Aurum Legate Lukas di Morray

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CG Logo.png Aurum Legate Lukas di Morray

Crucible Guard Llaelese Warcaster

Lukas di Morray has kept the rebellious fire of the Order of the Golden Crucible burning in Llael even after the loss of its old headquarters. Driven by a need for new weapons in his war against the Khadorans who seized his homeland, di Morray risked everything to unlock his latent arcane potential. Lukas tested an unstable alchemical formula on himself, and by this succeeded in becoming the first self-made warcaster. Eventually the serum he injects will cost him his life, but he considers the price a small one in exchange for the power it gives him to achieve his retribution.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 15
ARM 16
ESSENCE {{{essence}}}
FOCUS 5 (★)
HP 18
F. Field N/A
WJP +29
WBP {{{wbp}}}
IHP {{{ihp}}}
(★) See also his Juicer rule
Warcaster 1
the Statblock


  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Health Care - When Lukas removes Juice tokens while in little Alyce's CMD range, Lukas can remove up to two additional juice tokens.
  • Juicer - At the start of each of your Control Phases, you can place up to three juice tokens on Lukas. For each juice token placed on Lukas this turn, he gains +1 FOCUS for one round. At the end of each of Lukas' activations, he suffers 1 damage point for each Juice token on him. Lukas cannot spend focus points to reduce this damage. After suffering this damage, Lukas can remove d3 Juice tokens.
  • Rapid Healing - When a model with Rapid Healing is damaged by an enemy attack, immediately after the attack is resolved remove d3 damage points from it.
  • Irregulars [Alyce Marc] - Friendly Alyce Marc can be included in any army that contains this model.


  • Hand Cannon - 12" range, POW 12 gun
  • Regulus - 2" reach, P+S 13 melee weapon
    • Magical dam symbol.jpg Damage Type: Magical
    • Exothermic Reaction - When this attack boxes a living or undead model, centre a 4" AOE on the boxed model, then RFP the model. Models in the AOE are hit and suffer an unboostable POW 12 fire damage roll and continuous fire. This damage is not considered to have been caused by an attack. Lukas is not affected by Exothermic Reaction.



Burning Ash

2 Control 3 - Round -
Place a 3" AOE cloud anywhere completely within the caster's control range. While in the AOE, living enemy models who don't have Immunity: Fire suffer -2 to their attack rolls. The AOE remains in play for one round.

3 10 - 13 (★) Round Yes
A model hit suffers -2 ARM for one round. Also, a model boxed by Disintegration is RFP'd. (★) this spell is effectively POW 15.
Force Hammer

4 10 - 12 - Yes
Instead of suffering a normal damage roll, a non-incorporeal model Force Hammer hits is slammed d6" directly away from the spell's point of origin and suffers a POW 12 damage roll. Collateral damage from this slam, if any, is POW 12.
Iron Flesh

2 6 - - Upkeep -
Target friendly Faction warrior model/unit gains +2 ARM and does not suffer blast damage. Models are not affected while out of formation

2 6 - - Upkeep No
Target friendly Faction model/unit gains Apparition.
Apparition - During your Control Phase, place models with Apparition anywhere completely within 2" of their current location.

Feat : Overdose

Gain one focus for each juice token currently on di Morray.

Theme Forces

Recent Changes

2019.06 Infernals Errata

  • He is part of the new Hearts of Darkness theme.
  • He gained Irregulars [Alyce], so he can take Alyce in a Hearts of Darkness list without taking up one of his limited solo slots.

Thoughts on Lukas

Lukas in a nutshell

Lukas is a user and abuser. His core concept is based around consuming dangerous chemicals that give him his warcaster abilities. As “Aurum Legate”, Lukas is also the highest-ranking member of the Order of the Golden Crucible active in the Crucible Guard’s fight in Llael.

The ‘Juicer’ mechanic is core to his identity. As you will find many of the warcasters in this faction, Lukas’ spell list is tied very thematically to alchemy. This is represented by things like Burning Ash, Disintegration, and Iron Flesh. Part of the effects of the serum is heightened telekinetic abilities. These are currently represented by Force Hammer and Mirage. He is a formidable warrior and should be threatening in combat. Lukas should not be a super-durable front-line caster but should have an active role on the battlefield. (Please note we have played Lukas with the spell Telekinesis and it is very unlikely that he will be gaining this spell.)

The premier Spell slinger for the faction. Able to dump all focus into spells, feat, and do it all over again at FOCUS 8. Unfortunately he is not played

Spell thoughts

Lukas has (with his normal 8 Focus) an absolutely excellent spell list assuming he's something to channel through. Probably a Liberator.

