Lord Kozlov, Viscount of Scarsgrad

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Khador Logo.jpg Lord Kozlov, Viscount of Scarsgrad

Khador Warcaster

Mk4 icon.png
Unlimited Only
This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.

Note that the rest of this page is about the model's Mark III rules.

Kozlov is a man at home in the harsh northern reaches of Khador, a landscape dominated by ice and snow. His family has a long history of service to the Iron Fangs, and Kozlov himself underwent the demanding training regimen of that distinguished fighting tradition. His warcaster talent and combat prowess make him a great asset to the Khadoran military, but his heart remains with the people of his ancestral home. Walking the line between his obligations to the Khadoran Army and his duties as a noble is difficult, but Kozlov’s loyalty to the Motherland is unquestionable.

Basic Info

Kozlov1
Missing Info
Kozlov 2021.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 7
MAT 7
RAT N/A
M.A. N/A
DEF 15
ARM 17
CMD N/A
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 17
F. Field N/A
WJP +28
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat: Onrush

  1. Friendly Faction models currently in Kozlov’s control range gain +2 SPD and ARM.
  2. Additionally, friendly Faction models activating in Kozlov’s control range gain an additional die on charge attack damage rolls.

Onrush lasts for one round.

Abilities

  • Tough symbol.jpg Tough
  • Gang Fighter - When making a melee attack targeting an enemy model in the melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
  • Field Marshal [Gang Fighter] - Warbeasts/warjacks in this model's battlegroup gain Gang Fighter.
  • Precision Strike - When this model damages a warjack or warbeast with a melee attack, choose which column or branch suffers the damage.
  • Side Step - When this model hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.

Weapons

Great Axe
Sword icon.jpg  RNG   POW   P+S 
2 5 12

Spells

COST RNG AOE POW DUR OFF
Avalanche

3 8 4 14 (★) Yes
On a critical hit, models hit become knocked down.
Chosen Ground

2 SELF CTRL - Upkeep No
While in the spellcaster's control range, models in its battlegroup gain Pathfinder and Steady.
Steady - A model with Steady cannot become knocked down.
Fury

2 6 - - Upkeep No
Target friendly Faction model/unit gains +3 to melee damage rolls but suffers -1 DEF.
Jackhammer

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

2 10 - 12 - Yes
This spell has zero special effects.
Tactical Supremacy

2 6 - - Upkeep No
Target friendly Faction model/unit gains Reposition [3"].
Reposition [3"] - At the end of an activation in which it did not run or fail a charge, a model with Reposition [3"] can advance up to 3", then its activation ends.

Theme Forces


Thoughts on Lord Kozlov

2016 Battlebox sculpt

Lord Kozlov in a nutshell

Lord Rikard Kozlov is the viscount of Scarsgard, and Khador's true Iron Fang-themed warcaster. He's an aggressive melee fighter who excels fielding a force balanced between a swarm of heavy 'jacks and melee warriors. He used to be a bit aimless, but the 11-2021 update has absolutely transformed him into a force to be reckoned with. As Khador's "battlebox 'caster", Kozlov is relatively straightforward. If you're learning the game, consider facing off with him against other other battlebox casters because they're all designed to be roughly equal.

Kozlov's a front-line support 'caster who can mix it up in melee when needed. He's all about buffing mobility and melee damage output so his battle plans revolve around getting up the field quickly to avoid prolonged exposure to ranged attacks, then hit the opponent fast and hard.

Feat Thoughts

Onrush is both simple and potent: you use it to connect allied axes and spears with enemy faces, and blunt any retaliation. Ideally, you manage to set up a big charge turn to really capitalize on the feat; this is far easier in scenario play where the opponent cannot opt to keep their distance. Otherwise, just using the SPD and ARM to advance far more quickly can still be worth it: do not get too greedy and overextend just to get the charge damage boost.

Note that the first part of his feat is a "pulse" whereas the second part is an "aura" (see Pulse vs Aura). It's a good habit to use tokens to show who is affected by the first part of the feat.

For models with Countercharge:

  • Countercharge always counts as "out of activation" (even if you somehow trigger it during your own activation).
  • Even though the feat lasts a round, it doesn't affect out-of-activation charge attacks (it will be errata'd to reflect this).

