Major Markus ‘Siege’ Brisbane

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Cygnar Logo.jpg Major Markus ‘Siege’ Brisbane

Cygnar Warcaster

A professional soldier with more field experience than virtually any other warcaster in the Cygnaran Army, Major Markus Brisbane is famous among Cygnaran troops for his ability to lead from the front and infamous among his enemies for his ability to triumph. It has been said there is no strategic obstacle the man cannot overcome, nor is there any wall in western Immoren that can stand against him.

Basic Info

Brisbane1 (aka Siege1)
Missing Info
Siege.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR 7
MAT 7
RAT 6
M.A. N/A
DEF 14
ARM 17
CMD 9
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 18
F. Field N/A
WJP +28
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock
  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)

Feat - Breach

  1. Remove all wall templates currently in Siege’s control range.
  2. Additionally, the next time each enemy model suffers a damage roll while in Siege's control range, halve its base ARM when calculating damage.
Breach lasts for one turn.

Abilities

Weapons

  • Rocket Cannon - 14" range, POW 14 gun. One of the main highlights of taking Siege.
    • Ground Pounder (★ Attack) - Place a 4" AOE anywhere completely within this weapon's RNG that is in this model's LOS. This model makes one ranged attack roll against each model in the AOE, ignoring concealment and Stealth. This model does not gain a bonus for aiming when resolving a Ground pounder attack. Models do not gain the target in melee DEF bonus when resolving Ground Pounder attack rolls. Models hit suffer a ranged attack damage roll equal with a POW equal to the POW of this weapon. Ground Pounder attacks are simultaneous.
  • Havoc - 1" reach, P+S 14 S melee weapon. Serviceable if Siege is already engaged, but not good enough to warrant charging in with.
    • Magical dam symbol.jpg Damage Type: Magical
    • Critical Smite - On a critical hit, the model hit can be slammed d6" directly away from this model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. The POW of collateral damage is equal to the STR of this model.

Spells

COST RNG AOE POW DUR OFF
Explosivo

1 6 - - Upkeep -
Target friendly Faction model's ranged weapons gain Damage Type: Magical. If the affected model directly hits and boxes an enemy model with an attack from a ranged weapon, center a 3" AOE on the boxed model, then RFP that model. Models in the AOE are hit and suffer an unboostable POW 8 magical blast damage roll.
Force Hammer

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

2 Control 5 - Upkeep -
Place a 5" AOE anywhere completely within Siege's control range where it does not touch a model's base, an obstruction, or an obstacle. Models completely within the AOE have cover and do not suffer blast damage. When drawing LOS to a model not completely within the AOE, ignore intervening models completely within the AOE.
Mage Sight

2 Control 5 - Upkeep -
Place a 5" AOE completely within the spellcaster's control range. While a model is within the AOE, models in the spellcaster's battlegroup ignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it.
Rift

3 8 4 13 - Yes
The AOE is rough terrain and remains in play for one round.

Theme Forces

Thoughts on Siege1

Siege1 in a nutshell

Brisbane is a resilient, one-man-artillery, offensive caster who likes to be near the front. He lives up to his name and fluff by being a tough combatant and capable of tearing down even the mightiest defences. He has an excellent ranged game and assassination potential thanks to his Rocket Cannon (specifically Ground Pounder) coupled with his armor-breaking feat.

Feat thoughts

Being among the strongest offensive feats in the game it is all about having the caster in the right place at the right time and having an army nearby who can capitalize on your opponent's reduced ARM. The ARM de-buff only works on the first damage roll against every target, so you want to make it count. Don't get too greedy! Sometimes catching a few heavies in the radius is better than getting the whole enemy force within your CTRL area, which might leave you exposed for the counter-attack. If you took the enemy's heavies out of the equation, it is likely they don't have much left to counter yours. Make no mistake, this feat is every bit as deadly at range as is in close combat; just make sure you have enough fast, hard-hitting units who can charge the enemy once Breach is used. The first half of the feat does not look too appealing, but it can open up charge lanes by clearing roadblocks and taking away enemy cover or covering fire. Wall templates are things like Razor Wall, the covering fire of the Manticore or the Trencher Chaingun, and the Rock Walls from Gorten, Baldur, or Gunnbjorn.

