Magnus the Traitor

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Mercenary Logo.jpg Magnus the Traitor

Mercenary Warcaster

Magnus has proven to be more than simply a one-man army with a grudge against the nation he once served. He has become a singular lord and master of the arts of war. He relies on no nation's backing and he carves his legend across western Immoren with blood and blade. He is ruthless in his determination to bring the exiled former king of Cygnar back to power regardless of the lives it costs.

Basic Info

Magnus1
Missing Info
Magnus1.jpeg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR 6
MAT 7
RAT 6
M.A. N/A
DEF 14
ARM 17
CMD N/A
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 17
F. Field N/A
WJP +30
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

Mercenary - In a 2+ caster game, he will work for Cryx, Khador, or Protectorate.

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 : Hit & Run

  1. Models in Magnus' battlegroup currently in his control range can make a full advance or run after all friendly models have completed their activations this turn. Warjacks do not have to spend focus to run during this movement.
  2. While in Magnus' control range, models in his battlegroup gain Parry.
Hit & Run lasts for one turn.

Abilities

  • Backstab - While completely within the back arc of an enemy model, this model gains an additional die on its attack and damage rolls against that model.
  • Feign Death - This model cannot be targeted by ranged or magic attacks while knocked down.
  • Repair [d3+1] (★ Action) - RNG B2B. Target friendly Faction construct model. If the model is in range, remove d3+1 damage points from it.
  • Resourceful - This model can upkeep spells on models in its battlegroup without spending focus/fury.

Weapons

Scattergun
Gun icon.jpg  RNG   ROF   AOE   POW 
SP8 1 - 12
Foecleaver
Sword icon.jpg  RNG   POW   P+S 
1 7 13
Mechanikal Arm
Sword icon.jpg  RNG   POW   P+S 
0.5 5 11

Spells

COST RNG AOE POW DUR OFF
Arcantrik Bolt

2 10 - 12 (★) Yes
A warjack damaged by this attack becomes stationary for one round.
Blur

2 6 - - Upkeep No
Target friendly Faction model/unit gains +3 DEF against ranged and magic attack rolls. Models are not affected while out of formation.
Death Ward

2 6 - - Upkeep No
Target friendly Faction model/unit gains +2 ARM. If an affected warjack is damaged, choose which column suffers the damage. Models are not affected while out of formation.
Iron Aggression

2 6 - - Upkeep No
Target friendly Faction warjack in the spellcaster’s battlegroup can run, charge, or make slam or trample power attacks without spending focus and gains boosted melee attack rolls.
Scourge

4 8 3 13 - Yes
Models hit by this attack become knocked down.
Snipe

2 6 - - Upkeep No
Target model/unit's ranged weapons gain +4 RNG.

Theme Forces

Recent Changes

2021.10 Mega Update

  • Iron Aggression changed to only work on warjacks in the caster's battlegroup (it used to be any friendly warjack).

Thoughts on Magnus1

Magnus1 in a nutshell

Magnus1 is a battlegroup caster with decent infantry support and a strong assassination via his Renegade warjacks, either by using the Obliterator Rockets or an arced scourge. He also has the ability to upkeep some nice spells on his battlegroup while at the same time handing out a full stack of focus.

He serves as the Mercenary battlebox caster designed to be simple to use for newer players while not being too nasty. As such, he can be taken with almost anything and has a spell to make it better, however, he is slightly below average in terms of overall power. He compares most closely with Stryker1, having similar spells, but is inferior in most respects.

Feat thoughts

Many people use it early to gain board position on objectives - it also lets you prevent infantry charges. It can also be used to do exactly what it says, which isn't bad. It's better than it sounds, but nobody is scared of it. Despite not being technically bad, it is probably one of the weakest feats in the game.

The main thing wrong with Hit and Run is the "Hit" part. Magnus has no native threat extension, so most of his battle group has a static 9-11" range. This is not far enough to allow you to get an actual alpha strike and then retreat to a safe distance from retaliation. Lanyssa Ryssyl and the Steelhead Ironhead can assist with this problem in a limited capacity.

