Malvin & Mayhem

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Mercenary Logo.jpg Minion Logo.jpg Malvin & Mayhem

Mercenary, & Minion, Gobber Character Heavy Warjack

Gobbers are supposed to be cute, adorable little tech-savvy scamps, right? WRONG! Meet Malvin, the master of mechanical mayhem. He couldn't give a gorax's toe how cute you think he is. No, Malvin is too busy engineering evil inventions in order to help him get exactly what he wants: everyone else's stuff! Enter Mayhem, Malvin's newest creation, a custom warjack with a bad attitude and a wonky cortex. Mayhem is the brawn to Malvin's undeniably genius brain. Malvin & Mayhem are ready to take on every crew wandering the ruins of Immoren, if they're dumb enough to actually fight back

Basic Info

Malvin & Mayhem
Missing Info
Melvin & Mayhem.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 5
STR 11
MAT 7
RAT N/A
M.A. N/A
DEF 11
ARM 18
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 32
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST 17
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 game. RQ is set in an alternate and/or future timeline where the Infernals won the war. Some of the RQ models have a deliberately goofy aesthetic.
  • Mastermind [ Gobber ] - This model can be included in any army that also includes another Gobber model, regardless of theme force restrictions. This model cannot be included in any army that doesn't also include another Gobber model.
    • Tip: When using Warroom you add M&M to your army by attaching it to a Gobber model.
  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click here for a newbie-friendly recap, or click here for the full rules.

Abilities

  • Construct symbol.jpg Construct
  • Arcane Machinery - Once per turn at any time during its activation, this model can use one of the following effects. Arcane Machinery effects last for one round.
    • Disengage Safety - This model gains +2 STR and Killing Spree. (Killing Spree - When this model destroys one or more enemy models with a melee attack during its Combat Action, after the attack is resolved this model can advance up to 1" and make one additional melee attack.)
    • Ignite Thrusters - This model gains +2 SPD, Flight, and Flame Trail. (Flame Trail - When this model advances into B2B contact with an enemy model during its activation, the enemy model suffers the Fire continuous effect.)
    • Telescoping Shields - This model gains +2 ARM and Roadblock. (Roadblock - This model provides cover to friendly models as if it were an obstacle. This model loses Roadblock while it is incorporeal or knocked down.)
  • Independent Warjack - This model cannot be part of a battlegroup or be 'jack marshaled. During the focus allocation step of your Control Phase, this model receives 3 focus points.
  • The Button [ Minifeat ] - This model can use The Button once per game at the start of its activation. This model gains the benefit of all of its Arcane Machinery effects this activation.

Weapons

  • Dream Crusher - 1" reach, POW 7, P+S 18 melee weapon
    • Warhead - (1) When this model directly hits a model with an attack with this weapon, you can center a 4" AOE on the model directly hit. Models in the AOE are hit and suffer a POW 10 blast damage roll. This damage is not considered to have been caused by an attack. (2) On a critical hit, models in the AOE become knocked down. (3) This model is not affected by Warhead.
  • Spiked Fist - 1" reach, POW 4, P+S 15 melee weapon

Theme Forces

The Mastermind rule makes listing theme forces for M&M a bit intricate. The main thing is that, as of 2020.08, every Faction can get access to a Gobber except for Convergence, Retribution, and Grymkin. Mercenary & Minion armies have the most Gobbers, and Cygnar have fairly easy access to Gobbers.

  • Other Factions
    • As mentioned above, most Factions can hire at least one Mercenary/Minion Gobber. However this will often "use up" your Mercanry/Minion slot. Refer to #Other Theme Forces, below.
      Also, special mention to:
    • Black Industries (Cryx) doesn't have much access to Gobbers, but BI gets special mention because it gives Malvin Carapace in this theme.
    • Cygnar have an in-Faction unit of Gobbers (Field Mechaniks), so have fairly easy access to Melvin & Mayhem.
    • Flame in the Darkness is a multi-Faction theme that also happens to have Field Mechaniks.
    • Hearts of Darkness (Infernals) with Sloan or Crosse2 can get Gobbers. Malvin will gain Accumulator [Soulless] in this theme.
    • Vengeance of Dhunia is a multi-Faction theme that has lots of Gobbers.