  • If your melee damage is higher than your Assault shots, don't use them on the feat turn against tough foes. Also, watch out for electro leaps (especially Lightning Arcs) as they can trigger the damage roll on models you wanted to hit later with something deadlier.

Spell thoughts

Explosivo

Think of this spell as having two effects: 1.) the AOE (which is useful vs troop spam) and 2.) remove from play (which is useful vs soul/corpse collectors, return to play models, and stuff like Take Up). Using this against recurring troop spam armies (like certain Cryx and Convergence lists) is a godsend. This spell can cause a "Clusterbomb" effect, which is when you put the spell on a weapon that can directly hit multiple models because then every kill will trigger more AOEs. This can catch models that the original attack AOE missed. A normal AOE weapon doesn't cause a clusterbomb (it only directly hits one model). You need a spray weapon or something like Thunderhead's energy pulse, or Siege's Ground Pounder attack. Thus, Siege is an excellent target for his own Explosivo spell. Otherwise, your next-best target for this spell is a model with multiple ranged attacks, like a Stormwall. Triumph gets special mention, because he gets to attack twice with one gun. You can also spell cycle it on to two models per turn.

Force Hammer

  • Incredibly expensive for his focus pool, so you're best to use it only if you want to knock down something for assassination. The damage is also nothing to write home about.

Rift

  • Another fairly expensive spell with a relatively short range. It puts a medium AOE of rough terrain onto the field, but its short range can be as much hindrance for you as for your enemy.

Foxhole

  • This spell can be used "offensively", i.e. if you can guess where your opponent wants to put his LOS-blocking models, you can put the Foxhole there first and stop them blocking LOS.
  • Normally, though, it is used purely defensively to protect squishy models and/or give Siege somewhere safe to command from.
  • The Foxhole template's diameter is 7 mm wider than a huge base, so you can walk a colossal/battle engine into the Foxhole and have it no longer block LOS. This is one of the few ways to shoot through huge-based models. This tactic does require some precise model/template placement (3.5mm tolerance each side), so explain your intent to your opponent before you start and make sure they concur with your accuracy.
    • Huge bases can't get the cover bonus from Foxhole. All other models gain cover.

Mage Sight

  • Your number one tool in the faction to remove Stealth on enemy units. Only your battlegroup can benefit from this effect, but that is usually more than enough for the job. Like Foxhole, it can also be used for board control.
  • Mage Sight's Stealth removal works both ways - a model losing Stealth blocks LOS. Remember this if you want to target something beyond the stealthy model(s).

Drawbacks & Downsides

  • Damage support is mainly from his feat turn - outside that he offers little else to bolster your army's damage output.
  • He must be close to the enemy to make the most out of his feat. Thus, you can easily leave him exposed for assassinations and counter-attacks.
  • He is focus-strapped unless you take Caine0 for Fire for Effect. At that point he can quite happily be sitting on 4 or more Focus.
  • All his support spells are upkeeps, making him vulnerable to Lamentation and Purification. On the brighter side, two of the spells are AOEs, so units in it won't be harmed by Purgation attacks' extra die, and cannot be cancelled by Dispel.
  • Speed de-buffs and rough terrain can hinder him and his army.
  • He is quite punishing to new players who may struggle with activation order. However, the learning curve is relatively shallow. Once you're aware of where to position him for an upcoming Feat turn and leave a space, he is remarkably straightforward to use.

