Malekus, The Burning Truth

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Protectorate Logo.jpg Malekus, The Burning Truth

Protectorate Warcaster

Determined to bring Menoth’s glory to the world, Malekus, the Burning Truth carries with him the righteous fire of the Creator. Malekus’ youth as an orphan was harsh, giving him insight into the perfidy of the world, and this inspired his conversion to the Sul-Menite faith. Malekus is ever willing to intercede on behalf of those willing to return to Menoth’s embrace, but he offers only scouring flames for those who persist in blind heresy.

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Boxed Set
Malekus comes in the Mk3 battlebox starter set, alongside 3 warjacks: a Repenter, Revenger, and Castigator.

At the time of writing (2019.05) he is not available for individual purchase (although the warjacks are).

Basic Info

Malekus1
Missing Info
Malekus1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR 7
MAT 6
RAT 6
M.A. N/A
DEF 14
ARM 16
CMD N/A
ESSENCE {{{essence}}}
FOCUS 7
FURY N/A
THRS N/A
HP 18
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
  • 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 - Raging Inferno

  1. When an enemy model suffers a fire damage roll while in Malekus' control range, add an additional die to that roll.
  2. Additionally, Fire continuous effects that affect enemy models in Malekus' control range cannot expire.
Raging Inferno lasts one round.
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Tip !
The additional damage die also applies to fire damage during the enemy turn. Most notably, the continuous fire during their Maintenance Phase.

Abilities

  • Fire Imm symbol.jpg Immunity: Fire
  • Ashen Veil - This model has concealment. Living enemy models without Immunity: Fire suffer -2 to attack rolls while within 2" of this model.
  • Divine Passages - Once per turn at the start of this model’s activation, it can use one of the following effects:
    • Fable of Ash - While within this model’s control range, friendly Faction warrior models gain Ashen Veil. Fable of Ash lasts for one round.
    • Hymn of Might - This model can cast one spell this turn without spending focus.
    • Verse of Cinders - Friendly Faction warjacks activating in this model’s control range gain Blazing Wrath. Verse of Cinders lasts for one turn. (Blazing Wrath - A model with Blazing Wrath can charge enemy models suffering the Fire continuous effect without spending focus.)

Weapons

Spells

COST RNG AOE POW DUR OFF
Banishing Ward

2 6 - - Upkeep no
Enemy upkeep spells and animi on target friendly model/unit immediately expire. Affected models cannot be targeted by enemy spells or animi.
Brand of Fire

3 10 - 14 (Fire) - Yes
Brand of Fire deals fire damage. On a hit, the target model and the d3 nearest enemy models within 5" of it suffer the Fire continuous effect.
Ignite

2 6 - - Upkeep No
Target friendly Faction model/unit gains +2 to melee attack damage rolls. Affected models gain Critical Continuous Fire on their melee attacks.
Open Fire

2 Control - - - No
Target warjack in this model's battlegroup that is in its control range can immediately make one basic melee or ranged attack. A model can be targeted by Open Fire only once per turn.
Scourge

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

Theme Forces

Recent Changes

23/11/2020

  • gained Divine Passages
  • swapped Immolation for Brand of Fire

Thoughts on Malekus

Recent Change icon.png

Recent Errata - This article needs updating
The "Basic Info" section has been updated to match a recent errata/spoiler, but the "Thoughts On" section hasn't been brushed up yet.
If you play this Faction, please delete the old irrelevant info and then delete this warning.

See also Category: Recent Change and Category: Recent Release.

Malekus in a Nutshell

Malekus is the Mk3 "battlebox caster" for the Protectorate. As such he is designed to be relatively simple to learn and straightforward to use. If you're learning the game, it is best to use him vs one of the other battlebox casters because they're all designed to have roughly the same power level. None of them are top tier casters, as they lack the flexibility or strength to be top contenders.