Spell thoughts

  • Arcantrik Bolt - Rarely cast but making a Jack stationary and disrupting with Eiryss it is good.
  • Blur - Strong on Trencher Infantry in Kingmaker's, and just fine on pretty much any infantry, or Magnus himself where he can upkeep it for free.
  • Death Ward - Used anywhere you have high ARM. Probably your biggest jack who is about to see melee. You'll most likely have it on a Toro or a Nomad. Among the less sexy ARM buffs in the game as it's kind of a bad Arcane Shield.
  • Iron Aggression - This spell is often cast on a Mangler for a terrifying Thresher of doom if you can pull it off, but a Nomad will do since it can then charge free.
  • Scourge - This spell is best used via a Renegade that ran into position to knock down a caster
  • Snipe - Anything with guns works fine. A Renegade with Snipe is to be feared.

Drawbacks & Downsides

  • While his feat is far stronger than it seems, it is often very hard to utilize.
  • Very generalized with no particular strengths and no tricks beyond his Renegades
  • Anything with stealth or immunity to Knockdown spoils his assassination run.
  • If you want a ranged jack caster then Captain Bartolo Montador does a better job. Magnus is only really better at the assassination.
  • Snipe and Blur are decidedly better on units (and sometimes solos) over jacks, so usually he will only safe half of the possible focus with resourceful.

Tricks & Tips

  • The feat gives Parry to Magnus during his whole activation. So it can be used to go around an enemy ignoring free strikes, and get the Backstab bonus on your melee attacks.
  • Devil Dogs or a Buccaneer can trigger Feign Death by throwing a net on Magnus. With the right positioning, you can't miss with the net, and it causes no damage.
  • Scourge is an automatic knockdown if it's being channeled through a Renegade within 4" of its target, as a 2" deviation is less than half the width of the AoE plus half the width of the target's base.
  • Likewise (although this is a rarer use) the Obliterator rocket is an automatic knockdown if used within 5"
  • You need to be unlucky to lose either a renegade's arc node or its movement to free strikes.

List Building Advice

Strategy

His most compelling win condition is to knock down the enemy caster then blow them to pieces, but he has plenty of army support to play an attrition game.

Theme thoughts

    The Irregulars    

  • Asphyxious4 - Magnus1 desperately wants a damage buff, Gaspy provides this in Dark Shroud and there are also worse targets for Death Ward.
  • Nemo4 - He can summon in a Steelhead Ironhead and bring Diffuser with a servicable RAT with him for even more threat extention. Alternatively have him run a Prime Axiom for some Watcher drags. Magnus can put Snipe or Death Ward on it depending on the situation.
  • Idrian Skirmishers are great targets for Snipe, as are solos like Gorman1 and Eiryss1.
  • Lanyssa extends melee threat ranges. Magnus cannot do that himself and boy does he wish he could.
  • The classic merc mainstays should make up the rest of your list: Harlowe, Aiyana & Holt and two units of Kayazy Eliminators, for damage fixes, magic weapons and 4 strong independent women that don't need no caster input to do great.
  • Crosse1 - Discombobulate makes his Arcantrik Bolts and Scourges suddenly very terrifying. A decent target for Snipe or Blur, too.
  • Croes Cutthroats - Crosse sets up Backstabs, these guys follow up. Snipe or Blur go very well on them, too.

    The Kingmaker's Army    

    Soldiers of Fortune    

  • Honestly this might be an inferior choice to Kingmakers for him due to the lack of Trenchers, but the Ironheads, Arcanist and Alexia2 are always nice.
  • Steelhead Ironhead doesn't need a roll to extend the threat range of your warjacks, unlike Lanyssa above.
  • Steelhead Arcanist relieves the focus burden or can clear clouds from your path.
  • Blur goes well on any of the DEF 13 infantry in the theme. He can also use it to keep Alexia2 safe(r).
  • The only damage buff/ARM debuff comes from Gorman's Rust bomb, which has a short range (can be buffed with Snipe) and only works on construct models.
  • Any of the theme's artillery does take Snipe rather well, allowing them to stay far back and still affect the battlefield.
  • Rocinante - Guard Dog keeps him safe, especially if you have Blur on Magnus, it is perfectly content with Power Up focus, and there are worse targets for Snipe.

