Major Aline Benett

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CG Logo.png Major Aline Benett

Crucible Guard Rocketman Warcaster

Mk4 icon.png
Prime
This model is available in one Prime Army, Crucible Guard. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

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

Aline Bennet was once a star ace among Rocketman Corps, as well as a warcaster in training among the Crucible Guard. When the apocalypse came, most of Bennet’s Corps unfortunately perished. Instead of drowning in sorrow, however, Bennet buried her comrades and used their scavenged gear to build herself a new suit of armor, a suit that combined her skills as a warcaster with that of a high flying rocketman.

Despite her tragedy, Aline is cheerful, altruistic, and dedicated to making the wastes a safer place. She patrols the ruined Iron Kingdoms in search of evildoers, whom she happily eradicates with her paired flamethrowers. After scouring a region of evil, Aline will land briefly to deliver a wink, a smile, and a thumbs-up before blasting off again.

Basic Info

Benett1
Missing Info
Bennet1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 8
STR 6
MAT {{{mat}}}
RAT 7
M.A. N/A
DEF 17
ARM 14
CMD 9
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 16
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

Riot Quest - Although this model has rules which allow it to be played in Warmachine and Hordes, it was primarily designed for the Riot Quest boardgame. RQ is set in an alternate and/or future timeline where the Infernals won the war. Some of the RQ models are slightly more goofy than their WMH equivalents.

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 - Air Support

Put into play a unit of Crucible Guard Rocketmen (one Leader and five Grunts) and a Rocketman Ace. Place each model completely within 3" of Benett

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Tip !
The Rocketmen can activate in the same turn.

Abilities

  • Flight symbol.jpg Flight
  • Gunfighter symbol.jpg Gunfighter
  • Dodge - This model can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.
  • Elite CadreRocketman ] - Friendly Rocketman models gain Flying High.
  • Flying High - Ranged attacks targeting this model with a RNG greater than 8" suffer –3 RNG, to a minimum of 8. Friendly models can advance through this model if they have enough movement to move completely past its base. This model loses Flying High if it loses Flight.
  • Reposition [5"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 5", then its activation ends.

Weapons

Flame Thrower (x2)
Gun icon.jpg  RNG   ROF   AOE   POW 
SP 8 1 - 12
  • Fire Cont symbol.jpg Continuous Fire
  • Fire dam symbol.jpg Damage Type: Fire
  • Both Barrels (★ Attack) - This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it used a Both Barrels attack.

Spells

COST RNG AOE POW DUR OFF
Arcane Propulsion

2 6 - - Upkeep No
Target non-huge based warjack in the spellcaster's battlegroup gains +2" movement when advancing as part of their Normal Movement, +2 DEF, and Flight.
Down Range

2 6 - - Upkeep No
Target friendly Faction model/unit gains +2 to ranged damage rolls.
Occultation

2 6 - - Upkeep No
Target friendly Faction model/unit gains Stealth. Models are not affected while out of formation.
Raid

2 SELF CTRL - Turn No
Friendly Faction warrior models with Gunfighter beginning a charge in the spellcaster's control range gain +2" movement and Pistoleer.
Pistoleer - Ranged attack damage rolls made by a model with Pistoleer against a model in melee with the model with Pistoleer are boosted.
Wind Burst

2 10 4 12 - Yes
Cloud effects overlapping the AOE expire.

Theme Forces


Thoughts on Benett

Benett in a nutshell

A ranged support caster with a focus on speed. She will mainly be seen with large detachments of Rocketmen and a Warjack or 2 to crack heavy armour. She struggles to do everything she wants to do on a single turn with her small focus pool and spells that beg to be cycled.

As the faction expands her signature Raid spell will hopefully open up her list-building opportunities, currently it will only work on herself, Rocketmen, Gorman2 and Crucible Guard Mechaniks and some mercenaries looked after by Mosby. This makes her list-building options quite tight currently.

Feat thoughts

You put into play 12 points worth of models that gain flying high and benefit from Raid. Without the CA they struggle to crack armour but they can still make potshots and score objectives.

Everything true of Goreshade1’s feat in terms of nuisance is true of Benett’s. You can use her movement to get the new unit deep into enemy lines, but unlike Bane Thralls they aren’t much of a threat to casters or warjacks. They can contest well and pester infantry though.