Tricks & Tips

  • Ground Pounder
    • Ground Pounder does stack with Explosivo, and it is exactly as awesome as you imagine. Refer to the Spell Thoughts section for more details.
    • It is nearly always better to do a Ground Pounder than a regular attack, because you get full damage vs everyone under the template.
    • The exception is vs a high-DEF low-ARM model which you can (hopefully) kill with blast damage. In that situation you want to shoot a low-DEF model beside the squishy model or, if no low-DEF models are nearby, just hope for a lucky scatter.
    • Placing the template:
      • The LOS requirements for placing the template are a bit counterintuitive and the explanation is longwinded. See the Rules Clarifications section for details.
      • One of the useful tricks of this counterintuitive-ness is how you can "shoot around corners" because only part of the template needs to be in LOS, not the whole thing. (In fact it's impossible to have it entirely in LOS, because as soon as it overlaps a model the overlapped area is out of LOS.)
      • A second useful trick is "shooting the back of a cloud/forest" where you place the near edge of the AOE as deep in the cloud/forest as possible, and the far edge overlapping models behind the cloud/forest.
      This is particularly useful vs models that like to create cloud walls then Reposition out of them.

List Building Advice

Strategy

Breach is pretty suitable for assassination, but that somewhat hard to pull off against experienced players. Instead, you can swing the balance to your favour and win by attrition after removing the enemy's key heavy hitters with ease. The army you select should be made with the feat in mind. In other words your 'jacks and troops must hit hard and be rather self-sufficient. Then, when the time is right, Brisbane's feat allows you to deliver the deathblow. In summary, Siege can perform well in all the current theme forces, but shines the most in Gravediggers due to the self-sufficient nature of Trenchers.

Theme Thoughts

    Support models - Various themes    
Siege likes these Cygnar solos, which can be taken in multiple themes.

  • Captain Arlan Strangewayes – A good repair option, and Empower is great for Siege's jacks because he wants to camp as much focus as possible.. Explosivo with sprays is also a nasty combo against low ARM targets.
  • Journeyman Warcaster – Put Arcane Shield on a key jack or your warcaster. Park Siege inside his Foxhole to give him a better DEF than Caine and with this spell he'll have the same ARM as a Khador 'jack.
  • Journeyman Lieutenant Allister Caine - Provides Fire for Effect which makes Ground Pounder devestating. He's also an excellent solo hunter on his own and can bring his character jack Ace if needed.

    Heavy Metal    

  • Storm Strider - Siege really appreciates boostable guns the most on his feat turn and the Storm Strider delivers this in spades thanks to its power token mechanic.
  • Long Gunner Infantry – Their superior range lets them stay out of harm's way while they fill the enemy with holes. With their high volume of fire and Explosivo they can clear out tightly packed infantries. In you can, put them in the Foxhole. Finally, their CRA under feat turn can be devastating - a minimum unit hits as hard as a Defender, while a full unit will likely cripple a heavy warjack. They can also scale their CRA according to your needs. On Feat turn, a minimum unit with Dual Shot 2-person CRA can remove a max unit of Iron Fang Uhlans under Iron Flesh and Wall of Steel.
  • Precursor Knights – Since Foxhole doesn't target any models, it's a rare buff that can affect these Spell Warded knights. They're good tar pit unit for Siege.
    • Since they're Partisans, these guys can be taken in the other themes (but use up your "Up to one Mercenary unit" slot).
  • Sword Knights flankers under his feat can leave quite a dent on your enemy.

    Sons of the Tempest    

  • ATGM – Ground Pounder requires LOS, so they can knock away/off targets from Brisbane's path. Their UA is also ideal for marshalling jacks with Snipe bullets and can occasionally help you out with stealth hunting.
  • Black 13th – They are pretty efficient in removing stealthy models if your battlegroup has more important targets to deal with. The concentrated fire special rule can be exploited by firing upon targets which were already hit by another unit under your feat and shoot a max-powered brutal damage shot into a yet untouched target. They also gain superb DEF from foxhole (though not Stealth).
  • Tempest Blazers - Their Electro-Leap makes them a huge danger on Feat turn.
  • Gun Mage Captain Adept - Your toolbox solo and yet another source for Brutal Damage during feat turn.
  • Lieutenant Bastian Falk - Explosivo hands out magical damage, Falk adds +2 to the damage roll via Rune Marked.