  • Disintegration - a three cost zap doesn't seem good, but a three cost non-upkeep ARM debuff is excellent. One of the best spells an 8 FOCUS spell slinger could have.
  • Burning Ash lets him set up a cloud wall - possibly with the help of Combat Alchemists. Very useful.
  • Iron Flesh is an excellent upkeep infantry-buff
  • Mirage is another excellent upkeep buff.
  • Force Hammer is a very situational attack spell. If you see the enemy line things up for you, you might want to use it. But probably not.

Feat & Juicer thoughts

This feat is his big weakness as he does his best to kill himself on the battlefield. Juicer costs him 3 hit points/turn (possibly not including turn 1). This can be healed and isn't too much of a problem. Unfortunately taking 6 damage at the end of turn 2 for a 6 focus point feat is a whole lot more dangerous - and 9 focus at the end of turn 3 is basically do or die.

How his Juicer mechanic works is, for example:

  • Turn 1: Start with 0 Juice tokens. Juice for 3 more. Have 8 FOCUS (stat), 8 focus (points), and a 16" control range. Take 3 damage at end of turn. 15 hitpoints left.
  • Turn 2: Start with 3 Juice tokens. Juice for 3 more. Have 8 FOCUS (stat), 8 focus (points), and a 16" control range. Take 6 damage at end of turn. 9 hitpoints left.
  • Turn 3: Start with 6 Juice tokens. Juice for 3 more. Have 8 FOCUS (stat), 8 focus (points), and a 16" control range. Take 9 damage at end of turn. 0 hitpoints left, congratulations you just assassinated yourself.

If you were smart you didn't actually kill yourself but all that's keeping you alive is self-healing. And you're probably going to kill yourself at the end of turn 4 anyway even if your opponent doesn't do that for you.

All this means is that a 6 focus feat is slightly dangerous and a 9 focus feat puts you in do-or-die which is not somewhere you want to be for a spell assassination. And frankly 6 focus makes for a very weak feat unless you hit like the Butcher - and Lukas may have a good spell list but it's not one known for being focus efficient.

Drawbacks & Downsides

  • Low FOCUS stat.
  • He is effectively limited to Magnum Opus theme because of his crippling reliance on access to healing models.
  • To fully utilise his spell list he needs to Juice more often than not.
  • Max Juicing and keeping your tokens can telegraph your gameplan.
  • Juicing every turn without proper healing (or with bad healing rolls) can make Lukas susceptible to assassination. On the other hand his healing package can be somewhat expensive just to use him to his full potential.
  • A feat that effectively kills you is not terribly good. And neither is a feat for 3 Focus.
  • Arcane Void and the like can effectively shut him down.

Tricks & Tips

  • Zap with Disintegration for a 2 point ARM debuff
  • Force Hammer knocks enemies over - perfect for an assassination.
  • Lukas can be primarily an assassination caster or a buff caster with some excellent buffs for his army.
  • Bring healing (Mosby with Lynus & Edrea, Wretches) or else he will be severely hamstrung very early.
  • He has a damage buff (Disintegration) which is rare in the faction outside of feats. He can get -6 ARM swings against enemy models every turn with Ragman or Hermit of Hengehold.

List Building Advice


His main methods of winning are either spell assassination or attrition.

For spell assassination you need two Liberators and Lynus&Edrea with Dr. Morely (for healing Lukas) - 29 pts package. Stack Juice tokens and go to town with 17 focus (Turn 3) or 20 focus (Turn 4). Use Force Hammer and follow with Disintegrations, it's hard to resist since Liberators can channel while engaged.

His attrition plan doesn't have to use Lynus & Edrea but should still have Dr. Morely. This plan counts on a cloud wall delivering Lukas' army.

Theme thoughts

Magnum Opus seems like a natural home for Lukas as he needs at least Mosby for healing, and Mosby can't be taken in Prima Materia. Also PM is a 'jack theme, and Lukas generally does less for jacks than Locke, MacKay or Syvestro. He wants to be slinging spells, not allocating his focus to jacks.


Basically every list should start with Alyce, Doctor Alejandro Mosby + chosen mercs and 1-2 Liberators.


  • Liberator: A spellslinger loves himself some arc-nodes, preferably 2. Ashen Veil and Burning Ash also stack for effectively DEF 17.
  • Vindicator: You'll want a quality attack to hit a Disintegrated target with. This machine's gun fits the bill.
  • Vulcan: If you manage to knock down a caster, the Vulcan will likely kill it, but that's about it with the synergies.