Spell thoughts

  • Occultation- quite a common spell but a useful one, give stealth to something you want to protect.
    • because they are likely already blast immune, high Def, and benefit from Flying High, Rocketmen aren’t usually the best target for this spell as it’s sort of overkill in ranged defense.
    • Because models with stealth do not block LOS and because your army will mainly be ranged you can also use it to shoot through something, but this is a risky tactic on a 6 focus caster who wants to cast Raid and cycle downrange when possible.
  • Arcane Propulsion - It's a fairly weak battlegroup buff that helps pretty much any Warjack. The Liberator on paper seems like the best choice currently as the DEF buff stacks well with Ashen Veil, but truthfully because Aline won’t need the arc node as much as other casters it’s probably better placed on a Vanguard that can keep up with her and protect her from shooting. On the other hand, there is much to be said for a flying Toro or Suppressor that can get deeper into enemy lines.
  • Down Range - fairly obvious what this spell is for, it’s one of the key selling points for bringing a Vulcan or Railless Interceptor with Aline. But stacking with Raid on Rocketmen is also an option. Especially for the maligned WA.
  • Raid - A weird spell which only affects a handful of models in the faction, including Rocketmen of course, but also Gorman2 and Mechaniks. With this and Downrange Rocketmen should definitely put a dent into things with gravity bombs or slug guns. The extra movement is also very relevant!
    • Because she has 3 upkeeps and not much focus to go around don’t cast this for the sake of it; use it for important turns where you need to make an impact.
  • Wind Burst - a spell Aline will rarely have the spare focus to cast and if you are casting it without an arc node you could just as easily shoot the target (unless they are hiding behind the cloud or have immunity Fire).

Drawbacks & Downsides

  • Her feat requires you to buy physically buy extra models.
    Not only that, but Rocketmen units are sold as a boxed set with 14 models. You only need 6 for the feat, and the leftover 8 models can't even be used to field a minimum-sized unit (unless you convert one of the Weapon Attachments into a Leader model, and another WA into a Grunt model).
    But if you convert those two WA, then you can't field the full unit with all the attachments when you play a non-Benett caster.
  • She is supposed to fix the often maligned Rocketmen with her spells, yet they don't really fix their fundamental problems and are way better elsewhere.
    • Rocketmen usually want to use their orders and jam, instead of charging and bouncing off moderately beefy models. Charging just get them killed because they lack the stat boosts their orders give them.
    • Down Range is way better on a Vulkan run by Prospero or a good ranged workhorse unit.
    • Spells and abilities that prevent ranged attacks neuter her kit and the models she wants to run. Countermeasure especially screws models with gunfighter and no melee weapons.
  • Knock her down and she is dead her armour won’t save her
  • with 3 upkeeps and Raid she struggles to cycle spells or keep herself safe.
  • She does nothing to help accuracy she only improves raw output on ranged attacks.
  • Benett has no combat presence at all vs fire immune models, it’s one of a few reasons that a Vulcan is a consideration for her.
  • She has stiff competition in the form of Captain Eira Mackay who runs a fast, ranged battlegroup and Marshal General Baldwin Gearhart & Mr. Clogg who can deliver infantry and scalpel out enemies with hot shot and his feat. Aline’s place in the faction will always be tied to the effectiveness of Rocketmen.

Tricks & Tips

  • remember that the +2 to damage rolls from downrange is added to blast damage, it’s not halved.
  • just because models with gunfighter get +2 speed when charging doesn’t mean they have to actually use the gunfighter rule they can default back to their melee weapon.

List Building Advice

Strategy

Cycle Down Range and try to harass your enemies with no way to improve survivability you need to point trade and use your speed to make key engagements

Theme thoughts

    Magnum Opus    

  • Resolutes with Mosby will love Occultation so they can get there.
  • Storm Troopers or Assault Troopers also take well to Occultation. The Storm Troopers have guns so they also like Down Range.
  • Crucible Guard Infantry with Down Range and their mini feat can put out 11 POW 13 shots in one turn. Oil something up with a Retaliator they should be able to crack even heavy targets and this is without rust or withering humor factored in.
  • Prospero makes a Down Range'd Vulkan a very scary anchor piece indeed. Put Occultation on him and keep him behind the huge base to keep him as safe as possible.
  • Rocketmen, naturally. Take a full unit with all trimming and feat another one into existence, then either gum everything up or charge in with Raid.