    Gravediggers    

  • Trenchers - Each and every trencher from rank-and-file infantries to artillery pieces get better under Brisbane and not only by his feat. Explosivo makes them bane of other infantry units, especially the Commandos with their scatterguns.
  • Trencher Long Gunners - With their UA you can deliver surgical strikes into jacks and beasts to cripple their most important systems and aspects under your feat.
  • Rangers – Foxhole gives cover and makes them immune to blast damage. If you can put them in some concealment, the Rangers become extremely hard to kill. Mark Target, combined with Ground Pounder gives Siege a better than average RAT that ignores many defensive buffs.
  • Trencher Express Team - Can do heavy damage themselves and can tag something with Grievous Wounds to prevent healing.
  • Trench Buster- Flank on feat turn can be absolutely devastating and they got Shield Guard to boot.

    Storm Division    

  • Storm Lances - They hit like a ton of bricks, even before the feat, and can deliver a charge from afar. When not in feat turn, use Explosivo to cause havoc among infantry units.

    Mercenaries    
Support models, like Ragman, Gorman, Hutchuk and either version of Eiryss are all useful for him as well. Do not forget to activate them before you use your feat to get the most out of their abilities.

  • Lynus Wesselbaum & Edrea Lloryrr - Siege is all about doing heavy damage on feat turn. Sometimes that is not enough to one-shot something. With Applied Knowledge you can carve out certain aspects in order to cripple heavies.
    • Use something with Grievous Wounds so the damage sticks.
  • Rhupert - All of his given abilities are a gift from Morrow to Brisbane's forces.
  • Horgenhold Artillery - Even without the possibility to add Murdoch, this unit will leave a mark under your feat.
  • Reinholdt OR Squire - Choosing between these attachments is very difficult. With Reload and Lucky Charm Reinhold gives a lot in terms of personal offensive output. Spyglass on a single stealthy target can also spare focus on Mage Sight. The Squire, on the other hand, provides him much-needed extra focus, increases the control area for his feat and can prove occasionally useful rerolls for Force Hammer or Rift attacks. The increased control range from the Squire means that models affected by his feat are in his Rocket Cannon range too. With any other attachment you have to be 2" closer for him to be shooting models affected by Breach.
  • Cylena Raefyll & Nyss Hunters – Their CRA can devastate your opponent on feat turn and then they can fight in melee later giving some much needed melee ability to what will generally be a ranged list. They deal with terrain well, something Siege cannot help with and a thing his lists often lack.
  • Alexia Ciannor & the Risen - The Alexia "torpedo" synergizes fantastically with sieges feat because a Pow 10 charging weapon master can cause some horrific damage on a heavy under his feat.

Battlegroup

Triumph is Siege's pet warjack that he can take in any theme.

Siege lacks movement buffs (Pathfinder and +SPD), meaning he must plan careful with low mobility Jacks like the Hammersmith.

  • Charger – It's cheap, and the Dual Cannon can do serious damage on Brisbane's feat turn.
  • Minuteman - Jumping behind a shield walled enemy unit and activating Flak Field is usually the end-game for most infantry formations. Under his feat, even elite infantries can be evaporated with well placed blasts.
  • Hunter - Though its armour piercing shot does not stack with Breach, you'll need something to soften up enemies before your feat and keep on hammering them if they somehow managed to survive. In Foxhole they get an absurd level of DEF for a warjack and with native Pathfinder they navigate rough terrain with ease.
    • They also allow you to push Siege's activation back later into the turn, which is especially important when you want to use the feat. Since Hunters don't care about the feat, they can start doing work independently of Siege.
  • Sentinel – Gives Brisbane an extra layer of protection against ranged attacks and protects your Stormwall from Gorman.
  • Ironclad - You want your Breach shots and blows to be telling, so you want to bring at least one heavy melee 'jack. Jacks that can knock your target down make clean up even easier. The Avenger can also knock down at range, though its speed can be an issue.
  • Lancer - Excellent for arcing a patch of rough terrain with Rift.
  • Defender – Boosting the damage roll on Brisbane's feat turn can inflict insane amounts of damage to even particularly tough casters and 'jacks. On average it knocks out at least two damage columns of a Khador heavy.
  • Stormwall and Hurricane - Both sport deadly, long range weaponry which can make the most out of the feat. They are also resilient enough to stay alive until Brisbane drops Breach. The Hurricane is suitable for Rift arcing too.
  • Triumph - His character 'jack, which gets boosted damage rolls due to his bond. Its maintenance phase shot can soften up targets before feat (and the damage is still boosted). Note: the power-up focus CAN be spent on boosting this shot's attack or damage. Shield guard is a nice addition and its only two points more than Defender makes it an auto-include.
  • Stormclad - Outside Colossals, no other jack hits harder in close combat than this one.
  • Centurion - Although slow, it's a great 'jack for holding zones and its P+S 18 spear can be devastating on feat turn.

