage Berserk models such as Maximus and Battle Boar can carve through infantry, and the War Hog extends its threat range drastically as it pacmans through targets. The drawback is the control range, meaning on feat turn Carver will need to be close enough that he is in danger the next round.

His passive abilities boosts all attacks making the RAT of most Farrow units on par with other factions.

Maximising his feat & spells

Feat - Carver's feat is awesome for wrecking both infantry and heavies. It's pretty obvious what it does and what's there not to love about it?

  • Batten Down the Hatches - Great for brawling out with the enemy. Obvious what it does.
  • Mobility - threat range for your battle group. Again obvious and useful and his other mainline spell.
  • Quagmire - his signature spell, Quagmire is effectively a MAT buff that gives the enemy a challenge to kill whatever has Quagmire before they can move.
  • Rift - You don't often cast this but don't forget you have it.

Drawbacks & Downsides

  • On feat turn he needs to be in the mix to keep the chain of attacks going.
  • His spell list and abilities do not really help Farrow at all. He's a battlegroup caster first and his only relevant buff to pig infantry is his Veteran Leader, yet accuracy is the least of the problem plaguing them.
  • He's a Fury 6 warlock who wants to go battlegroup heavy in a faction with little Fury management.
  • Between Batten Down the Hatches and Mobility, you will often find yourself camping nothing. 13/20 with Tough and no knockdown is nothing to sneeze at, but without transfers you're relying entirely on your stats and positioning to avoid assassination.
  • His biggest schtick (Batten Down the Hatches) is countered by anything with Blessed weapons. In fact, Blessed enemies will get to ignore your +3 ARM while still benefitting from your -2 DEF. Sad panda.

Tricks & Tips

  • He's Tough and Batten Down the Hatches prevents knockdown. If you're lucky enough, he'll never die!
  • He's SPD 6, which is 1 faster than any of the other Farrow warlocks (not including Dr. Arkadius). So that's nice. It just about lets him keep pace with his beasts under Mobility.


List Building Advice

Strategy

Carver is an attrition based warlock who pounds the enemy army to a pulp. He basically supports his battlegroup and the Farrow in his army.

You're going to be casting Batten Down the Hatches and Mobility every turn until you make contact. This means everything will be getting hit with the lowered DEF. As much as his spell list now screams warbeast he is in desperate need of ranged attacks to keep pressure up while his army slowly moves across the board... or not so slowly, thanks to that sweet, sweet Mobility. Between deceptive speed, impressive staying power (thanks to Batten Down the Hatches), and a turn of massive damage, Carver specializes in controlling the scenario and punishing your opponent for trying to contest.

Theme Thoughts

    The Thornfall Alliance    

Ironically, he cares little for this theme, despite being the grand General of it in the fluff, due to its less than stellar theme benefits and model selection.

It's a fine theme if you want to go for an infantry heavy farrow army, but outside of Veteran Leader and the feat, he doesn't really support such a kind of lists.

Farrow Units all benefit from Veteran Leader. Because Carver isn't incredibly tough (although he does benefit from Batten Down the Hatches) he wants to stay back, so ranged units get more from his Veteran Leader.

  • Farrow Brigands are an excellent all-round ranged unit - and getting an extra point of MAT and especially RAT is really useful.
  • Feat, then charge in with the Meat Thresher in Carver's CRTL range. Knock the target down, and watch your opponent's face upon rolling 5D6 + 16 for damage.
  • Farrow Slaughterhousers and Maximus. His feat makes Maximus in particular an infantry threshing monster, berserking and overtaking as long as he hits and kills (on 4 dice to damage)... and as long as he stays within Carver's control range.
  • Farrow Commandos are a stealthy advance deploying unit.

    Will Work for Food    

Carver is all about his battlegroup and this was, for a long time, best realised in WWF and still has the huge advantage of handing out Overtake to all his beasts. You can still bring Maximus and Valkyries here to make use of every aspect of his card.

Mobility makes Carver's battlegroup extremely quick on the first turn. Add, potentially, dialing up speed on your Road Hogs, and you can have beasts sitting in the middle of the table on Turn 1. Your exact milage may vary, but there's something to be said for threatening your opponent with POW 12 sprays for just leaving their deployment.

  • Feralgeists and Gremlin Swarms are excellent Quagmire targets and can help him in in the scenario game, since he is otherwise very battlegroup heavy. As they are incorporeal, they are a nightmare to get rid of for models without magical weapons, so they can be held in place by Quagmire'd models.
  • The Hermit similarly is very hard to kill even by models WITH magical weapons and provides a slew of other buff to his army.
  • If you really wnat to rub it in, run two Dhunian Archons and use them to heal your Quagmire targets.
  • In addition, you can choose from utility supports not found in Thornfall, such as the Bog Trog Mist Speaker for Magical Weapons of your own and the Gatorman Soul Slave to upkeep Quagmire for free and fling out boosted Rifts, which actually allows you to have all 4 of your spells in play at once.
  • There's also the dirt cheap Bone Shrine which allows Carver to actually play with transfers if he so chooses, and Batten Down the Hatches mostly makes up for potentially being cursed by the Shrine.
  • Of course, you're not getting much use out of your Veteran Leader in this theme, but even the available Farrow Valkyries or Rorsh (of Rorsh & Brine) will appreciate the buff in a pinch. Additionally, the ubiquitous Overtake means you can always use your feat strictly for damage, rather than potentially debating using it for infantry clearing.
  • Now you can even take Underchief Mire here, giving you access to Rage, Elasticity, and more as well as being able to make a small cloud wall of your own. Honestly, however, its debatable how useful this really will be as it begins further cutting into the points that may be better off building a bigger Farrow battlegroup to benefit from all Carver's exclusive benefits.