Battlegroup

  • A Retaliator can Oil things up for her Flamethrowers to melt.
  • A Liberator with base DEF 13 and Ashen Veil will take the best to Arcane Propulsion from a defensive standpoint. A Vanguard can also make use of it with Set Defense.
  • However there is nothing quite like smacking something in the face with a flying Toro.
  • The Vindicator has the strongest gun out of the CG heavies and thus takes the best to Down Range.
  • The Suppressor on the other hand has 4 initials thanks to dual attack, attack types on the sprays that will always be relevant and is able to double hand throw. It takes excellently to Down Range or Arcane Propulsion. The best part is that by taking a Suppressor, along with a Vindicator, you use up Bennets WJPs exactly.
  • The Vulcan can strip fire immunity off of models so Aline can use her flamethrowers. Usually, it's being put on Prospero, though.

Other

Trivia

Released 2020.12 Strangely she is the only Rocketmen model without Breather

Other Crucible Guard models

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

Benett - 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

Combat Alchemists - CG Assault Troopers - CG Infantry - CG Rocketmen - CG Storm Troopers - Dragon's Breath Rocket - Failed Experiments
Ranking Officer : Doctor Alejandro Mosby

Solos

Ascendant Mentalist - CG Mechanik - Gorman1 - Gorman2 - Hutchuk, Ogrun Bounty Hunter - Prospero - Rocketman Ace - Trancer

Battle Engines Railless Interceptor
Theme Forces
Magnum Opus - Prima Materia
Mercenaries
Refer to Who Works for Whom and/or Category: Crucible Guard Mercenary
This index was last updated: 2021.05

Rules Clarifications

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

 
  • Flight doesn't ignore:
    • Impassable terrain.
    • Most hazards. The exception is they do ignore Acid Bath and Burning Earth as long as they don't land in them.
    • Templates that stay in play and do damage to models moving through them (such as a Scather).
    • Free strikes.
  • Trampling with a flying model (Edit)
    • Flight allows you to trample "over" medium- and larger-bases.
    • Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
      • Unless, of course, you have an exception like Blade Rush.
  • Flight on a Cavalry model (Edit)
    • Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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Rules Clarification:  : Gunfighter      (Edit)
(Click Expand to read)

General
  • You cannot Aim if you start your activation in melee. (Infernal Confirmation)
  • A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).
  • If you have a Gunfighter stuck in melee and the Gunfighter wants to shoot a friendly model, then you can only do so if that friendly is within the Gunfighter's melee range. Also, if that friendly model is engaged by an enemy, that friendly model will always get the +4 DEF bonus (because the point of origin of the attack, the Gunfighter, is not "in melee" with the friendly model).

Targeting

  1. Outside of melee
    • If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
  2. In melee, but didn't charge
    • If it didn't charge, it can target anyone it's "in melee" with.
    • This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
    • If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
  3. Charged into melee
    • If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
    • If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
    • However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
  4. Other targeting notes
    • Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee.
    • If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.
    • Gunfighter doesn't change the RNG of your gun, it just provides you an ability to use it while in melee and imposes some targeting restrictions.
      • If you're affected by a debuff that reduces your RNG to 1", that will further limit who you can target.
      • If you're affected by a debuff that reduces your RNG to 0", you cannot make attacks (refer 'Weapon Statistics', page 19 of rulebook).

Attack Roll

  • You use the Gunfighter's RAT for the attack roll.
  • Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
  • How the +4 DEF bonus for "being in melee" works with Gunfighters is:
    • they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
    • they never ignore it vs friendlies, because you cannot be in melee with a friendly target.

Incorporeal Gunfighters

  • Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
  • If they engage you then you're in melee and your target selection is limited to just models in melee (as explained above).

Gunfighter + an AOE weapon

  • If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
  • If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.

Gunfighter + a spray weapon

  • Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
  • If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.

Units of Gunfighters

  • If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
  • Redirected attack:
    • If they're still engaged, their initial attack (s) must be vs someone in their melee range.
    • If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
    • If they're unengaged, they are now free to shoot anyone within the gun's normal range.