Thoughts on Malvin & Mayhem

Recent Release icon.jpg

New model - This article is a Work In Progress
This model has only recently been released/spoilered, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Please don't delete this warning unless you (1) have played several games with the final rules (games with CID rules don't really count) and (2) you've reviewed this article and it mostly(★) matches your experiences.

(★) Bearing in mind that other editors may make suggestions you don't think are the "best" but that doesn't make them "wrong". Don't delete stuff just because you disagree with it, please.
See also Category: Recent Release and Category: Recent Change.

Malvin & Mayhem in a nutshell

These guys are a powerful melee package with a hefty price tag. Odds are you will be able to deliver them and they will get there and do their thing without much resource drain on you caster, which is nice. They do not eat up a mercenary slot in any theme force so long as you pay the gobber tax to bring them. The challenge will be accomplishing something worth 17 points when they go in, because they certainly will not survive once they do.

Combos & Synergies

It's little cumbersome to buff M&M because (a) they can never get battlegroup buffs (such as Energizer) and (b) a lot of the time they won't get friendly-Faction buffs (such as Dark Guidance). Problem (b) is not an issue for Mercenaries, Minions, and/or Flames in the Darkness forces where M&M are a friendly Faction model.

End result, you're often looking for a debuff caster to get the most out of M&M.

Mercenary Casters

  • Constance - Fortune gives you better odds of completing your Killing Spree chain and Crusaders call make them SPD 9 with the Thrusters but only when she is used as a mercenary or Flames caster. However, Blaize does not want mechaniks or more than the minimum required warjacks in her army due to her soul mechanic.
  • Speaking of Thrusters, if you use them, Aurora2 can give them battle directives., but that requires running her outside of Strange Bedfellows...
  • Magnus1 can give them Iron Aggression both for free charges and for a MAT 7 Killing Spree with boosted attack rolls.
  • Fiona the Black is a debuff caster who has a feat that protects Malvin & Mayhem. Occultation is a splendid spell for them as well.
  • Crosse2 - Hands out Ghost Walk and Stealth on his feat turn and loves heavies he doesn't have to fuel. He also demands Reinholdt, which means there is no Gobber tax.
  • Shae - 3" extra threat from the feat are always nice, as is Veil of Mist.
  • Ashlynn1 can Quicken them to get them there and she can bring Choir of Menoth to keep them getting shot on the way in and make them hit harder once they do.
  • Magnus2 does not mind Roadblock or warjacks that don't need his focus. They're also a fine Bullet Dodger target.
  • Macbain's Failsafe spell goes very nicely with these lads.

Minion Casters

  • Rask - Rask always loves himself a super friend. Fury, Boundless Charge and his feat all work wonders for high value melee models.
  • Under Jaga-Jaga's Signs and Portents they will gain an extra die on all their attack and damage rolls (including Warhead explosions), and Ghost Walk gives them free strike immunity and Pathfinder (free strike immunity is really good on flyers). On the other hand Jaga-Jaga gives her battlegroup Escort - and M&M don't get the benefit.
  • Barnabas2 is mostly a debuffer who doesn't do anything specific for his battlegroup.
  • Calaban the Grave Walker is a pure debuff warlock, but he can also gives them Stealth via Occultation.
  • Midas - Another great debuff caster
  • Helga1 - She loves River Raiders to begin with and under feat they can slam an enemy model towards her army. You can use M&M to clean up instead of running one of her battlegroup hogs hot.

Flame in the Darkness - Cygnar/Khador/Mercenary Casters

M&M become friendly Faction to everyone in this theme, which makes M&M easier to buff.