  • Crucible Guard Assault Troopers clouds and Mirage make it easier for them to get their charge off. Also, Burning Ash and Ashen Veil again.
  • Crucible Guard Infantry aren't all that stellar with him, but with Rust and Disintegration they got neat enough guns to shoot a knocked down caster to death.
  • Crucible Guard Storm Troopers: Iron Flesh makes them likely to win a shooting war and they got some nice assassination vectors with arcing fire.
  • Crucible Guard Rocketmen are even better with Iron Flesh for protection.
  • Dragon's Breath Rockets can apply a long range ARM debuff and remove Tough for easier assassinations, or just point removal. Mirage is a great spell with weapon teams, especially ones as potent as the DBR.


  • Aurum Legate Alyce Marc: A quintessential model for the Crucible Guard already, even more so with her husband thanks to his Healthcare rule. With or without Juicer, a Caster with only 5 focus is going to appreciate more focus efficiency. Note also that Alyce can always be taken with Lukas thanks to his Irregulars rule (this is highly relevant for Hearts of Darkness).
  • Rocketman Ace You'll likely bring Rocketmen anyway, so a competent solo to contest and shoot things is nice, ever more so since it grants Dodge.


  • Lynus Wesselbaum & Edrea Lloryrr are Lukas' best friends. Lynus provides another source of healing and Applied Knowledge. Edrea removes clouds for clear sight. Couple this with the fact that you'll be running them under Mosby's command, and it is very possible to hit 9 juice tokens on feat turn without being too badly damaged.
  • Doctor Alejandro Mosby is essential for Lukas, he provides a reliable heal.
    • He normally attaches to Lynus and Edrea, for a medical team.
    • If you're not going with Lynus & Edrea, you'll want a shooting Merc unit so Mosby can stand around and heal, rather than shouting PRESS FORWARD MEN. The Horgenhold Artillery is a good choice (and they love Lukas' debuff spells). Herne & Jonne are also a good choice, especially if you are running a lot of AOEs, such as from the DBR or Railless Interceptors.
  • Major Harrison Gibbs's heal ability doesn't work on Lukas (different Factions. Keep in mind this also matters with Mosby, as he turns whatever unit he's attached to into a CG unit), but his Reposition does work on Lukas, Alyce, and Gorman. It also works on Thorn Gun Mages (if you really consider them as a option).
  • Anastasia di Bray is a solid ambushing solo who can be paired with Hutchuk for a decent ambush & contest team. She also has Intelligence, which allows you to get +2 on the roll to go first which can be critical into some matchups (the logic of who should go first is very dense, but a good rule of thumb is that Guard does not want to get charged without at least two turns of shooting to soften up the enemy. This often means electing to go second, and take the table edge with more preferable terrain).
  • Madelyn Corbeau can oddly out-compete Alyce for the warcaster attachement slot, thanks pretty much exclusively to Parlay. Into dude-spam lists (especially difficult-to-shoot-all-of-them weapon masters such as Doom Reavers or Dawnguard Sentinels), the Parlay can often buy you a turn as your opponent is forced to clear all the supporting infantry around Lukas in order to actually hit him. This is an unusual list building choice for Lukas that will catch opponents offguard.
  • A Ogrun Bokur can be a cheap source of Shield Guard if you unwilling to spend points on Vanguards (such as when running a Vulcan) and you are not doing anything else with your Merc slot.
  • Ragman is an extremely potent debuff solo with Crucible Guard thanks to Guard's existing ARM-debuff abilities (but lack of Dark Shroud). Pair him with Rocketmen & a Vulcan for a very scary ranged assassination (a strategy Lukas already wants to go for thanks to his effective spell slinging).
  • A Steelhead Gunner is an option if you decide to run one of the Steelhead Weapon Teams with Mosby. While Siege Tactics does not work (the unit Mosby commands is Guard not Merc), Desparate Pace & Veteran Leader are good enough abilities to support a Steelhead Cannon Crew with its solid long range Quake.

As an Infernalist

Surprise! Lukas di Morray can be taken as an Infernal Warcaster in the Hearts of Darkness theme. This theme offers Lukas access to a number of powerful abilities not native to Crucible Guard, most importantly Accumulator: Soulless, Tactician, and the Infernal Gate's various powers. Notable Guard models for Lukas remain pretty much the same (Alyce, Dragon's Breath Rockets, Rocketmen, Liberators, and the Vulcan).

As such it is often better to think of Bad Guy Lukas as Guard Lukas who has traded his Merc slots (and Maker's Mark) for access to Infernal infantry & the Gate. While the options are quite different, the general goal should remain the same; double down on Lukas' potent spell assassination with long range firepower and support-clearing models. Howlers are of special note here, as the DBR & Trancers can really turn up their hitting power into otherwise comparable troops. Umbral Guardians are a straight upgrade (in terms of points efficiency) over Vanguards, and have the additional function of being Soulless models which can trigger Accumulator.