Other

Trivia

Released in Warmachine: Apotheosis (2005)

Other Cygnar models

Cygnar Logo.jpg       Cygnar Index       (Edit)
Battlegroup & Similar
Warcasters Caine1 - Caine2 - Caine3 - Constance - Darius - Haley1 - Haley2 - Haley3 - Jakes2 - Kraye - Maddox - Nemo1 - Nemo2 - Nemo3 - Sloan - Stryker1 - Stryker2 - Stryker3 - Siege1 - Siege2 - Sturgis1
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers

Battlegroup Controllers: Caine0 - Nemo4 - Jakes1 - Journeyman - T. Warcaster Lieutenant
'Jack Marshals: Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA

Light Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
Units, Solos, Battle Engines, & Structures
Units

Arcane Tempest Gun Mages - Black 13th Gun Mage Strike Team - Field Mechaniks - Legion of Lost Souls - Long Gunner Infantry - OoI Resolutes - OoI Vigilants - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - Tr Cannon Crew - Tr Chain Gun Crew - Tr Commandos - Tr Express Team - Tr Long Gunners - Tr Infantry - Tr Mechaniks
Special CA : Captain Jonas Murdoch (Mercenary unit) - Special WA: Morrowan Battle Priest (any unit)

Solos

Arcane Tempest Rifleman - Archduke Runewood - Captain Arlan Strangewayes - Captain Maxwell Finn - Commander Anson Hitch - Grand Master Gabriel Throne - Glyn Cormier, Illuminated One - Gun Mage Captain Adept - Journeyman Lieutenant Allister Caine - Journeyman Warcaster - Harlan Versh, Illuminated One - Lieutenant Allison Jakes - Lieutenant Bastian Falk - Lieutenant Gwen Keller - Major Katherine Laddermore - Major Harrison Gibbs - Morrowan Archon - Savio Montero Acosta - Sir Dreyfus the Storm Knight - Squire - Stormblade Captain - Stormcallers - Tr Buster - Tr Master Gunner - Tr Patrol Dog - Tr Warcaster Lieutenant - Viktor Pendrake

Battle Engines & Structures

Nemo4 - Storm Strider - Trencher Blockhouse

Theme Forces
Flame in the Darkness - Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Mercenaries
Refer to Who Works for Whom and/or Category: Cygnar Mercenary
This index was last updated: 2020.02

Video Battle Reports

Rules Clarifications

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Rules Clarification : Ground Pounder      (Edit)
Placing the template

  • Models of all sizes block LOS for placing the template. (Infernal Ruling)
    • For example, if there is a large-based model 6" behind a line of small-based models, you can't put the AOE over the large-based model.
    • But if the large-based model is 1" behind the small-based models, you can put the AOE on top of the small models in such a way that it overlaps the large model.
  • You only need to have part of the AOE in LOS; not the whole thing, and not even the centrepoint. This essentially allows you to "shoot around the corners" of LOS-blocking terrain. (Infernal Ruling)
  • When it comes to being able to draw LOS to a model through LOS-blocking terrain (such as a huge-base model behind a forest, or a model you have cast Mage Sight on), then that doesn't actually work with Ground Pounder. Ground Pounder essentially needs LOS to the "table", not the models on the table. (Infernal Ruling)

Making the attacks

  • Ground Pounder does not target, so it can bypass stuff like Feign Death.
  • Ground Pounder ignores concealment, but not cover.
  • If you use Ground Pounder to "shoot around a corner" as described above, all models in the template will get attacked even if the terrain completely blocked LOS to them. (Locked thread)
  • Any hits you make are direct hits, so your opponent can use stuff like Sacrificial Pawn.
  • The attacking model is considered the point of origin of the attack, for the purposes of stuff like Shield Wall.