Malekus likes fire. Currently the best way to get fire damage in Protectorate is with shooty 'jacks. Unfortunately Malekus isn't particularly good at running large groups of 'jacks, which can make list-building for him beyond the battlebox a bit difficult.

Feat thoughts

The first thing to note is that melee weapons only do continuous fire or critical cont fire, but not fire damage itself; thus melee attacks don't get an extra damage die. Although applying cont fire is nice because in the enemy's next Maintenenace Phase you'll get a 100% guaranteed POW 12 +3d6 damage roll, wouldn't you much rather have something with higher POW and which you can boost to 4d6?

So to really capitalise on his feat you'll probably want lots of ranged attacks (and a few offensive fire-based spells). Subsquently this means you need a fair portion of your army to be unengaged on your feat turn so they can shoot, which means you're likely to use his feat early, before battlelines fully engage.

Alternatively, you could build a melee list centered around a colossal(s) which can shoot even while in melee.

It's also worth noting that his feat has no "friendly Faction" clause so it interacts just fine with your Mercenaries.

Spell thoughts

  • Banishing Ward - Only useful if the enemy tries to debuff your army, but fantastic then.
  • Brand of Fire - It's a simple nuke spell. It stacks with his feat, and Verse of Cinders which is nice.
  • Ignite - Malekus gets less use out of this spell than the other Protectorate casters who have it (Reznik1 and Feora1).
    • Malekus doesn't want to cast it on himself, because he doesn't want to get in melee.
    • He probably doesn't want to cast this on a 'jack (at least not until the late game) because he mostly has ranged 'jacks.
    • It can be useful in the early game on a screening unit that wants to hit hard, as opposed to just running to jam.
    • Alternatively, take a pair of Castigators and hot-swap Ignite on them. Coupled with the Choir this makes for multiple P+S 20 flaming fists!
  • Open Fire - Malekus' most useful spell.
    • It is unlikely to be used for an extra melee attack, because you'd be better off to allocate 1 focus and buy an attack than spend 2 focus to cast this spell. However, running a 'jack up to an enemy and using this spell to make one attack can be situationally useful.
    • Ranged 'jacks become potent, as it is effectively +1 ROF. Two Vanquisher AOEs a turn, yes please. Double Reckoner shots? Not to be sniffed at.
      As with a melee 'jack, you have the option to run the 'jack into position before casting, which can be situationally useful.
    • This spell of course gets its maximum effect on his feat turn against enemy 'jacks/beasts who have already been set on fire.
  • Scourge - Expensive, but when you need it, invaluable.
    • It doesn't need to directly hit to cause knockdown, so it has many uses:
      • Knock down an enemy caster prior to assassinating them.
      • "Clear" a charge lane by knocking down models that are threatening free strikes on that lane.
      • Neutralising a high DEF target you need to kill (for example a Circle Warpwolf).
    • A point to remember is that you can run up a disposable low-DEF model of your own until it is close to the real target you want knocked down - shoot your model in the back and voila.

Battlebox Fights

In a battlebox fight, two players who bought nothing but their Faction's starter set use everything in that box to play a game.

Malekus usually wins by assassination, trying to manuvere until he gets a clear shot at the enemy caster then feating, knocking them down with Scourge, and going to town with Immolation + his warjacks attacks.

Fable of Ash becomes redundant in a battlebox fight and blazing wrath will only effect 3 models max, so often you will be using the free spell cast each turn to bully your opponent 9 times out of 10.

Drawbacks & Downsides

  • Malekus' has a good CTRL, but he generally prefers popping his feat earlier in the game and therefore would want to be closer to the front line to catch more of the enemy in it, so his ranged warjacks can let rip. This can leave him exposed or nearer the front than one might like.
  • Fire Immune Models don’t really care what he does.
  • He has quite a bit of overlap in his spell list with Kreoss3

Tricks & Tips

  • If you want to get an enemy model with Scourge but don't want to boost to hit or it can't be targeted by spells, run a model with a low weapon reach up to it and cast your spell on it. Although losing a model can be harsh, a knocked down warcaster/warlock is often a dead one when faced with Malekus' fire guns and feat.
  • Verse of Ash is almost never worth using. It frees up one focus for the jack(s) changing the target, but if you use Hymn of Might to cast a free Scourge you just saved Malekus four focus AND your jacks no longer need to boost to hit the target, so it comes out about even on them as well.

