Man-o-War Shocktroopers

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Man-o-War Shocktroopers
Khador Man-o-War Unit
Man-o-War Shocktrooper Officer
Command Attachment

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

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

The Man-o-War Shocktroopers thunder across the battlefield in steam-powered battle armour, shield cannon locked together in an unbreakable defensive wall and annilator blades held high ready to conquer any opponent. Encased in formidible steam-powered battle armour, the Man-o-War Captain leads his unit of Shocktroopers into battle against the greatest foes of Khador.

Man-o-War shocktrooper officers embody the strength and resilience of the frozen north and, like their homeland, bow to no opposition. The enemies of the Motherland rightfully fear these indomitable warriors and the inexorable tide of steam and steel that marches alongside them. As they wade into the bloody fray amid the thunderous roar of cannon fire, these decorated veterans inspire those they lead to acts of unparalleled bravery and unfettered violence.

Basic Info

Man-o-War Shocktroopers
Missing Info
Shocktroopers.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Unit / Officer
BASE Medium
SPD 4
STR 9
MAT 7 / 8
RAT 5 / 6
M.A. N/A
DEF 10
ARM 17
CMD 7 / 9
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 8
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 3
UNIT SIZE 3 or 5 +1 CA
COST 8 or 14 +3 CA
2.8 pts each
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Entire unit
    • CMA symbol.jpg Combined Melee Attack
    • Repairable - This model can be targeted with Repair special actions as if it were a construct model.
    • Shield Wall (Order) - Until the start of their next activation, each affected model gains +4 ARM while B2B with another affected model in its unit. When receiving this order a model can forfeit its Combat Action to gain +3” movement as part of its Normal Movement this turn. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall.

Weapons

Unit
Shield Cannon
Gun icon.jpg  RNG   ROF   AOE   POW 
6 1 - 14
Annihilator Blade
Sword icon.jpg  RNG   POW   P+S 
2 5 14
Officer
Shield Cannon
Gun icon.jpg  RNG   ROF   AOE   POW 
6 1 - 14
Frost Axe
Sword icon.jpg  RNG   POW   P+S 
2 6 15

Theme Forces


Thoughts on Man-o-War Shocktroopers

Command Attachment

Man-o-War Shocktroopers in a Nutshell

The Armored Korps' Man-o-War are elite combined-arms combatants who trade agility for strength by fighting in steam-powered armor. They exemplify both Khadoran strength and resilience, and favor battles of attrition over mad scrambles. Slow and methodical, Man-o-War thunder up the battlefield as an indomitable wall of iron, crushing everything in their path.

Man-o-War heavy infantry are elite combatants that trade mobility for heavy steam-powered armor. They are highly trained and equipped to deal with a wide range of threats, benefiting from a highly disciplined combined arms approach to achieve victory. Each of the three Man-o-War infantry units fills a distinct niche:

  • Man-o-War Shocktroopers are the Man-o-War frontline infantry, capable of weathering tremendous punishment before they engage in close quarters combat with their heavy Shield Cannons and Annihilator Blades. They are an excellent screening unit that can do serious damage to almost anything they set their sights on.
  • Man-o-War Demolition Corps are heavy hitters, outfitted to crack the toughest of targets with their Ice Maul hammers. When they connect with the appropriate targets they can do spectacular damage.
  • Man-o-War Bombardiers are deadly combined arms combatants that excel at clearing out swathes of enemy combatants, opting for an overwhelming volume of attacks with the combination of Grenade Cannons and Chain Blades.

Shocktroopers are the Armored Korps' definitive frontline unit that can take an impressive amount of punishment before going down. They are the most defensively built of all the Khador infantry but are still elite combined-arms combatants in their own right who can do serious damage to just about anything. Their primary function is to form a slow, impenetrable battle line that delivers your army to the battle safely and perform this duty admirably. Generally speaking, their focus is on dragging opponents into attrition battles and providing protection for their force's main damage dealers; they often prefer maintaining their Shield Wall over reaching the opponent as quickly as possible. A force built around Shocktroopers will often use heavy firepower to force the opponent to come to them, and break their charges on their shields before striking back with devastating force.