  • Stryker1 likes ARM 20 warjacks with his feat and likes that M&M are outside his battlegroup. You can hit ARM 28 on feat turn.
  • Stryker2 loves targets for Positive Charge that are outside his battlegroup - and that don't get outside the control range of a lesser warcaster. M&M can get places and killing spree + positive charge is scary. (Jakes2 also has Positive Charge and gives them 2" reach on feat turn but is much more of a battlegroup caster)
  • Maddox1 gives free charges at an even higher threat with Assail, Onslaught helps, and the feat is useful.
  • Zerkova1 is a debuffer who can hand out Ghost Walk for either Pathfinder or to make a flying M&M immune to free strikes.

Vengeance of Dhunia - Trollblood/Farrow Warlocks

M&M become friendly Faction to everyone in this theme, which makes M&M easier to buff.

  • Horgle2 - He loves their Flame Trail rule for his feat and has an ARM buff in Inviolable Resolve for them.
  • Pyre Troll or Slag Troll a nice little damage buff.
  • Kriel Stone - +2 ARM and +1 STR, what's not to love?
  • Ragnor - On top of Pulveriser his other tricks also work on them here. Namely his feat and Earth's Sanctuary.

Other Combos

Drawbacks & Downsides

  • 17 points DEF 11 ARM 18 makes for a soft target for its points. Of course you should be spending much of the time at ARM 20.
  • They don't gain battlegroup buffs
  • They are only friendly faction in Mercenaries and Minions so can't take advantage of friendly faction buffs in other factions.
  • At 17 points with no gun, it is a challenge to trade favorably with this piece. It must be sent into the enemy to destroy models, and it has very low odds of destroying 17 points worth of models the first time it does so. It is then likely to be destroyed on the following turn unless protected by a strong feat like Stryker1 or Fiona's.

Tricks & Tips

  • Use Telescoping Shield near the start of the game to help M&M survive crossing the board. It's nice if other models can take advantage of the cover, but don't stand nearby if the enemy has stuff like Electro Leap.
  • Use Killing Spree to "launder" attacks. Use your weak weapon to trigger a free attack with your strong weapon.
  • If you have Killing Spree in play, be careful about over-using Warhead. The blast damage might accidentally kill everything nearby, preventing you from reaching anything that would let you continue the spree.
  • The Button
    • The best time to use The Button is when you can charge a bunch of tightly bunched models. You're essentially wanting to get the +2 SPD, Flight, +2 STR, and Killing Spree in one activation so you can murder everything. The +2 ARM, Flame Trail, and Roadblock is just icing on the cake.
    • When you push The Button you can Overtake through enemy models thanks to Flight and this will set them on fire thanks to Flame Trail. (You won't be able to Overtake all the way over them, but you can clip over the edge of their base.) You can also make every model you punch explode with the warhead. That is to say, he will absolutely eat tightly packed infantry for breakfast, but will also eat your clock if you do this.

Other

Trivia

  • Released 2020.06
  • Malvin & Mayhem are the "boss fight" for Season 1 (2019-2020) of the Riot Quest game.

Other Theme Forces

Crucible Guard (Edit)

Cryx (Edit)

Cygnar (Edit)

Khador (Edit)

Protectorate of Menoth (Edit)

Circle Orboros (Edit)

Legion of Everblight (Edit)

Skorne (Edit)

Trollbloods (Edit)

Other Faction models

Minion Logo.jpg       Minion Index       (Edit)
Farrow Warlocks (Edit)
Warlocks Azazello1 - Arkadius1 - Carver1 - Helga1 - Helga2 - Midas1 - Sturm & Drang1
Lesser Warlocks Rorsh


Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager | Midas only: Boneswarm
Heavies Road Hog - War Hog
Gatorman Warlocks (Edit)
Warlocks Barnabas1 - Barnabas2 - Calaban1 - Jaga-Jaga1 - Maelok1 - Rask1
Lesser Warlocks Underchief Mire - Wrong Eye


Gatorman Warbeasts Edit)
Lights Boneswarm - Bull Snapper - [Underchief Mire only: Swamp Troll]
Heavies Blackhide Wrastler - Blind Walker - Ironback Spitter - Swamp Horror
Gargantuans Dracodile
 