Spell Thoughts

Kozlov's spell list is split between two offensive spells, two battlegroup spells, and two upkeep support spells. You'll rarely use the first, often use the second, and always use the third: Kozlov is almost always strapped for Focus, given his desire for a relatively large battlegroup. It might be tempting to ameliorate this with attachments like the Greylord Adjunct or Sylys, but they're generally not the best option for him.

  • Avalanche and Razor Wind are decent spells, but you're unlikely to cast them in typical matches; there are generally just better uses for your Focus.
  • Chosen Ground is an excellent toolbox spell for any matchup where rough terrain matters and/or you're at risk of your battlegroup (including Kozlov himself, as well as any attachment!) getting knocked down. If you're running Tough units, you can keep having them make Tough rolls without falling over (and he himself is Tough!). Otherwise, you just skip it.
  • Jackhammer should be a go-to spell because it solves a lot of activation issues and lets you open up charge lanes before activating a 'jack. Furthermore, it cements Kozlov as a 'caster that excels at running Unstable 'jacks (ie Berserkers and Ragers) because it lets them attack without needing to be allocated Focus! With Gang Fighter enabled, his 'jacks are very likely to both hit and harm what they're aiming at, and there's no risk of over-allocating or blowing up.
  • Fury is an evergreen Khador spell, and works perfectly with Kozlov's game plan. Use it always; perhaps juggle it between melee infantry units.
  • Tactical Supremacy is an impressive mobility booster, especially for the Shield Wall units he already likes to run with. Like Fury, you should always be using it.

Battlebox Fights

When you play battlebox games, Kozlov usually wins by out-threatening the enemy with Onrush and Chosen Ground. You want to hit first, and hit hard.

  • Juggernaut - Your beatstick. Other battlebox heavies can rarely match its raw damage output, and its MAT will enable you good chances of hitting the enemy's heavy hitters. If Critical Freeze triggers, and the target is still alive, you can safely assume that the end-game is near. The Juggernaut will remain a trusty workhorse of any Khador battlegroup in your coming battles with other casters too.
  • Decimator - This jack will teach you to proper focus management, when and how much to allocate to achieve best result. POW 15 is pretty great on your gun, and able to blast out chunks even from a Khador Heavy, or severely damage lighter jacks. Don't forget, the pushing from Beat Back is optional - if you plan to charge in with the rest of your force, you don't have to push your target away. Sustained Attack also serves you well if you need to get up close and personal with your target.

Drawbacks & Downsides

  • Kozlov offers no support for ranged attacks, and no significant protection against them; his forces are generally at a steep disadvantage until he actually reaches the enemy forces.
  • Tricks denying run and/or charge (Polarity Shield and the like) will put you into disadvantage.
  • With all your support duty you can easily run low on FOCUS. Beware Eiryss.
  • Casters with Lamentation can be crippling to play into.

Tricks & Tips

  • He has a 13" threat range on a charge, when you use your feat - rising to 15" with Side Step. Note that additional attacks won't grant you further 2" moves.
  • Precision Strike allows you to target important systems/aspects - and with weapon master attacks you have pretty good chances of causing significant damage. Usually, you want to go for the Spirit on Warbeasts (counters Forcing), and arc nodes (no spell channeling) or cortices on Warjacks (no power up FOCUS, and no allocating). Going for jack weapons can also be a good idea, as crippling a Revenger's left arm will cancel its Shield advantage too, dropping its overall ARM protection.
  • Want to deliver a SPD4 jack to 10" without feat or charge? Cast Tactical Supremacy on it, then Trample forward (4+3"). It will not end your activation, and allows you to use the 3" reposition. This trick will get your SPD4 warjack 2" farther than running. If you upkept the spell from the turn before, you can then activate Kozlov and cast Jackhammer to destroy whatever you're now in range of!
  • For an unexpected assassination: 1) run a jack like the Kodiak through a forest to within range of their caster, 2) charge something near their caster with Kozlov, 3) Side-step to within melee range of the enemy caster, 4) cast Jackhammer on the Kodiak to grant Gang Fighter attacks. If both Kozlov and a jack can get into an enemy, it can often be better to repeatedly Jackhammer with the jack then to buy attacks with your own weapon.