List Building Advice

Strategy

Attrition victory (Normal win strategy)

Once he moves beyond the battlebox fights discussed above, Malekus does best aiming for attrition, playing for a slightly more ranged game, and picking off key enemy pieces and using Open Fire to keep up the volume of attacks from distance. Closing when necessary and using liberal spray attacks to clear out pesky enemy infantry. While watching for a possible opening for a kill.

Assassination victory

Malekus does have assassination options. It shouldn't be relied on, but never forget the chance, to pop feat, cast Scourge if needed to knock down the enemy caster or clear LOS to them, and then under feat ravage them with a couple of Immolations and then more from other ranged fire attacks as needed. With some extra ranged attacks that would do for most casters.

Other

Malekus will want some units to help protect his ranged warjacks. Most of the Protectorate infantry would fit in this role.

Theme Thoughts

    Support models - Various themes    

    The Creator's Might    

As Protectorate's warjack-centric theme, this is where Malekus will spend most of his time. The downside is that there is effectively zero units available to screen your 'jacks with.

  • The Covenant of Menoth - Can give a unit's ranged attack continuous fire, which benefits from his feat, albeit slightly more indirectly as the damage will be during the following maintenance phase from the boosted Continuous Fire that won't go out (if in his CTRL).
  • A couple of Exemplar Warders will provide resilient solos to hold flags, or contest zones.
  • Durant1 might be useful in a Malekus army. Any 'jack in Durant's control won't benefit from Open Fire, but Durant himself has the same fire-based nuke spell that Malekus has (Immolation).
  • Severius0 is generally all-round good, especially if you take him as a free choice.
    • Malekus runs battlegroup-heavy, but doesn't have the focus reserves to let them boost willy-nilly. The extra +1/+1 buff from Sev0 helps alleviate that. Also, Sev0 can get rid of enemy upkeeps on his battlegroup, and has the same fire-based nuke spell that Malekus and Durant1 have (Immolation). He also brings threat extension with Road to War.
    • If you're taking Sev0, you might want Sev's character 'jack Blessing of Vengeance. BoV's bond will give +2/+2 to Sev's spells, so on feat turn you're looking at an effective FOC 8, POW 15 +3d6 nuke which you can cast twice, and boost damage once.
    • Stack that damage buff with Aiyana and Holt plus your feat and you can get, for example, a Vanquisher shooting a 4" AOE with POW 17 +3d6 (direct hit) and POW 10 +3d6 (blast damage) that you can push up to 4d6 by boosting.

    Guardians of the Temple    

This list is a natural fit for Malekus, as it offers a lot of sprays from the Flameguard cleansers (see below). The theme benefits of course offer perks to Daughters of the Flame and Temple Flameguard, but neither of these units offer much to Malekus' big feat turn. A suggestion would be to take a unit of the Daughters for the ambush threat, but just forsake the Temple Flameguard for Cleansers.

  • Flameguard Cleansers - Good to jam and clear out enemy infantry, and to light up potential feat targets with Continuous Fire. It is important to make space for the Flameguard Cleanser Officer too, as when an Assault charge is called, they make contact with the enemy and under the Officer's mini feat get to spray a long way behind the enemy front line. Good positioning can really burn down a lot. At the very least the enemy will have to account for this, playing more cautiously, giving you an edge, or aggressively and so exposing himself by trying to deal with those Cleansers with his faster options. With a potential 18" threat (5" move + 3" charge + 10" spray from the mini-feat), even enemy heavies are wary of entering the potential burning ground between the armies, with the threat of Malekus' feat.
  • Hand of Silence provides another flamethrower, provides anti-soul tools with Direct Spirits, and can spend souls to fuel warjacks.
  • Hand of Judgment Feora's character jack. But Malekus arguably loves Hand more than his own character jack. The reason to take Hand of Judgment? A nice 10" fire spray, and of course Fuel for the Flames which ramps up all that lovely fire damage.
  • Menite Archon Taken as the mercenary solo choice, the Menite Archon adds a second source for Fuel for the Flames. He also is generally an obnoxious piece to remove. So flap him up into the enemy iun the first wave and get that extra damage from sprays. As he is immune to fire, he makes a great target to spray and catch enemies you cannot directly target for some reason.

