Madrak Ironhide, World Ender

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Trollblood Logo.jpg Madrak Ironhide, World Ender

Trollblood Trollkin Warlock

Madrak knew that the cursed weapon Rathrok would destroy him, but he willingly took it up to save his people. Now the ancient axe threatens to overwhelm him. Though it wins Madrak victory after victory, Rathrok's grim power condemns those the chieftain would save. Madrak sees no other hope for his people's survival, however, even though those he protects have come to call Madrak the "World Ender".

Basic Info

Madrak2
Missing Info
Madrak-ironhide-world-enderPNG.png
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 6
STR 8
MAT 8
RAT 6
M.A. N/A
DEF 14
ARM 17
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 5
THRS N/A
HP 18
F. Field N/A
WJP {{{wjp}}}
WBP +28
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

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

Feat: Desperate Hour

While in Madrak's control range, friendly non-warlock Faction models gain Overtake and Berserk. Desperate Hour 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".
Berserk - When a model with Berserk destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.

Abilities

  • Tough symbol.jpg Tough
  • Field Marshal [Relentless Charge] - Warbeasts/warjacks in this model's battlegroup gain Relentless Charge. (As below)
  • Grim Salvation - If this model is directly hit by a basic attack made by an enemy model, choose a friendly non-incorporeal warrior models within 3" of it to be directly hit instead. That model is automatically hit and suffers all damage and effects.
  • Relentless Charge - While advancing as part of a charge, this model gains Pathfinder.

Weapons

Thrown Rathrok
Gun icon.jpg  RNG   ROF   AOE   POW 
8 1 - 15
Rathrok
Sword icon.jpg  RNG   POW   P+S 
2 7 15
  • Damage Type: Magical
  • Grievous Wounds
  • Rathrok's Awakening

Spells

COST RNG AOE POW DUR OFF
Blood Fury

2 6 - - Upkeep No
Target friendly Faction warrior model/unit gains an additional die on melee damage rolls, but suffers -2 DEF.
Eruption

3 8 3 14 (Fire) Round Yes
Models hit suffer a POW 14 Fire Damage roll. This spell's AOE is a cloud effect and hazard that remains in play for one round. Models entering or ending their activations in the AOE take an unboostable POW 14 Fire Damage roll.
Warpath

3 SELF Control - Upkeep -
When a friendly Faction model in the spellcaster's control range destroys one or more enemy models with a melee or ranged attack during its activation, immediately after the attack is resolved one warbeast in the spellcaster's battlegroup that is in its control range can advance up to 3". A warbeast can advance as a result of Warpath only once per turn.

Theme Forces

  • Other Factions

Thoughts on Madrak2

Madrak2 in a nutshell

Before a nerf, stopping him taking advantage of his own feat, Madrak2 was considered the best infantry warlock in the game with an utterly devastating feat that frequently let him surf into an enemy caster, powering Rathrok up as he went. As he is now, he is purely a offensive infantry support warlock leading to fast and bloody games - and with the shift of the metagame from pure jacks/beasts the extra melee damage is no longer as overwhelmingly useful as it once was but his feat is slightly easier to utilise.Fury 5 and a warrior only buff says he wants large units full of infantry - preferably melee infantry with 2" reach melee weapons to aid with the Desperate Hour annihilation.

Maximising his Feat & Spells

  • Do not use his feat for the Alpha Strike - the infantry's normally too spread out for it to help. Instead use it the next turn to crush the enemy.
  • Overtake must be resolved before Berserk.
    • Because of this if you are on the very edge of his ctrl you can overtake out of ctrl and lose berserk, this is detrimental if you didn’t mean to do this, but it’s very useful if it stops you berserking an ally.
  • Spell cycle for all you are worth - start with Blood Fury on one unit, have it charge in, then cast it on another before it charges in.

Drawbacks & Downsides

  • Can be crushingly good in beginner vs beginner games.
  • Runs far more infantry than anyone else wants - making his army expensive to buy, and a pain to pack.
  • Low fury and nothing to help him run a big battlegroup.
  • Grim Salvation is not optional. Be careful where you put your support models, because your opponent might use Madrak as a "homing beacon" to quasi-Magic-Bullet their attacks into your support lines.

Tricks & Tips

  • Watch for when the enemy are bunched up to feat.
  • A 2 point DEF debuff is a lot - don't always put out Blood Fury.
  • use Snacking to end a berserk spree and prevent a dire troll killing a friend.