    Various Themes    

  • Princess Delores Graciela - On her mini-feat turn she has the ranged output of an entire unit, so Snipe goes very well on her. Making his Toros MAT 7 is also very handy.

Battlegroup

  • He enjoys the presence of one of his Renegades for channeling Scourge and its knockdown rocket.
  • Apart from that, a quartet of Nomads work as well with him as any other merc caster, especially with Death Ward on one of them. But really there is no wrong answer as all of the mercenary warjacks are effective in their own right, and he has a spell to support any of them.
  • Toros take well to both Iron Aggression and Death Ward and give him access to Delores.
  • A Death Warded Swabber or Rover make for a very sturdy Shield Guard. The Swabber also protects Magnus from blasts and pop&drop tricks that Feign Death doesn't cover already.

Starting a 25 point Brawl list

In 2021.03 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 - The Kingmaker's Army

Magnus the Traitor: [+30 WJP]
Kell Bailoch: [3 pts]
Steelhead Ironhead: [4 pts]
Trencher Infantry (Min unit): [9 pts]
  • Command Attachment: [Free] (4 pts)
Greygore Boomhowler & Co. (Min unit): [8 pts]


For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

  • Released in Warmachine: Escalation (2004)
  • In his original fluff, he deserted from Cygnar when he stabbed Stryker in the back and-left him for dead, hence the origin of the special rule. This has been tacitly retconned as Stryker and Magnus are becoming good pals in the recent novels, and the attempted murder is never mentioned.

Warjacks he can take

With the way Mercenary battlegroups work, this model can't simply control any Mercenary warjack, and instead is limited to the following choices:

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Note: Other restrictions may apply, such as 'Jack Marshals can't control Colossals, character warjacks aren't allowed in most theme forces, etc.

Other Mercenary models

Mercenary Logo.jpg       Mercenary Index       (Edit)
Mercenary 'Jack Controllers (Human) (Edit)
Warcasters

Ashlynn1 - Ashlynn2 - Aurora2 - Blaize - Caine3 - Crosse2 - Damiano - Fiona - Macbain - Magnus1 - Magnus2 - Montador - Rahera - Shae

"Juniors"

Asphyxious4 - Crosse1 - Nemo4

'Jack Marshals

Colbie Sterling - Dirty Meg - MacHorne1 - MacHorne2 - Raluk Moorclaw - Rutger Shaw - Steelhead Ironhead

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Rhulic 'Jack Controllers (Edit)
Warcaster Durgen Madhammer - General Ossrum - Gorten Grundback
'Jack Marshal Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
Units, Solos, & Battle Engines
Warcaster attachments

Doctor Stygius - Madelyn Corbeau - Reinholdt - Wyshnalyrr

Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Non-character Units

Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Legion of Lost Souls - Ogrun Assault Corps - OoI Resolutes - OoI Vigilants - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - SH Cannon - SH Halberdiers - SH Cavalry - SH Mortar - SH Riflemen - SH Volley Gun - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator (small or medium based units) - Special WA: Morrowan Battle Priest (Morrow units)

Character Units

Alexia1 - Asphyxious4 - Croe's Cutthroats - Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowler1 - Herne & Jonne - Lady Aiyana & Master Holt - Lynus & Edrea - MacHorne1 - The Commodore Cannon - The Devil's Shadow Mutineers

Non-character Solos

Cephalyx Agitator - Death Archon - Gobber Tinker - Menite Archon - Morrowan Archon - Ogrun Bokur - Powder Monkey - SH Arcanist - SH Ironhead - SH Gunner - Swamp Gobber River Raider Thamarite Advocate - Thamarite Archon - Void Archon