    Exemplar Interdiction    

Malekus will probably never use this theme, because other than Severius0 and Hand of Silence there's nothing in this theme that he wants.

    The Faithful Masses    

There's a few more fire-based units available here, if GotT doesn't appeal to you. Additionally, Hand of Vengeance is a nice benefit for your heavy warjacks.

  • The Covenant of Menoth, Durant1, and/or Hand of Silence, mentioned above, can also be taken in this theme.
  • Deliverer Sunburst Crew - A cheap, high-power fire-damage ranged attack which causes continuous fire, so it benefits from his feat.
  • Holy Zealots - A cheap source of (short) ranged fire attacks, on feat turn in particular these will be burning down a lot. Cheap enough that just keeping them around to maximise the feat turn is worth considering. With a soul collector such as the Reclaimer Gatekeeper and their CA - the Monolith Bearer to bring dead Zealots back - you have lots of souls available to grant Future Sight to the 'jacks, further improving their usefulness.
  • Menite Archon - Again, with Fuel for the Flames making fire rolls more potent he has great utility alongside Malekus, as well as being powerful, durable independent solos that take Ignite well.

    Mercenaries    

Battlegroup

Eye of Truth is Malekus's pet warjack, that he can take in any theme.
  • Lights
    • Repenter - Provides flamethrower attacks on a cheap chassis.
    • The Revenger is the cheapest arc node in Menoth, and useful if you want to get Scourge onto something without exposing Malekus.
  • Heavies
    • Eye of Truth - EoT is a character warjack bonded to Malekus, so he can take him in every theme. EoT is a very powerful piece, so much so that getting access to him is the reason some players use Malekus (not the other way around). However, he shouldn't be your first purchase after the battlebox, there is plenty of other stuff in the Faction that works with both Malekus and other casters that you should explore first.
    • Reckoner - A solid choice and has a potential place in any Malekus build, the gun does Fire Damage and hits hard.
    • Vanquisher - Provides a 4" AOE fire attack that'll mulch infantry, and direct hits can hurt heavies too. It's a great target for Open Fire.
  • Colossals
    • Judicator - The Judicator is normally considered the better colossal, but with Malekus the fewer fire attacks tips the balance towards the Revelator. But still, the Judicator does do work into Malekus' overall battle plan. The Reliquary makes its fists and Flamethrowers more accurate and work for attacks it makes out of activation, which helps if you want to use Open Fire on it. Additionally, sprays ignore cover and concealment; combined with the Blessed bubble Eye of Truth hands out, you'll ignore even more defensive measures.
    • Revelator - A staple of Malekus' lists as it synergises much better with him. All its ranged attacks are fire based, it isn't inaccurate (unlike the Judicator's rockets), and it provide large AOEs that put rough terrain into play. Again Open Fire is amazing on the Revelator - you can end up with three 4" AOE burning hazards that remain in play for a round. That is a lot of potential board control.


Other

Trivia

  • He's the mk3 battlebox caster
  • Released 2016.06
  • The sculpt shows a fellow who loves his food, so in the Protectorate he seems to be the answer to the perennial question "Who ate all the pies?", earning him the sometime epithet of: "The Piemaster".