List Building Tips

Theme thoughts

    Band of Heroes    

He likes most models in this theme. Long Riders and Champions tend to form the core of his list, but he can make others work well.

  • Trollkin Fennblades - They have a long reach and can make quite a mess under Blood Fury.
  • Trollkin Warders - Have reach and can keep shooting away from any warlock who plays forward.
  • Horgle1 - another independent damage buff (Madrak doesn’t have the spare Fury to cast the Pyre or Slag animus) that stacks with Blood Fury

    Storm of the North    

Lots of ambush in this theme which is good with his feat, as the threat of ambush makes the enemy bunch up in the middle, which makes berserk overtake chains much more realistic. Free upkeeps on northkin models is also great on a Fury 5 caster, even if his only non-self upkeep is blood fury.

  • Northkin Elder probably the most important model here. +2 to STR or +1 to SPD is an amazing buff to his troops.
  • Northkin Bear Handler & Battle Bears & Bumbles - they don’t have reach but they have interesting threat angles with Ambush and hit very hard.
  • Rok - Primal gives you a to hit buff on feat turn - allowing 1 warbeast to really mess with the enemy.
  • Bumbles hits like a tank, but now rolls through infantry as well.
  • Valka adds to the list of super solos who can do amazing feat turn stuff - but unfortunately he is the weakest of the options, because of his predictable range.

    Kriel Company    
Although the theme benefit helps Madrak land his thrown axe there is little reason for Madrak2 to play in this theme.

    Various themes    

  • Trollkin Champions - You main workpiece unit in this faction. They have two weapon master initials each, so they are extremely scary under Blood Fury.
  • Trollkin Champion Hero - Does the opponent really want to take a double weapon master axe to the face if he attacks your Champions? The Hero will make them ask exactly this question, and usually the answer is no.
  • Long Riders - You can upkeep Blood Fury on them for free in Storm of the North and with it they turn into unholy terrors as the extra die also affects mount and impact attacks.
  • Ledfoot & Tredz - Pull Madrak or a relevant solo forward ready for a devastating feat turn Charge. Because of the wording of point blank you can make several AOE attacks on feat turn.
  • Boomhowler3 - loves overtake and berserk
  • Sons of Bragg - like a min unit of champions, their self sufficiency is the key selling point for Madrak.

    Support Models    

  • Runebearer - casting eruption once a turn isn’t anything special - it allows some cloud cover to help your army advance. But helping Madrak spell cycle and improving his ctrl area helps when warbeast start utilising overtake.
  • Fell Caller Hero - A to hit buff makes his feat much scarier.
  • Stone Scribe Elder - Can bring his Thrown Rathrok to a more respectable range and slightly better P+S.
  • Dhunian Archon - hit your own models in the back to dispel Blood Fury after they have activated. Under Blood Fury, Righterous Fury, stone and the feat she can actually become quite a scary combat piece, too.

Battlegroup

  • Troll Bouncer - A solid warbeast at the best of times, he can become a holy terror under the feat.
  • Troll Basher - with his animus up during feat turn he can really carve a path through infantry.
  • Troll Axer - Can bolster the already impressive threat range of Madrak's beasts.
  • Dire Troll Bomber can bring his Thrown Rathrok to a more respectable range.

Other

Trivia

Released in Hordes: Metamorphosis (2009)

Other Trollbloods Models

Trollblood Logo.jpg       Trollbloods Index       (Edit)
Battlegroup & Similar
Warlocks

Borka1 - Borka2 - Calandra - Gunnbjorn1 - Gunnbjorn2 - Grim1 - Grim2 - Grissel1 - Grissel2 - Doomshaper1 - Doomshaper2 - Doomshaper3 - Horgle2 - Jarl - Kolgrima - Madrak1 - Madrak2 - Madrak3 - Ragnor

Warlock attachments Trollkin Runebearer
Lesser Warlock Horgle1
Light warbeasts Ice Troll - Night Troll - Pyre Troll - Slag Troll - Storm Troll - Swamp Troll - Troll Axer - Troll Basher - Troll Bouncer - Troll Impaler - Winter Troll
Heavy warbeasts Dire Troll Blitzer - Dire Troll Bomber - Dire Troll Brawler - Dire Troll Mauler - Earthborn Dire Troll
Dozer & Smigg - Mulg the Ancient - Rök
Gargantuan Glacier King - Mountain King - Sea King
 