List Building Advice

Strategy

Kozlov can support a wide variety of units, with his speed buffs and damage increase. Whichever theme force you prefer, he can handle it. In true Khador fashion, his spells and feat generally support a melee-focused army, while his excellent Field Marshal ability rewards a balance between troops and jacks.

Theme Thoughts

    Winter Guard Kommand    

At first glance, he doesn't do a whole lot for Winter Guard. He makes them faster and fixes their damage should they find themselves in melee, but +2 ARM is a poor benefit for 12/13 troops. On the other hand, Winter Guard are some of the cheapest troops available to trigger Gang Fighter for his jacks, and the theme benefit can help keep him safe if he gets personally involved. The speed buff from his feat could benefit a gunline, as going first and dropping your feat in the 1st turn puts severe pressure on the enemy.

  • Sorscha0 makes an excellent addition to push the threat ranges of your jacks even farther.
  • Beast-09 is an excellent Jackhammer target with 2" reach.

    Jaws of the Wolf    

You are doubling up on the Pathfinder with Chosen Ground (which means if you run Devastators with him you might be able to save to focus for Chosen Ground), but also get a nice forest for you to hide behind while you toss out support. You are a bit light on Gang Fighter trigger options, but with Kayazy and solos you should be able to make it work.

  • Khador 'jacks like to go faster and with Sorscha0 thrown into the mix you can threat ranges of 12-13" which is very respectable.
  • Behemoth with Gang Fighter and/or Fury on its fists, it will annihilate just about anything it touches. You can also jack marshal him on a Greylord Forge Seer for the Crush! order, but you'll be missing out on Jackhammer opportunities.
  • Kayazy Eliminators - You can two units for free in this theme, which is one of the main draws of the theme. They love Fury, and are great Gang Fighter triggers.
  • Kayazy Assassins - Their main issues are speed and damage and Kozlov fixes both with his feat and either TacSup or Fury. They are also the only 10 man unit in this theme for more easy Gang Fighters, they only have 0.5" reach however.
  • Widowmaker Scouts - They love TacSup on top of Swift Hunter which they will get from the Widowmaker Marksman.

    Legion of Steel    

Kozlov buffs their hitting power as well as their mobility. Both his feat and the Fury spell loves the volume of attacks that 10-man units can put out, and with 2" reach, almost all Iron Fangs are great Gang Fighter triggers.

  • IFP's with Tactical Supremacy on them can walk up 12" and still be in Shield Wall and don't have to use up their mini feat. On feat turn they can walk up 8", repo 5" with the minfeat (You cannot use Defensive Formation and the extra Shield Wall movement) and will be ARM 20 in shield wall. Or you can use Fury and the feat to up their damage. P+S 13 with four damage dice on the charge makes them pretty good against jacks and warbeasts.
  • Black Dragons - They lack the Repo mini feat of the standard Iron Fang, so they will appreciate TacSup much more, giving them 12" Shield Wall movement each turn. With his feat and their min-feat they can reach ARM 23.
  • Iron Fang Uhlans - Really appreciate both the SPD and ARM buff of the feat. They can reach up to 15" away and sit on ARM 21 on feat turn, and as cavalry they get boosted charge attack rolls, which should help you land those important 4-dice charge damage rolls.
  • Despite being one of the Iron Fangs in the fluff, he is not an Iron Fang model as per the game rules, so the buffs from the various IF characters won't apply on him.

    Armored Korps    

Arguably his best theme. Which is ironic given he's an Iron Fang in the fluff. Men-o-War love everything he does. Extra speed is great on SPD 4 models and can be stacked with Desperate Pace from a Man-o-War Kovnik, and the +2 ARM is best used on troops with multiple boxes. 2" reach makes them all great Gang Fighter triggers.

  • Man-O-War Shock Troopers - They love TacSup so they can advance, form a Shield Wall, then Repo.
  • Man-o-War Demolition Corps - Fury lets them do excellent damage at P+S 19.
  • Man-O-War Bombardiers - Kozlov has all the trimmings to let them trigger Quick Work and deliver grenades deep into enemy lines. They love TacSup to back up on turns where they only shoot.
  • Man-O-War Drakhun - Fast and durable, it is an excellent set-upper for Gang Fighter.
  • Man-O-War Suppression Tanker - Bulldoze and sprays are excellent for unjamming and setting up charge lanes.
  • Bulkhead - A Shield Guard to keep you safe. Bulkhead also desperately wants a speed buff so he can do a Follow Up Slam and then double tap something with his spray, which is exactly what the feat lets him do.
  • His favourite jack, Behemoth, is also here.