Character Solos

Alexia2 - Alexia3 - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella1 - Black Bella2 - Bloody Bradigan - Boomhowler2 - Boomhowler3 - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez1 - Dez2 - Dirty Meg - Doc Killingsworth - Doctor Stygius - Eilish1 - Eiryss1 - Eiryss2 - Eiryss4 - First Mate Hawk - Flubbin1 - Flubbin2 & Dreyfus2 - Flugwug the Filcher - Crosse1 - Glyn Cormier, Illuminated One - Gorman1 - Gorman2 - Grand Master Gabriel Throne - Gubbin1 - Gubbin2 - Gudrun1 - Gudrun2 - Harlan Versh, Illuminated One - Harlowe Holdemhigh - Hermit of Henge Hold - Hutchuk, Ogrun Bounty Hunter - J.A.I.M.s - Kell Bailoch - Lanyssa Ryssyl, Nyss Sorceress - Lord Rockbottom - MacHorne2 - Major Harrison Gibbs - Malvin2 - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Princess Delores Graciela - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Scythe - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Tubbin - Underboss Vizkoya - Viktor Pendrake - Weird Wendell - Widget1 - Widget2 - Wrong Eye & Snapjaw

Battle Engines

Hammerfall Siege Crawler - Nemo4

Independent Warjack

Malvin1 & Mayhem1

Theme Forces (Edit)
Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification : Feat: Hit & Run


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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 : Powerful Attack      (Edit)

  • If your weapon can make multiple attacks (such as a Charger's ROF 2 gun) then you need to declare (and pay for) Powerful Attack for each attack. (Infernal Ruling)
  • You must declare whether you're using Powerful Attack before making any attack rolls. If you choose not to use it on attack rolls, you can't trigger it on damage rolls. (Infernal Ruling)
    • Exception: If your attack auto-misses, such as an AOE vs Stealth, then you can declare it after deviation but before making damage rolls. (Infernal Ruling)
  • If you declare you're using Powerful Attack, it will apply to to-hit roll(s) and damage rolls. You can't choose to have it just boost the attack roll(s) or just boost the damage roll(s). (Infernal Ruling)
  • The Powerful Attack bonus doesn't apply to "secondary" damage such as Magic Bullet or Electro Leap.
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Rules Clarification : Knockdown      (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:  : 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.
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Rules Clarification : Backstab      (Edit)

  • Backstab always applies on a free strike, because free strikes are always in the back arc. (Infernal Ruling)
  • Backstab applies to magic and ranged attacks, too.
  • For a caster with Backstab that uses an arc node to attack their target: Backstab doesn't care about the point of origin of the attack, and does not interact with Arc Nodes at all.
In other words, if your arc node is in the target's back arc & but the caster is not, then Backstab doesn't apply. And vice versa, if your arc node is in the front arc & you're in the back arc, then Backstab will apply.
  • Models with Circular Vision aren't immune to Backstab. They still have a back arc, and backstabbers can stand in it.
  • As of November 2021, Steamroller objectives no longer have facings, and cannot be backstabbed.
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Rules Clarification : Feign Death      (Edit)

  • "Cannot be targeted" is not the same as "cannot be hit". You can still be hit by AOEs, Sprays, etc that target someone else.
  • You cannot use Gunfighter vs models Feigning Death, because Gunfighter is still a ranged attack.
  • However, you can use Point Blank, because that lets the attacker make a melee attack with a ranged weapon.
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Rules Clarification : Repair      (Edit)

  • When repairing warjacks, you can choose which damage boxes to heal - they don't all have to be the same column.
  • If you get a +1 bonus to a repair roll, that is one extra hitpoint healed. Not +1 to the number of pips showing on the dice.
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Rules Clarification : Resourceful      (Edit)

  • 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.

Rules Clarification : Parry - None yet. (Edit)


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Rules Clarification : Arcantrik Bolt      (Edit)

  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.

Rules Clarification : Blur - None yet. (Edit)

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Rules Clarification : Death Ward      (Edit)

  • If Death Ward is on a Colossal, you still pick which column gets damaged - but not which grid. That's still determined via which field of fire the attacker is 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 : Iron Aggression      (Edit)

  • If you're planning to use this spell lots, it's probably worth brushing up on the slam and trample rules clarifications.

Rules Clarification : Scourge - None yet. (Edit)

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Rules Clarification : Snipe      (Edit)

  • Although Snipe the spell and Snipe the Attack Type are two different "sources", they are multiple instances of the same effect. As such, they're not cumulative. Refer to the "Rule Priority" section of the core rulebook.
  • Snipe does not affect the range of weapons that use the Spray template, or one's which have RNG = CTRL.