Units, Solos, & Battle Engines
Units

Dannon Blythe & Bull - Boomhowler1 - Dhunian Knot - Kriel Warriors - Stone Bearer - NK Bears - NK Fire Eaters - NK Raiders - Pummeler Crew - Pyg Burrowers - Pyg Bushwhackers - Pyg Lookouts - Sons of Bragg - Scattergunners - Thumper Crew - T Champions - T Fennblades - T Highwaymen - T Long Riders - T Runeshapers - T Scouts - T Sluggers - Warders
Special WA: Trollkin Sorcerer

Solos

Boomhowler2 - Boomhowler3 - Braylen Wanderheart, Trollkin Outlaw - Bumbles - Dhunian Archon - Fell Caller Hero - Fennblade Kithkar - General 'Thunderstone' Brug - Horgle Ironstrike (1) - Horthol, Long Rider Hero - Janissa Stonetide - Ledfoot & Tredz - Northkin Shaman - Pyg Tank - Stone Scribe Chronicler - Troll Whelps - Trollkin Champion Hero - Trollkin Skinner Valka Curseborn, Chieftain of the North

Battle Engines Hearthgut Hooch Hauler - War Wagon
 
Theme Forces
Band of Heroes - Kriel Company - Power of Dhunia - Storm of the North - Vengeance of Dhunia
 
Minions that work for the Trollblooods
Refer to Who Works for Whom and/or Category: Trollblood Minion
This index was last updated: 2020.12

Rules Clarifications

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


  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

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

Rules Clarification : Tough - None yet. (Edit)

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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:  : Sacrificial Pawn and/or Sucker! and/or Grim Salvation     (Edit)
(Click Expand to read)

Differences
  • Sacrificial Pawn is optional.
    Grim Salvation and Sucker are not optional.
  • Grim Salvation only works vs basic attacks, not special attacks, power attacks, chain attacks.
    • Spells are not basic attacks, because they are not "made with a weapon". (Infernal Ruling)
    • CRA and CMA are basic attacks. (Infernal Ruling)
    • If a Special Attack generates an additional attack (such as Multi-Fire), the second attack will be basic and as such can have Grim Salvation used vs it. (Infernal Ruling)
  • Sacrificial Pawn & Sucker! don't work against melee attacks.
  • None of them work vs magic attacks (spells).
    All of them work against Magical Ranged attacks, though.
  • The model the attack is transferred to is always hit, even if they have an ability that makes them automatically get missed (such as Stealth).
    Automatically missing is determined earlier in the timing sequence than when the attack is moved. (Infernal Ruling)

From here down, the terms Sacrificial Pawn, Grim Salvation, and Sucker! are interchangeable

  • Using Sac Pawn moves all damage and effects onto the other model.
  • The new model hit may use any abilities that trigger on being hit/damaged by an enemy attack (such as Vengeance and Shock Field).
  • Sprays and AOEs
    • With reference to the timing chart in Appendix A: placing a spray template down occurs at Step 3. Using Sacrificial Pawn occurs at step 6. Placing an AOE template down occurs at step 7.
      Therefore if you use Sac Pawn vs a spray, the placement of the spray template does not change. If you use Sac Pawn vs an AOE, the placement of the AOE template does change.
    • A model indirectly hit by an AOE attack cannot use Sac Pawn vs it.
    • Since a spray template doesn't move, it may cause the Pawn to be hit twice by the same spray. So you then resolve two damage rolls against it.
    • When/if you shift an AOE template, the original target may be clipped by the edge of the AOE anyway (depending on how far apart the original target and Pawn are).
  • Sacrificial Pawn multiple times
    • If a model with the Sacrificial Pawn ability passes it to another model that also has Sacrificial Pawn ability, that second model may pass it along to a third model.
    • Models can only use Sac Pawn once each, you cannot set up an infinite loop!
  • Quick Draw vs Sacrificial Pawn (Edit)
    • If enemy "Model A" shoots you, and then you use Quick Draw against "Model A", but they use Sac Pawn to move your Quick Draw attack to "Model B" then ... Quick Draw has no effect (or rather, it affects "Model B" who isn't currently shooting you so is irrelevant). Point is, "Model A" can continue shooting you.
    • This won't happen with Shield Guard though (outside of a very low-probability scenario) because Shield Guard can only be triggered during an enemy turn.
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Rules Clarification : Relentless Charge      (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 : Grievous Wounds      (Edit)