Video Battle Reports

Other Protectorate models

Protectorate Logo.jpg       Protectorate Index       (Edit)          
Battlegroup & Similar
Warcasters

Amon - Cyrenia - Durant2 - Durst - Feora1 - Feora2 - Feora3 - Feora4 - Harbinger - Kreoss1 - Kreoss2 - Kreoss3 - Malekus - Reclaimer1 - Reclaimer2 - Reznik1 - Reznik2 - Severius1 - Severius2 - Thyra - Vindictus

Warcaster attachments Hierophant - Madelyn Corbeau (Mercenary)
Other Warjack Controllers BGC Durant1 - Severius0
Marshals Bastion Seneschal - Reclaimer Gatekeeper
Light

Blessing of Vengeance - Dervish - Devout - Purifier - Redeemer - Repenter - Revenger - Vigilant

Heavy

Avatar of Menoth - Blood of Martyrs - Castigator - Crusader - Eye of Truth - Fire of Salvation - Guardian - Hand of Judgment - Indictor - Reckoner - Sanctifier - Scourge of Heresy - Templar - Vanquisher

Colossal Judicator - Revelator
Units, Solos, Battle Engines, & Structures
Units

Choir of Menoth - Daughters of the Flame - Deliverer Sunburst Crew - Deliverer Skyhammers - Exemplar Bastions - Exemplar Cinerators - Exemplar Errants - Exemplar Vengers - Flame Bringers - Flameguard Cleansers - Holy Zealots - Idrian Skirmishers - Initiates of the Wall - Knights Exemplar - Temple Flameguard - Visgoth Juviah Rhoven & Honor Guard
Ranking Officer CA: Attendant Priest

Solos

Allegiant of the Order of the Fist - Champion of the Order of the Wall - Deliverer Arms Master - Exemplar Warder Elias Gade - Exemplar Warder - Exemplar Bastion Seneschal - Exemplar Errant Seneschal - Hand of Silence - Hierophant - High Exemplar Gravus - High Paladin Dartan Vilmon - Initiate Tristan Durant - Knights Exemplar Seneschal - Menite Archon - Nicia, Tear of Vengeance - Paladin of the Order of the Wall - Pyrrhus, Flameguard Hero - Reclaimer Gatekeeper - Scrutator Potentate Severius - The Covenant of Menoth Vassal Mechanik - Vassal of Menoth - Wrack

Battle Engines & Structures Vessel of Judgment (BE) - Shrine of the Lawgiver (Structure)
Theme Forces
Exemplar Interdiction - Guardians of the Temple - The Creator's Might - The Faithful Masses - Warriors of the Old Faith
Mercenaries
Refer to Who Works for Whom and/or Category: Protectorate of Menoth Mercenary
This index was last updated: 2020.01

Rules Clarifications

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : 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)


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


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

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

  • The concealment bonus and the attack roll penalty stack with each other. If a living model targets you with a gun/spell, and they're within 2" of you, they effectively suffer -4 to the attack.
  • The attack roll penalty applies to all types of attacks.
  • The attack roll penalty applies even if the enemy model is trying to target something completely different.

Rules Clarification : Divine Passages - None yet. (Edit)
Rules Clarification : Fable of Ash - None yet. (Edit)
Rules Clarification : Hymn of Might - None yet. (Edit)

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Rules Clarification : Verse of Cinders      (Edit)
Rules Clarification : Blazing Wrath - None yet. (Edit)

Rules Clarification : Banishing Ward - None yet. (Edit)
Rules Clarification : Brand of Fire - None yet. (Edit)

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Rules Clarification : Ignite      (Edit)

  • Since Ignite buffs "melee attacks" (and not "melee weapons") it will also affect Mount Attacks, Power Attacks, and various 'make a melee attack' abilities like Point Blank.
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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)
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Rules Clarification : Open Fire and/or Relentless Barrage     (Edit)

  • Since this spell targets, the caster must have LOS to the jack/beast. (Or channel through an arc node that has LOS to the jack/beast).

Rules Clarification : Scourge - None yet. (Edit)