Thoughts on the Command Attachment

Man-o-War Shocktroopers are a defensive unit first and foremost, and the command of an Officer makes them better in every way that matters to them. Steady and Sturdy drastically improve Shocktroopers' performance as a defensive Shield Wall unit, the addition of Assault makes them significantly more dangerous whenever they do decide to charge and the Officer is an especially lethal combatant even among his peers, with improved accuracy and a terrifying Frost Axe. The Officer is an obvious inclusion with just about any Shocktrooper unit.

Combos & Synergies

    Theme Forces    

    Faction Warriors    

  • Small- & Medium-Based models: Shocktroopers are an amazing screening unit fit for almost every force. They are often seen covering the advance of Man-o-War Demolition Corps, Bombardiers and Kovniks, but should be considered for all your other screening needs as well.
  • Kommandant Arconovich: Arconovich and Shocktroopers are a perfect match: Tactician opens their movement up immensely and they benefit massively from all three of his Battle Plans.
  • Man-o-War Kovnik: Shocktroopers are typically the main target of the Kovnik's Desperate Pace ability because unlike other Man-o-War units they prefer to close the distance to the enemy in Shield Wall rather than run and charge.
  • Man-o-War Tankers: Tankers are natural additions to Shocktroopers' front line to either help clear a path, frustrate a charge or even down a heavy. Tankers can't be screened by Shocktroopers but on the flipside they can see over them to fire their devastating weapons, even without a Tactician helping them out.
  • Battle Mechaniks: Like all Man-o-War, Man-o-War Shocktroopers are Repairable, and especially so in Armored Korps forces.

    Warcasters    
Man-o-War function well under a wide range of warcasters and the Man-o-War Shocktroopers is no different. Any 'caster that can improve their mobility, further emphasize their defenses and/or boost their threat projection work well with them. Look for spells like Fury, Iron Flesh and Tactical Supremacy among many others. Khador boasts so many devastatingly powerful warrior-supporting warcasters that this section refers only to those that work well with the Man-o-War Shocktroopers specifically. Refer to the Armored Korps page's "Casters of Note" section for more information.

  • Kommander Zoktavir: As a combat warcaster, the Butcher's first three incarnations really enjoy working with self-sufficient infantry on Medium bases that can screen him on his advance and take his support spells extremely well. Refer to his pages for more information.
  • (Supreme) Kommandant Irusk: Both incarnations of Irusk work especially well with Man-o-War, refer to his pages for more information.
  • Kommandant Kratikoff: As Khador's resident Man-o-War 'caster, Sorscha boasts numerous synergies with Man-o-War; refer to her page for more information.
  • Kommander Malakov: You wouldn't think it by looking at him, but Malakov is exceptionally good at leading Man-o-War; refer to his page for more information.

    Mercs & Minions    

Drawbacks & Downsides

Like most Man-o-War, Man-o-War Shocktroopers's base SPD and DEF are comparatively low, and they have no way of dealing with rough terrain. They're especially vulnerable to any impairments to their mobility or positioning, and while they're very tough, one or two solid hits can still take them out before they've accomplished anything of note; do not make the mistake of thinking your Man-o-War are immortal. For Man-o-War Shocktroopers specifically, consider the following:

  • While their attacks are powerful, they can only deal with up to an absolute maximum of six enemy models per turn. When pitted against typical twelve-model units, they're going to have tough time chewing through them and should instead rely on other troops to clear them out. Absent those, an opponent can tie a unit of Shocktroopers down with chaff for most of a battle.
  • In the vast majority of cases, Shocktroopers benefit more from making more attacks than making fewer, stronger ones using Combined Melee Attack, so you're paying for an ability that doesn't come into play very often.
    • Similarly, Assault is a powerful ability but because Shocktroopers often don't make charges, it's effectively wasted. If you intend to use it later in a battle, make sure the Officer survives to Grant it to them.
  • While Shocktroopers are usually protected from being pushed and knocked down, they're nót immune to displacement effects so be wary of those.
  • Models with Massive or Immunity:Cold are protected against the Officer's Critical Freeze effect.