  • GW prevents "repairs" as well as "heals".
  • It does not stop a warlock transferring damage, or stop the wounded model from being able to 'heal' someone else.
  • Does not affect models with the Massive rule.
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Rules Clarification : Rathrok's Awakening      (Edit)

  • Madrak can't exceed his FURY stat as a result.
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Rules Clarification : Thrown      (Edit)

  • You do not add the model's base STR to the thrown spear, just modifiers. The base STR is already included in the POW of the weapon. (Locked thread)

Rules Clarification : Blood Fury - None yet. (Edit)

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Rules Clarification : Eruption      (Edit)

  • Not blast damage (Edit)
    • Due to the way it is worded, this spell/weapon does full POW to all models in the AOE. It is not blast damage and it is not halved.
    • For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)
    • Models that are immune to blast damage have no defence vs this spell/weapon.
  • Templates that do damage (Edit)   [Show/Hide]
    • Most templates that do damage to models that walk into them are defined as "Hazards" (such as Burning Ground) but there are a few that aren't Hazards (such as Creeping Barrage and Wall of Fire). The differences are:
      • A hazard is a terrain element
      • Damage from a hazard is never considered to be from the model or weapon/spell that put it into play. So hazards never gain special rules of the weapon/spell (such as a Damage Type or Poison), nor does it gain special rules of the model (such as Hand of Fate).
      • Damage from a non-hazard is considered to be from the model that put it in play. So non-hazards do get stuff like Hand of Fate. (Infernal Ruling)
      • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance)
      • Damage from a non-hazard is also not from an attack. Instead it will be a Special Action (Covering Fire), or a "instead of making an attack, place a template" (Creeping Barrage), or etc.
     
    • Damage templates from spells is complicated:
      • (Infernal Ruling)
      • Spells that leave templates that are not hazards (such as Razor Wall) do Damage Type: Magical.
      • Spells that leave templates that are hazards (such as Breath of Corruption) follow the rules for hazards, which are most likely not magical damage but it varies by the hazard.
      • The initial damage when you place the template, if any, is Damage Type: Magical.
      • For example, Breath of Corruption's initial POW 12 corrosion damage roll is Damage Type: Magical in addition to Damage Type: Corrosion. But the hazard that is put into play from Breath of Corruption is not Damage Type: Magical, just Damage Type: Corrosion.
     
    • By default, when you put a template into play it doesn't do damage to models they overlap. The exceptions are templates that are created by an AOE weapon, and templates that explicitly say they do damage when they're placed.
    • A model which is "placed" also counts as "entering" an area, so the template will damage any one who teleports/spawns into it, too.
    • If two templates are overlapping, a model that enters them will take two points of damage.
  • Hazardous Clouds (Edit)
    • A hazard, by definition, is a terrain effect. If a template is both a cloud and a hazard it will not block sprays as per the errata (2017.09) to spray attacks. (Infernal Ruling)
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    Rules Clarification : Road to War and/or Warpath and/or Rites of Torment     (Edit)

    • Note that this spell triggers when a model is destroyed. RFP attacks might interfere with it.


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    Rules Clarification : 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.
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    Rules Clarification : Berserk      (Edit)

    • Berserk attacks will generate even more Berserk attacks. You keep going until you miss, something survives, or you run out of targets.
    • Berserk grants an additional attack which by definition can only occur during your Combat Action. Therefore Berserk doesn't work on free strikes, impact attacks, etc.
    • "Immediately" means you can't save it until later in your activation. Berserk must be resolved at step 14 of the attack sequence (refer Apdx A).
    • You cannot use "Any Time" abilities while resolving the original attack, the Berserk attack, or between the attacks. Refer Apdx A.
    • Berserk doesn't trigger during a frenzy. (Infernal Ruling)
    • Berserk will not trigger if the target uses an ability to move the damage to another model (such as a warlock transfer).
      • But it will trigger if they use an ability to move the attack to a different model (such as Grim Salvation).
    • Berserk has a weird niche interaction with Agathon's abilities, which you can read here.
    • Attack-Generating Abilities (Edit)
      • From the core rulebook: When a model is granted more attacks as a result of an attack it made, it gains only one. If two or more special rules would grant the model another attack as a result of making an attack, its controlling player chooses which special rule to apply.
      • If you trigger two attack-generating abilities (such as Black Spot and Kill Shot) you choose to resolve one and "lose" the other (unless you trigger it again later).
      • If you trigger two attack-generating abilities, and one of them is compulsory (such as Black Spot and Berserk), you must choose to resolve the compulsory one. (Infernal Ruling)