Units, Solos, & Battle Engines
Warlock attachments Targ - Gatorman Soul Slave
Units Farrow

Farrow Bone Grinders - Farrow Brigands - Farrow Commandos - Farrow Razorback Crew - Farrow Slaughterhousers - Farrow Valkyries

Gatorman

Boil Master & Spirit Cauldron - Bog Trog Ambushers - Croak Raiders - Croak Trappers - Gatorman Bokor & Shamblers - Gatorman Posse - Gobber Bellows
Special WA: Void Leech

Unaligned

Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea

Solos Farrow Agata, Queen of Carnage - Maximus - Rorsh & Brine - Targ
Gatorman

Bog Trog Mist Speaker - Bog Trog Trawler - Croak Hunter - Flugwug the Filcher - Gatorman Husk - Gatorman Soul Slave - Gatorman Witch Doctor - Kwaak Slickspine & Gub - Longchops - Wrong Eye & Snapjaw

Unaligned

Alten Ashley - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Dhunian Archon Efaarit Scout - Eilish Garrity, the Occultist - Feralgeist - Flubbin - Flugwug the Filcher - Gobber Tinker - Gremlin Swarm - Gubbin - Gudrun the Wanderer - Hermit of Henge Hold - Hutchuck, Ogrun Bounty Hunter - J.A.I.M.s - Lanyssa Ryssyl, Nyss Sorceress - Ledfoot & Tredz - Orin Midwinter, Rogue Inquisitor - Ogrun Bokur - Raluk Moorclaw, the Ironmonger - Primal Archon - Pyg Tank - Saxon Orrik - Scythe - Swamp Gobber Chef - Swamp Gobber River Raiders - Thamarite Advocate - The Wastelander - Thrullg - Totem Hunter - Underchief Mire - Viktor Pendrake - Void Archon - Weird Wendell

Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
Independent Warjack Malvin & Mayhem
 
Minion - Theme Forces
Minion Faction Themes (Edit) The Blindwater Congregation - The Thornfall Alliance - Vengeance of Dhunia - Will Work for Food
Unlimited Minions themes(Edit) Disciples of Agony (Skorne) - Oracles of Annihilation (Legion) - Secret Masters (Circle)
This index was last updated: 2020.06
Mercenary Logo.jpg       Mercenary Index       (Edit)
Mercenary 'Jack Controllers (Human) (Edit)
Warcasters

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

"Juniors"

Asphyxious4 - Crosse1 - Nemo4

'Jack Marshals

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

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

Doctor Stygius - Madelyn Corbeau - Reinholdt - Wyshnalyrr

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

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

Character Units

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

Non-character Solos

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

Character Solos

Alexia, Mistress of the Witchfire (2) - Alexia, The Undying (3) - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella1 - Black Bella2 - Bloody Bradigan - Boomhowler, Solo Artist - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez - Dirty Meg - Doc Killingsworth - Doctor Stygius - Eilish Garrity, the Occultist - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - First Mate Hawk - Flubbin - Flugwug the Filcher - Gastone Crosse - Glyn Cormier, Illuminated One - Gorman di Wulfe, Rogue Alchemist (1) - Gorman the Mad (2) - Grand Master Gabriel Throne - Gubbin - Gudrun the Wanderer - Harlan Versh, Illuminated One - Harlowe Holdemhigh - Hermit of Henge Hold - Hutchuk, Ogrun Bounty Hunter - J.A.I.M.s - Kell Bailoch - Lanyssa Ryssyl, Nyss Sorceress - Lord Rockbottom - MacHorne2 - Major Harrison Gibbs - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Scythe - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Viktor Pendrake - Weird Wendell - Widget, Tinker Extraordinaire - Wrong Eye & Snapjaw

Battle Engines

Hammerfall Siege Crawler - Nemo4

Independent Warjack

Malvin & Mayhem

Theme Forces (Edit)
Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
This index was last updated: 2020.07

Rules Clarifications

Rules Clarification : Mastermind - None yet. (Edit)

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Rules Clarification : Warjack      (Edit)

  • The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
    • Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
    • A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
  • Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)

Inert warjacks

  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.