Other interactions

  • Gunfighter vs Point Blank (Edit)
    • If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
    • These two abilities are subtly different, but it's an important difference.
    • Gunfighter allows you to make ranged attacks while in melee.
    • Point blank allows you to make melee attacks with your ranged weapon.
      • Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
      • Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
    • Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
      • Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
      • Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
  • Gunfighter vs RNG modifiers (Edit)
    • Unlike what most people might tell you, Gunfighter doesn't have a "range", it just lets the model make ranged attacks while in melee. The gun's actual RNG is unaffected though, until you put something like Windstorm (-5 RNG) on it. Then what happens is:
    1. If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
    2. If the gun is RNG 6, Windstorm will reduce it to 1". Thus you can only make Gunfighter attacks vs models within 1" (if you can - charging Gunfighters may be more limited).
    3. If the gun is RNG 5, Windstorm will reduce it to 0". Thus you can't make any attacks as per 'Weapon Statistics' (page 19 of the core rulebook).
    (Infernal Ruling)
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Rules Clarification : Dodge      (Edit)

  • Dodge triggers after any missed attack - melee, ranged, or magic.
  • An enemy model with 2" melee range that is B2B with you before you Dodge, will be exactly 2" away afterwards, and thus will be able to attempt a 2nd melee attack.
  • If you're missed by an AOE attack, but it doesn't deviate very far and still hits you then: Dodge still triggers, but the AOE does damage before you get the Dodge movement. (Infernal Ruling)
  • If an enemy can attack you when you advance and then stop moving (such as Countercharge or Defensive Strike) and they miss you, then you can trigger Dodge (because you're no longer advancing).
  • Dodge plus Riposte (Edit)
    • If a model has both Dodge and Riposte, you can choose whether to dodge or riposte first. Appendix A Step 13 applies here, because the controller of the model being attacked is not the active player.
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Rules Clarification : Elite Cadre      (Edit)

  • Elite Cadre bonuses persist even after the model dies.
  • Elite Cadre bonuses can apply to teammates in multiplayer games.
  • It is possible for a model to receive multiple Elite Cadres. All will benefit the model (excluding receiving the same benefit twice). (Infernal Ruling)
  • Elite Cadre applies to both singular and plural. For instance Elite Cadre [Daughters of the Flame] will apply to Thyra even though she is only a Daughter of the Flame. (Infernal Ruling)

Rules Clarification : Flying High - None yet. (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.


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Rules Clarification : Fire      (Edit)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • 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)

Rules Clarification : Both Barrels - None yet. (Edit)

Rules Clarification : Arcane Propulsion - None yet. (Edit)
Rules Clarification : Down Range - None yet. (Edit)

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Rules Clarification : Occultation      (Edit)

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Rules Clarification : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
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Rules Clarification : Raid      (Edit)

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Rules Clarification : Pistoleer      (Edit)

  • Pistoleer does not work vs models that "can never be in melee". (Infernal Ruling) This is a reversal of an earlier ruling.
  • If Pistoleer is on a model with an AOE or Spray weapon, then you'll only get boosted damage vs the models that are under the template and close enough to be "in melee" with you.
  • How Pistoleer works on sprays and its overall wording is being checked - Severa's version doesn't match. (Infernal Checking)
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Rules Clarification : Wind Burst and/or Wind Thrower     (Edit)

  • There is a formatting error on the Steelhead Arcanist's warroom entry such that Wind Thrower is not listed under Magic Ability. Despite this error, it is a spell.
  • The Wind AOE has to actually cross over the cloud; two AOE templates which are exactly "base to base" are not overlapping. (Infernal Ruling)
  • Anti-Cloud abilities vs Burning Earth (Edit)
If you make a piece of terrain "Burning Earth" it counts as a cloud effect in addition to it's original type. This has 2 odd rulings:
  1. If any part of the terrain piece is "hit" by an ability that makes clouds expire (such as Gale Winds) then the entire terrain piece is taken off the table. (Infernal Ruling)
  2. If a model can ignore clouds but not the original terrain type, they don't ignore the terrain. For instance if you have a burning forest, then Eyeless Sight can't see through the forest. (Infernal Ruling)