    Vengeance of Dhunia    

Ironically the shared trollblood theme is Carver's best, even better than WWFF. If you're playing a beast brick thanks to Batten Down the Hatches then the +2 ARM from the Krielstone Bearer & Stone Scribes is an amazing boost to thins. He also can bring most of the Farrow (alas Maximus and the Farrow Slaughterhousers need to be left at home - but he probably shouldn't be far enough up the board to veteran leader them.

    Any theme    

Here are some of his other favourites, available in any theme:

  • Farrow Valkyries can help protect things from shooting.
  • While Rorsh & Brine will not directly benefit from Carver for most of the game, he sometimes appreciates the load they can take off of his own battlegroup burden. Rorsh enjoys standing in Veteran Leader range anyway, making his 3 ranged attacks per activation potentially a little more accurate, and Brine gets turned up to 11 (or 12, or 13) between Pig Farm and Carver's feat.
  • Swamp Gobber Chef for when you need Fury management.

Battlegroup

With both Mobility and Batten Down the Hatches available every turn, and with the ability to send your damage up on feat turn, Carver goes very well with ... just about everything.

  • War Hog - Kill! Maim! P+S 18 Weapon Masters.
  • Road Hog - what was that threat range again?
  • Battle Boar - With no hit buff of his own, Primal is as important to Carver as it is to any other Farrow warlock. And making your own beasts frenzy is kind of like Fury management, right? Right??

First Seven Purchases

A few veteran players have put their heads together in 2020.06 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. Warbeast: War Hog
  2. Warbeast: War Hog
  3. Warbeast: Battle Boar
  4. Solo: Hutchuck
  5. Solo: Lanyssa
  6. Unit: Slaughterhousers
  7. Unit: Brigands + CA

Other

Trivia

Admiral Carver, Minicrate Exclusive.
  • Released in Forces of Hordes: Minions (2007)
  • BMMD stands for "Bringer of Most Massive Destruction".
  • "Esq." is an abbreviation of "Esquire," an antiquated honorific indicating that an individual practices Law and holds a license to that effect.
  • His cleaver/sword is called Hand of God. Or "H.O.G." Haha.
  • This model has a limited edition sculpt, released in 2020.06.
    • His limited edition sculpt is based on the events of the 2019 Lock and Load narrative event. The Minions player used Carver to take over one of the airships at the culmination of the event.

Warbeasts he can take

With the way Minion battlegroups work, this warlock can't simply take any Minion warbeast, and instead is limited to the following choices:

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

Video Battle Reports

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

Gatorman

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

Unaligned

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

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

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

Unaligned

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

Rules Clarification : Both Barrels - 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:  : 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.


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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 : Farrow Warlock      (Edit)

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

Rules Clarification : Tough - None yet. (Edit)

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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)

Rules Clarification : Batten Down the Hatches - None yet. (Edit)

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Rules Clarification : Mobility      (Edit)

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Rules Clarification : Shadow Bind , Force Hold, Force Lock, Quagmire, and/or Crawling Chaos     (Edit)

  • Models affected by this ability may still advance 0" and thus abilities that trigger on "ends their movement within ..." or "after this model advances ..." will still trigger (for example Slipstream, Countercharge, etc).
  • Models may still be placed, so abilities like Apparition will still work.
  • The restriction applies to all advances: normal activation, bonus in-activation (like Overtake), and out-of-activation (like Energiser).
  • Shadow Bind only
    • If you manage to free strike a charging model and Shadow Bind it, their charge movement ends because they can no longer advance. At that point, you check whether their charge movement was successful or not.

Rules Clarification : Rift - None yet. (Edit)


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Rules Clarification : Swift Hunter and/or Overtake     (Edit)

  • The free move must be resolved before other abilities that involve attacks (such as Quick Work or Berserk). Refer Step 12 vs 14 in Appendix A.
  • This ability does not trigger off special attacks, only basic ones.
  • An important difference:
    • Swift Hunter can be triggered by any attack, including out-of-activation attacks.
    • Overtake only works on attacks during your Combat Action. Even stuff like Impact Attacks won't trigger it.
  • If you make a free strike during your Combat Action (for instance the enemy used a special rule to move during your Combat Action) you can trigger Overtake on that free strike. It still counts as being during your Combat Action. (Infernal Ruling)