You'll typically want to avoid the non-Rocketmen Crucible Guard troops, as they take up precious slots and don't benefit from any specific synergies in Infernals. This of course is with the exception of the Gate, as it can gain the souls of any troops you bring. As such Infernal Gate + Crucible Guard Infantry may pan out to be a powerful area denial block, especially once layered with the other kinds of Infernal support.

Another model of note is the Wretch, and the spell that it provides in That Which Does Not Kill You which may look hard to apply at speed 6 and CMD 8, but with Tactician and careful planning with your support, you can get them in good positions to heal up not only Lukas, but a Liberator that may have burned out their Arc Node. Further synergies include Orin2 with his ability to grant Lukas re-rolls, and Hermit who can either give a further arm debuff, or telemetry to make him effectively FOCUS 10 for slinging spells.



  • Originally mentioned in the "Aftershock (Acts of War #2)" book. (2017.07)
  • Released 2018.06

Other Crucible Guard models

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

Gearhart - Locke - Lukas - Mackay - Syvestro

Warcaster attachments Aurum Legate Alyce Marc (Crucible) - Sylys Wyshnalyrr (Mercenary) - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Prospero (BGC)
Light Liberator - Retaliator - Vanguard
Heavy Suppresor - Toro - Vindicator
Colossal Vulcan
Units, Solos, Battle Engines, & Structures
Units Infantry - Assault Troopers - Combat Alchemists - Dragon's Breath Rocket - Rocketmen - Shock Troopers -
Ranking Officer : Doctor Alejandro Mosby

CG Mechanik - Gorman di Wulfe, Rogue Alchemist (1) - Gorman the Mad (2) - Hutchuk, Ogrun Bounty Hunter - Prospero - Rocketman Ace - Trancer

Battle Engines Railless Interceptor
Theme Forces
Magnum Opus - Prima Materia
Refer to Who Works for Whom and/or Category: Crucible Guard Mercenary
This index was last updated: 2019.12

Video Battle Reports

Rules Clarifications

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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 : Exothermic Reaction     (Edit)

  • Not considered an attack / Pure damage roll (Edit)   [Show/Hide]
    • Some attacks create a "secondary damage" roll that is explicitly "not considered an attack" (such as Electro Leap); while other abilities just tell you to make a "pure damage" roll without mentioning attacks at all (such as Vent Steam). In terms of interacting with 'attack triggers' (such as Vengeance) "secondary damage" and "pure damage" work the same.
    • When one attack triggers a secondary damage roll, the original attack and damage is definitely an attack and triggers stuff normally.
    • Secondary/pure damage is not an attack, so doesn't trigger stuff like Vengeance.
    • Secondary/pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
    • Secondary/pure damage is not from an attack, but it is damage from the original model. This has two implications:
      1. It's not an attack from a weapon so:
        • it won't gain damage buffs from the weapon (such as Poison).
        • it won't gain any Damage Types from the weapon. (Infernal Ruling)
      2. It is a damage roll from a model so:
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Rules Clarification : Fire     (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)

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

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

  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. 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 if they run, fail a charge, or use an ability like Reposition.
      Because doing one of those things makes that specific model's activation to end (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat 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 Unitor Warlock Unit     (Edit)
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 (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • 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 Warcastersor 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 : Health Care - None yet. (Edit)
Rules Clarification : Juicer - None yet. (Edit)

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Rules Clarification : Rapid Healing     (Edit)

  • A warlock with Rapid Healing can transfer damage to a warbeast, then still trigger Rapid Healing because they're still considered to have been damaged.

Rules Clarification : Burning Ash - None yet. (Edit)
Rules Clarification : Disintegration - None yet. (Edit)

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Rules Clarification : Force Hammerand/or Thunder Strike     (Edit)

  • An Incorporeal model will be damaged by this spell, but not slammed.
  • The slam distance for the spell is not halved vs larger models - that only applies to a Slam Power Attack.
  • See also the rules clarifications on slamming.

Rules Clarification : Iron Flesh - None yet. (Edit)

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Rules Clarification : Mirage     (Edit)

  • The upkeep needs to be paid before you can get the Apparition move. Refer Step 4 vs Step 5 of "Control Phase" in the core rulebook.
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Rules Clarification : Apparition     (Edit)

  • If a model is B2B with you when you use Apparition then they will be exactly 2" away afterwards. So you can't get away from 'long reach' melee weapons.
  • Unit members must always be placed in formation. Refer to the "Placed" section if the core rulebook.
    • If a trooper can't be placed in formation (because it's more than 2" out of formation to begin with) then it can't be placed at all.
    • The unit commander is always "In Formation" by definition, so can be placed where he likes.