    Wolves of Winter    

Kozlov loves and hates this theme. It has many of the faction's best tools, and capitalizes well on his feat. But as a caster who relies on friendly upkeeps, it's difficult for him to have so much of his army not targetable by spells.

  • Doomreaver Swordsmen - With feat and apparition they threaten 15", they already hit like the truck even without the feat and they are 2" reach Gang Fighter triggers. Unfortunately, they can't benefit from Fury or Tactical Supremacy, but frankly they don't need it anyway.
  • Greylord Outriders - Fury is the spell for them to trigger their Battle Wizard with (and remember it applies to impact and mount attack, too), which lets them spray down the enemy back line. Apparition and the feat also gives them a ludicrous threat range.
  • Koldun Lord - They let you double up on the damage buffs, or provide hit fixing if in range of a friendly Ternion.
  • Greylord Ternion - Hit fixing or recursion for your Doomies. Could benefit from TacSup to help keep them safe after throwing out Bonds of Woe.
  • Butcher4 with the feat is going places and hits like a freight train on the charge.
  • Ruin is arguably the best jack to Jackhammer with, as it has 2" reach and hits like a truck.

    Faction Support Models    

  • Greylord Adjunct - With 3 upkeeps getting 1 for free is excellent, it allows for safer spell cycling and more options overall. Increasing the range of Jackhammer is also great for keeping Kozlov safe or allowing assassination angles that wouldn't be possible otherwise.
  • Battle Mechaniks - Tactical Supremacy is useful for them to keep up with the main force if they need to repair models on the approach.
  • Sorscha0 - although her warjack will not gain pathfinder or steady she increases Kozlov’s impressive threat range on feat turn.
  • Greylord Forge Seer - Because he will likely be paying 3 focus a turn just to upkeep his spells and ideally another 2 to cycle 1 of them he has very little left to both survive an assassination and to fuel his jacks. Empower fixes this issue and the seers can always charge in on feat turn.
  • Kayazy Eliminators - They can go pretty much anywhere they want and thus are wonderful enabler of Gang Fighter. Fury + Feat and two charging Combo Strikes would do, on average, 28 damage to an Ironclad however, to they can outright kill a heavy on feat turn, too.

    Mercenaries    

  • Ragman provides a very useful damage buff. If you apply it through 2" reach infantry your jacks can benefit from it too when the make use of Gang Fighter.
  • Saxon Orrik is pathfinder on a stick.
  • Orin1 provides protection against magic. This is especially useful if you run a Colossal, which is a big and debuff-able target.
  • Eilish1 for limited upkeep stripping and Puppy Master.
  • Ogrun Bokur: A Shield Guard is never bad.
  • Alexia Ciannor & the Risen Kozlov supports infantry pretty well and dead infantry is exactly what Alexia wants. There's also an intersting interaction with upkeeps and Valchev. If you move Alexia out of Valachev's command range, the unit loses spellward and Kozlov can put an upkeep on them. Just make sure to put Alexia back into formation afterwards (or just kill Valachev) and go to town with Fury-d Risen!

Battlegroup

His field marshal, feat and spell list place him squarely in the combined arms pigeonhole of casters. Gang Fighter is a very nice buff on any jacks, fixing both their MAT and damage. As such he will want quite a few of them, but not too many, since he is still a FOCUS 6 caster. To really take advantage of Gang Fighter 3-4 warjacks make a lot of sense, so consider cheap melee 'jacks that don't need a lot of Focus to work. You basically want your warjacks on the front line so you can protect your troops and ensure Gang Fighter triggers at the opportune moment. He is a great candidate for a War Dog given his propensity to be close to the front lines, and Side Step is a lot more useful when Kozlov has Parry; that way he can slip into his target's rear arc without taking a free strike. And of course the dog's charge damage on Feat turn can catch opponents unaware of its 12.5" threat range.