Tricks & Tips

  • As a small unit, it's worth considering a single line of six Shocktroopers to maximize their screening potential, but typically it's better to form two triangles, with the Officer in the second line for more safety. It depends on the matchup and battlefield though, so be sure to give the matter some consideration each time.
    • For visual reference, a max unit of Shocktroopers might be formed up as follows:
0 0 0 0 <--- front line of four, all in base contact from left to right
 0   0  <--- rear line of two, each touching both Shocktroopers ahead of them
  • It's especially important for Shocktroopers' survival to maintain their Shield Wall, so be very careful about running or charging with them.
    • Read the rule clarification for Shield Wall when you will get the bonus.
    • Enemies with Chain Weapons are natural predators of Shield Walls, be wary of them.
  • When attacking, take full advantage of the Officer for their higher accuracy and Critical Freeze.
    • When the Officer does end up freezing something, their allies can Shatter it with ease.
    • In the cases where you do decide to CMA, use the Officer as the lead for the same reason.
  • Assault attacks with Shield Cannons still trigger even if the attacker fails their charge. This means you can stretch the Shield Cannon' range to a base (4" + 3" + 6" =) 13", but at the cost of the unit's Shield Wall.
  • Finding ways to make Shocktroopers Tough is extremely useful for an already resilient unit, but even more so because they're Steady and can thus keep making consecutive tough rolls.
  • Watch out for effects and attacks, which find their way through your ARM; Corrosion, Puncture, Snipers and Anatomical Precision attacks can usually clip off a single damage point at a time, but can still finish off your wounded troopers. Deadly Shots are dangerous even for undamaged models.

Other

Trivia

  • The unit, not including CA, was originally released in Warmachine: Prime (2003).
  • The CA was released at the start of Mk3 (2016).
  • The Unit Leader's insignia signify their rank as a Korporal. There is some confusion because the rest of the unit has the same emblem on their left shoulder plates as well, although the Unit Leader has an additional emblem on their chest.
  • The Officer's insignia signify their rank as a Kovnik. Curiosly, this excessively high rank is inconsistent with the rank of the Bombardier Officer CA and might simply be a design oversight.
  • The Man-o-War motto is "When I die, I die in steam!"

Other Khador models

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

Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev1 - Karchev2 - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2

Warcaster attachments

Khador: War Dog - Greylord Adjunct
Mercenary: Madelyn Corbeau - Reinholdt - Wyshnalyrr

Other Warjack Controllers

"Junior" Warcasters: Malakov1 - Sorscha0
'Jack Marshals: Man-o-War Kovnik - Greylord Forge Seer

Heavy Warjacks

Beast-09 - Behemoth - Berserker - Black Ivan - Decimator - Demolisher - Destroyer - Devastator - Drago - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Ruin - Spriggan - Torch

Colossal Conquest - Victor
Units, Solos, & Battle Engines
Units

Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Great Bears of the Gallowswood - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Atanas & Standard - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Ranking Officer CA : Koldun Kapitan Valachev

Solos

Bulkhead - Fenris - Greylord Adjunct - Greylord Forge Seer - Iron Fang Kovnik - Jozef - Koldun Lord - Malakov1 - Manhunter - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Markov - Sofya - Sorscha0 - Ol' Grim - Underboss Vizkoya - War Dog - Widowmaker Marksman - WG Artillery Kapitan - Yuri1 - Yuri2

Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Korps - Flame in the Darkness - Jaws of the Wolf - Legions of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter
Mercenaries
Refer to Who Works for Whom and/or Category: Khador Mercenary
This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification : Freeze      (Edit)

  • Remember Stationary only prevents what it says it does. Refer the page on Stationary for a refresher.
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Rules Clarification : Combined Melee Attack      (Edit)