Rules Clarification : Construct - None yet. (Edit)

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Rules Clarification : Arcane Machinery      (Edit)

  • 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)
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Rules Clarification : Disengage Safety      (Edit)

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Rules Clarification : Killing Spree and/or Hornet's Nest     (Edit)

  • Attack-Generating Abilities (Edit)
    • From the core rulebook: When a model is granted more attacks as a result of an attack it made, it gains only one. If two or more special rules would grant the model another attack as a result of making an attack, its controlling player chooses which special rule to apply.
    • If you trigger two attack-generating abilities (such as Black Spot and Kill Shot) you choose to resolve one and "lose" the other (unless you trigger it again later).
    • If you trigger two attack-generating abilities, and one of them is compulsory (such as Black Spot and Berserk), you must choose to resolve the compulsory one. (Infernal Ruling)
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Rules Clarification : Ignite Thrusters      (Edit)

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

 
  • Flight doesn't ignore:
    • Impassable terrain and hazardous terrain
    • 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 you can move over obstacles/models while charging, if you want to stop and make Impact Attacks while you fly "over" models you need to stop in a legal position. You can't make Impact Attacks while your flying horse is on top of obstacles, models, etc.
  • 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.

Rules Clarification : Flame Trail - None yet. (Edit)

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Rules Clarification : Telescoping Shields      (Edit)

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Rules Clarification : Roadblock      (Edit)

  • A Roadblock model does not count as intervening terrain for melee attacks.
  • A model does not provide Roadblock itself. A model cannot be an intervening model to itself. (Infernal Ruling)
  • Shadow Fire vs Roadblock (Edit)
    • If you use Shadow Fire vs a Roadblock model then the Roadblock will still grant cover to nearby models; even though you can "see right through it".
    • Because the rule for getting cover from an obstacle is simply: does a line pass between the attacker and target that goes over/through the obstacle? Is the target within 1" of the obstacle on that same line?
    • In other words, whether the obstacle actually blocks LOS or not isn't relevant.

Rules Clarification : Independent Warjack - None yet. (Edit)
Rules Clarification : The Button - None yet. (Edit)


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Rules Clarification : Warhead      (Edit)

  • After resolving the blast damage, you continue with the original attack. So the model directly hit will end up taking two damage rolls. (Infernal Ruling)
  • The blast damage is not a melee damage roll, nor is it a damage roll from the weapon. As such it doesn't benefit from any melee buffs (such as Continuous Corrosion via the Slag Troll's animus). (Infernal Ruling)
  • Warhead triggers at Step 8, before other damage rolls and etc.
  • Not considered an attack & "Non-attack damage roll" (Edit)   [Show/Hide]
    • There are two ways you can get these "non-attack" damage rolls. Either way, they interact with other special abilities that trigger on 'attack/damage' (such as Vengeance) in the same manner, and as such we'll call both types "Pure Damage" for brevity.
    • Type 1 - A secondary damage roll that is not considered to be an attack:
      Some attacks create a second damage roll that is explicitly "not considered an attack" (such as Electro Leap).
    (Note that although the second damage roll is not an attack, the original attack certainly is and will trigger stuff normally. These clarifications don't apply to the original attack.)
    • Type 2 - Non-attack damage roll:
      Some special abilities & special actions tell you to make a damage roll without mentioning whether it is considered an attack or not (such as Vent Steam and Flak Field).

    • Pure damage is not an attack, so doesn't trigger stuff like Vengeance.
    • Pure damage is not an attack, so doesn't benefit from stuff that affects 'attack damage rolls' (such as Bethayne1's feat). (Infernal Ruling)
    • 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.)
    • 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 : Open Fist  (aka, Power Attack Throw)     (Edit)

  • Throw - General ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Throw - Power Attack
    • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
    • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
    • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
    • Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
    • Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.