  • Berserker and Rager - Gang Fighter works with Point Blank, Shield Guard will help deliver the infantry Kozlov needs. Despite the risk of exploding on feat turn a Rager with Gang Fighter can still reliably trade vs other more expensive heavies and still likely kill them. Jackhammer also circumvents unstable to a degree, since it lets you use Kozlov's Focus points to buy attacks.
  • Marauder - It's the cheapest jack in the arsenal that does not have a chance to blow up trying to do its job. MAT 9, P+S 18 pistons are a thing of beauty, especially with the extra charge die, and they are cheap enough so you can just run three and be a major threat to any huge bases especially.
  • Juggernaut - That's a P+S 21 ice axe coming at you. P+S 17 on the fist isn't at all bad either. If you really, really want something dead put, Fury on it and just watch it evaporate.
  • Kodiak - Tac Sup lets it back up after venting and hide behind the cloudwall. It also loves having P+S 18 fists with its 3 initials.
  • Devastator - Gang Fighter lets it reach the standard heavy warjack offensive statline of P+S 18. With Jackhammer you can let it attack multiple times and then still close up again on its activation.

Starting a 25 point Brawl list

In 2020.10 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Legion of Steel

Lord Kozlov, Viscount of Scarsgrad: [+28 WJP]
Iron Fang Kovnik: [4 pts]
Kapitan Sofya Skirova: [Free] (4 pts)
Iron Fang Pikemen (Max unit): [13 pts]
  • Command Attachment: [3 pts]


For more Brawlmachine list ideas, see Category: Brawl List

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. This list was compiled prior to the 11-2021 update; an Iron Fang starting path is now far more viable, and Kozlov can be bought independently.

  1. Battlebox: Decimator, Juggernaut
  1. Warjack: Kodiak
  2. Warjack: Marauder
  3. Warjack: Marauder
  4. Solo: Man-O-War Kovnik
  5. Solo: Man-O-War Strike Tanker
  6. Solo: Man-O-War Suppression Tanker
  7. Unit: Man-O-War Shocktroopers + CA

Following this buying will put you firmly in the Armored Corps theme.

Other

Trivia

  • Released in 2016.06 in the battlebox set.
  • Resculpted in 2021 as a standalone model.

Other Khador models

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

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

Warcaster attachments

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

Other Warjack Controllers

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

Heavy Warjacks

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

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

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

Solos

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

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

Video Battle Reports

Rules Clarifications

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Rules Clarification : Feat : Onrush

  • The "to hit" bonus on charges will be errata'd to only last during the model's activation, so won't affect countercharges. (Infernal Ruling)


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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:  : Warcaster      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Gang and/or Gang Fighter and/or Tag Team and/or Team Effort     (Edit)

  • You can gain the Gang bonus on free strikes, but generally only the first "Ganger" will get it.
For example, if a target is engaged by two models with Gang, when it leaves the melee range of the first Ganger it suffers a free strike with the Gang bonus. Then it leaves the melee range of the second and suffers a normal free strike.
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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 : Side Step      (Edit)

  • You can't trigger Side Step by hitting friendly models.
  • You can't trigger Side Step from additional attacks that you buy, or out-of-activation attacks (such as free strikes).
  • If you have multiple initial attacks, you have to step after each one. You can't "save up" all your side steps then get a single big 4" or 6" move.

Rules Clarification : Unyielding - None yet. (Edit)


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Rules Clarification : Avalanche      (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 : Chosen Ground      (Edit)

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Rules Clarification : Steady      (Edit)

  • If you are hit by a knockdown effect during your own turn then ... nothing happens. Unless it was a Slam or a Throw that knocked you down.
    In that situation, there is a core rule that says "models immune to knockdown that become knocked down from a slam or throw must forfeit either movement or action when they activate". But that core rule doesn't apply to other knockdowns (lots of players assume it does)
  • Steady models are still susceptible to other effects of knock-down attacks (if there are any). For instance, a Head Butt attack causes damage and knockdown - a Steady model would still take the damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
  • Steady models who make a tough check during an advance can continue advancing. (Locked Thread)

Rules Clarification : Fury - 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 : Razor Wind      (Edit)

  • The text description has no in-game effect. It's just for flavour.
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Rules Clarification : Tactical Supremacy      (Edit)

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Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • End of Activation (Edit)
You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
  • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
  • If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
  • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
  • See also the training article: LPG - End of Activation.