  • Each CMA only counts as a single attack, no matter how many participants are involved. This means, for example, that if Satyxis Raiders damage a warjack and trigger their Feedback ability, the enemy warcaster will only take 1 damage total, not 1 for every Raider.
  • Any bonuses (such as back strike) or penalties (such as intervening terrain) are determined according to the model leading the CMA (the attack leader).
    • If the participants have buffs/debuffs but the attack leader doesn't ... then the CMA doesn't because only the attack leader matters. Simple as that.
  • A single unit can perform multiple CMAs, utilising different groupings of models. eg a unit with 10 models could make one 10-man CMA, or two 5-man CMAs, or five 2-man CMAs, or etc.
  • CMA for units that have more than one melee weapon (the short version)
    • Once you have more than one melee weapon, charging becomes a bit complicated. There are two important rules:
      1. A model which charges must use its first attack to make a charge attack. It can't "skip ahead" to contributing its second non-charge attack before it's resolved its first attack.
      2. For a CMA to gain the charging bonus, then all contributors must be contributing a charge attack.
    • These two rules have a few, slightly confusing implications. Click the expand box below for a full breakdown.
CMA for units with more than one weapon (the long version) (Edit)
The following example is about Satyxis Raiders, but is equally applicable to other units with two CMA:
  • Each Raider gets two attacks. Both, one, or neither can be a CMA as you choose.
  • If you are doing two CMA in a row, then you should note that the second CMA doesn’t have to use the same “primary attacker” or the same “participants” as the first CMA.
    • For instance, you could have the first CMA with raider A being the "primary attacker" and raider B being the "participant",
    • then for the second CMA have raider B the "primary attacker" and raider A the "participant".
    • Or leave A alone for a moment and use B plus C. Whatever takes your fancy.
  • Primary attackers and participants don't have to use the same weapon. So, continuing with the above example, you could have primary A use lash and participant B use horns, then primary B use lash and participant A use horns. Effectively granting you two lash attacks with CMA bonuses!
  • Combined Melee Attack and charging
    • Remember the 2 rules above?
    • Rule 1 means you cannot contribute your second, non-charge attack before you have resolved/contributed your first attack.
    • Rule 1 means you cannot "skip ahead" to resolving your second, non-charge attack before you have resolved/contributed your first attack.
    • but wait, there's more!
    • However, thanks to the "Units with Combined Melee Attack ignore the rule that one trooper's combat action cannot begin until the previous model's combat action ends" rule, you can "pause" your second attack if you want to do a CMA with it later. For example:
      • Model A performs its charge attack.
      • Model B performs its charge attack. (Interrupting A)
      • Model C performs its charge attack. (Interrupting B)
      • CMA using A, B & C's remaining attack.

Rules Clarification : Repairable - None yet. (Edit)

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Rules Clarification : Shield Wall      (Edit)

  • You don't need to have the entire unit in B2B to get the bonus. Even just two models in B2B will give it to each other. Which way they're facing doesn't matter, either.
  • You can still get Shield Wall while knocked down.
  • Shield Wall works against all damage except damage originating in your back arc.
    • If a damage roll doesn't have an origin point (such as Scather, Old Witch1's feat, continuous fire, etc) then by definition it can't originate in your back arc, and you'll get your bonus vs it.
    • It won't work vs stuff that "leaps" off models in your back arc, such as Electro Leap. (Locked thread)
  • If you start the game in Shield Wall, it will expire when you activate the unit. It doesn't let you run and be in Shield Wall on turn 1.
  • Since models move in straight lines, it impossible to keep two models B2B while advancing. Thus you cannot benefit from Shield Wall while moving through acid clouds etc.
    • Unless you have something that lets you move through models, like Tactician.
  • Orders affect unit attachments, even if that attachment doesn't have the order on their card (such as a Soulless Escort benefiting from the Shield Wall order). (Infernal Ruling)
  • You get your Shield Wall bonus vs continuous fire in the Maintenance Phase. Shield Wall doesn't expire until the unit activates. (Locked thread)


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Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
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Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
 
  • Granted [ Vengeance ]
    • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
    It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
    It is not "If you get damaged, you get Vengeance next turn."
    • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
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Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
 
  • Granted [ Vengeance ]
    • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
    It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
    It is not "If you get damaged, you get Vengeance next turn."
    • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
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Rules Clarification:  : Assault      (Edit)
(Click Expand to read)

General

Step 1: Declare the charge

  1. Are you in already melee? With any enemy, not just your charge target?
    • If yes, you don't get an Assault attack at all (Refer to the latest Errata). Instead it's just a normal charge.
    • If no, continue to Step 2.
  2. Note: You cannot be "in melee" with a stationary/knocked down target. Feel free to declare charges (and Assault shots) in this case.
    • You can even charge a knocked down model you're in B2B with, advance 0", and get your ranged attack and your melee attack(s).