Other

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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.")
RC symbol.png

Rules Clarification : Smite      (Edit)

  • This rule changed in Mk3 to no longer say it "adds the weapon's POW". It still does add the POW, however, because the whole section on calculating Slam damage was reworded in the main rulebook.
  • Smite is not a Power Attack Slam, it is just an attack which causes a model to be slammed. As such, you can smite friendly models.
  • You can trigger Critical Smite on a free strike.
  • If you Smite on a charge, then the slam damage will be boosted.
  • Chain Attack Smite only - Unlile the other versions of Smite, a Chain Attack one doesn't have the distance halved when a smaller base model smites a larger. The Knights Exemplar Seneschal is just that awesome.
  • See also the clarifications on being slammed


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

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


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

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

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


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Rules Clarification:  : Warcaster 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 (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of 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 : Combat Engineer      (Edit)

  • The wording on Combat Engineer is intentional, even though "Structures" have been removed from the base rules. There are future interactions which will be affected. (Infernal Ruling)
  • Steamroller Objectives are not structures.


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Rules Clarification : Explosivo      (Edit)

  • The damage from the AOE is considered to be damage from the model that has Explosivo, but it is not damage from the ranged attack. (It is damage from the triggered ability called "Explosivo")
    It doesn't benefit from stuff that modifies a weapon's damage roll, such as Sniper. (Locked thread)
    It does benefit from stuff that modifies a model's damage, such as Prey. (Infernal Ruling)
  • If you put Explosivo on a weapon that directly hits multiple enemies, then all models boxed by the initial attack will turn into 3" AOEs. Clusterbombs, away!
    • Note that normal AOE weapons only directly hit the original target. To get this clusterbomb effect you need something like a spray attack, Siege's Ground Pounder attack, or Thunderhead's Energy Pulse attack.
  • The AOE damage is just damage, it's not considered to be an attack.
  • Not considered an attack / Pure damage roll (Edit)   [Show/Hide]
    • Some attacks create a "secondary damage" roll that is explicitly "not considered an attack" (such as Electro Leap); while other abilities just tell you to make a "pure damage" roll without mentioning attacks at all (such as Vent Steam). In terms of interacting with 'attack triggers' (such as Vengeance) "secondary damage" and "pure damage" work the same.
    • When one attack triggers a secondary damage roll, the original attack and damage is definitely an attack and triggers stuff normally.
    • Secondary/pure damage is not an attack, so doesn't trigger stuff like Vengeance.
    • Secondary/pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
    • Secondary/pure damage is not from an attack, but it is damage from the original model. This has two implications:
      1. It's not an attack from a weapon so:
        • it won't gain damage buffs from the weapon (such as Poison).
        • it won't gain any Damage Types from the weapon. (Infernal Ruling)
      2. It is a damage roll from a model so:
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Rules Clarification : Force Hammer and/or Thunder Strike     (Edit)

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

Rules Clarification : Foxhole - None yet. (Edit)

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Rules Clarification : Mage Sight      (Edit)

  • Mage Sight's AOE allows LOS to models in the AOE, not to points on the ground. So it doesn't help with stuff like Siege trying to place his Ground Pounder attack. (Infernal Ruling)
  • If an intervening model also has Stealth, then you treat it as normal for LOS purposes. Because you determine LOS before declaring a target, thus Mage Sight's "ignore LOS" doesn't apply to intervening models, regardless of whether it is also in the AOE or not.
  • If your target is in Mage Sight, you ignore all forests when drawing LOS - even if that forest blocks LOS to the Mage Sight template. (Infernal Ruling)

Rules Clarification : Rift - None yet. (Edit)