Step 2: Move the charging model

  1. As soon as the movement is finished, determine whether it was a successful charge or not.
    • Do this before resolving anything that triggers on "Ends Movement" (like Admonition, Countercharge).
    • Do this before resolving your Assault attack.
  2. Did you make a successful charge? You get the ranged attack even though you're "in melee" (not yet though).
  3. Did you fail the charge? You will get the Assault shot anyway (not yet though).
    • Did you fail the charge, but end your movement in melee with someone different to your charge target? You get the ranged attack even though you're "in melee" (not yet though). (Infernal Ruling)
  4. Now that you've figured out whether the charge successful, you resolve "Ends Movement" effects (such as Countercharge) before the Assault attack. (Infernal Ruling).
    • If something happens at this point that changes whether a model is in/out of melee range, it does not retroactively change a failed charge into a successful charge or vice versa.
  5. If your charge was successful you may use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)
  6. If you fail your charge, you may not use "any time" abilities before or after making the Assault attack. (Infernal Ruling)
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Tip !
Assault is not a "triggered ability" and it will never trigger simultaneously with another ability that triggers/resolves at "ends movement". Instead, the other ability is always resolved before the Assault shot.

You can make an Assault shot even if you charged less than 3".

Step 3: Make the ranged attack

  1. The ranged attack is optional.
  2. Since the Assault attack is outside your Combat Action, you can only do a basic ranged attack. CRA & Special ranged attacks are only allowed during your Combat Action, you can't do them. (Infernal Ruling CRA & Special Attack)
  3. Did you move at least 3" during the charge movement? Who cares, that is irrelevant to the Assault attack!
  4. Make your ranged attack vs your charge target
    • If the charge target is already dead (which can happen when units charge) then you don't get to redirect your Assault attack vs 'someone else'. You simply don't get an Assault attack. (Infernal Ruling)
    • A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as an Assault attack. (Infernal Ruling)
    • If your ranged attacks triggers other attacks/damage that occur "after the attack" (such as Drag or Electro Leap) then those will resolve as per normal, regardless of whether you had a successful charge or not. (Infernal Ruling)
  5. Is the target in melee with the shooter?
    • If yes, then you ignore the +4 DEF bonus (as per the 3rd paragraph of "Targeting a Model in Melee" (TMM) rules)
    • If no, resolve the ranged attack exactly the same as if it were a normal ranged attack.

Step 4: After finishing the Assault attack

  1. If it was an unsuccessful charge, your activation now ends.
  2. If it was a successful charge, and your charge target is ...
    • still alive, then you get your charge attack (as per the charge rules)
    • dead, then you get your initial melee attack(s) vs anyone still in your melee range (as per the charge rules).
  3. Either way, you don't get to make more ranged attacks (other than the obvious exceptions like Gunfighter, of course).


Units

  • Move all models in the unit before making any Assault attacks. (Infernal Ruling)
  • Make all Assault attacks before making any Charge attacks. (Infernal Ruling)
  • Each model in the unit is effectively "stalled" while you move/shoot the other models. This "stall" does not create an opportunity to use "any time" abilities. (Infernal Ruling)
  • If a trooper's target dies before they make their Assault shot, they don't get to redirect it. You just skip their Assault shot. (Infernal Ruling)
  • You cannot make Assault attacks while out of formation, as per the regular formation rules about making attacks.
  • Assault & CRA (Edit)
    • You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)

Other

  • Warbeasts
    • Warbeasts cannot use Assault during a Frenzy. Refer to the latest errata.
  • Assault vs Countercharge ( Edit )
  • Assault & Drag ( Edit )
    • You determine whether a charge was successful or not before making the Assault attack.
    • If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
      • It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
      • You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
      • Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
      • You won't be able to purchase additionals (because your activation ended).
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Rules Clarification : Steady      (Edit)

  • If you are hit by a knockdown effect during your own turn then ... nothing happens. Unless it was a Slam or a Throw that knocked you down.
    In that situation, there is a core rule that says "models immune to knockdown that become knocked down from a slam or throw must forfeit either movement or action when they activate". But that core rule doesn't apply to other knockdowns (lots of players assume it does)
  • Steady models are still susceptible to other effects of knock-down attacks (if there are any). For instance, a Head Butt attack causes damage and knockdown - a Steady model would still take the damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
  • Steady models who make a tough check during an advance can continue advancing. (Locked Thread)

Rules Clarification : Sturdy - None yet. (Edit)