Ragnor Skysplitter, the Runemaster

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Trollblood Logo.jpg Ragnor Skysplitter, the Runemaster

Trollblood Trollkin Runeshaper Warlock

Mk4 icon.png
Unlimited Only
This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.

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

Ragnor Skyplitter, once a reclusive scholar studying the mystical lore of his people on the top of Wyrmwall Mountains, has found himself standing ground against the enemies of the Kriel, even if it means standing besides his rival Hoarluk Doomshaper, both of which have had long standing disagreements about how to best harness the knowledge of the scrolls they research. While Doomshaper wants to use this knowledge as a weapon against humanity, Ragnor sees it as a way to preserve the very lore they could use against others.

Basic Info

Ragnor1
Missing Info
Ragnor 2021.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR 7
MAT 6
RAT N/A
M.A. N/A
DEF 14
ARM 16
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 7
THRS N/A
HP 16
F. Field N/A
WJP {{{wjp}}}
WBP +30
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warlock - All warlocks 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: Stone's Fortitude

When an enemy model makes a damage roll against a friendly Faction model in Ragnor's control range, the enemy model rolls one less die. Stone's Fortitude lasts for one round.

Abilities

Weapons

Rumbler
Sword icon.jpg  RNG   POW   P+S 
1 7 14
  • Magical dam symbol.jpg Damage Type: Magical
  • 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.
  • Weight of Stone - When a model is damaged by this weapon it suffers –3 SPD and DEF for one round.

Spells

COST RNG AOE POW DUR OFF
Chosen Ground

2 SELF CTRL - Upkeep No
While in the spellcaster's control range, models in its battlegroup gain Pathfinder and Steady.
Steady - A model with Steady cannot become knocked down.
Earth's Sanctuary

1 6 - - (★) No
Target friendly Faction model becomes Dug In.
Dig In - While dug in, a model gains cover, does not suffer blast damage, and does not block LOS. A model remains dug in until it moves, is placed, or is engaged.
Hex Blast

3 10 3 13 - Yes
Enemy upkeep spells and animi on the model/unit directly hit by Hex Blast immediately expire.
Pulverizer

2 6 - - Upkeep No
Target friendly faction model/unit gains +2 STR, and its melee weapons gain Beat Back.
Beat Back - Immediately after a basic attack with a weapon with Beat Back is resolved during the attacking model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.
Shockwave

3 10 (★) 14 (★) Yes
Center a 4" AOE on the model directly hit. Models in the AOE become knocked down.

Theme Forces

  • Other Factions


Thoughts on Ragnor1

2016 Battlebox sculpt

Ragnor1 in a nutshell

Originally designed to be simple and straightforward to help with learning the game, Ragnor was updated in 11/2020 along with the rest of the battlebox casters. He gained Field Marshall (Weight of Stone), Fury 7, Chosen Ground as a spell, and Pulverizer was changed from a 3 cost single target (but no Faction tag) spell to 2 cost faction model/unit spell. This changed him from wanting minimal models to being much more generalist. His gameplan hasn't changed, he still feats and takes the alpha then counterpunches, he just has more flexibility in what models he takes now.

His Field Marshal adds a bit of control to his kit as opponents will struggle to properly disengage without being eligible to being charged again next turn. It’s especially effective on the Dire Troll Mauler who can accurately apply his chain attack, provided he hurts with his initial.

Feat Thoughts

Stone's Fortitude is a solid defensive feat, allowing you to take alpha strikes on the chin. It of course works much better with multi-wound troops and beasts as charging infantry as well as abilities that don’t require a damage roll like Anatomical Precision and Puncture will still wreck single wound infantry.

Tip lightbulb.png

Tip !
His feat doesn't apply to:

  • Continuous Effects (because they resolve more than 1 round later),
  • collateral damage rolls (because they aren't actually from an enemy attack),
  • damage rolls which say they are "not considered an attack" (like Electro-Leap),
  • or walking round in hazards (because they're not damage rolls from an enemy model).

Spell Thoughts

  • Earth's Sanctuary is a great one-cost spell that protects individual models. It means that his best armies are small, but is good at protecting models.
  • Pulverizer is an excellent damage buff (stacking with the strengh buff from the Krielstone Elder) and should be already out when the battle lines meet Like all offensive buffs swapping it between 2 units really helps make a dent in eneny forces but it's a big fury investment.
  • Hex Blast is as ever as much for utility in upkeep removal as it is for killing things. A zap, but more importantly protecting your army.
  • Shockwave is battlefield control with a higher cost than most of his spells.
  • Chosen Ground pathfinder and steady on warbeasts is a great buff to have, on its own it’s never really game changing, but knowing your opponent needs specific tools to reduce your Def and control your movement helps the attrition game.

Battlebox Fights

Ragnor's strategy is simple. Run your entire army at the enemy and pop your feat. You'll take the enemy alpha strike on the chin, shrug it off, then win through attrition. Earth’s sanctuary has little value on a smaller board with less shooting but as a result Pulverizer is easier to cycle between the Bouncer and Impaler.

Drawbacks & Downsides

  • As with many defensive feats, he needs careful planning as not to waste it.
  • He is also a bit Fury starved, so protecting the Trollkin Runebearer is essential.
  • Trolls are not naturally fast and Ragnor does little to change this. You need to be able to take the charge and survive with your feat 9/10 times.

Tricks & Tips

  • Do not underestimate the power of Earth's Sanctuary. It is not an upkeep, so he and the Runbearer can hand it out as much as they can afford. Models keep dug in until they move, are placed, or become engaged! Could theoretically dig in all you Champions and let them weather a gun line even better.
  • If used with either the Mountain King, or Glacier King, Ragnor1 can use Earth's Sanctuary to give them Dig In. Although they won't benefit from cover, because of Gargantuan rules, they will stop blocking LoS. Remember this work boths ways, which means enemies will be able to draw LoS to you as well!

List Building Advice

Strategy

Beyond the battlebox fights discussed above, his strategy doesn't change much.

On turn one he wants to cast Chosen Ground & fuel the Krielstone, then run into position (next to a flag, or somewhere he can be of influence during turns two and three) He may cast Earth’s Santuary on a key support piece or 2 if vs a gunline . Then the Runebearer proceeds to cast Earth's Sanctuary on Ragnor or himself as he move up the board to grant the extended ctrl range. He will usually feat to withstand the alpha strike from the enemy. After that, Ragnor1 will use both Pulverizer and Rage to empower his warbeasts and troops, trying to get the best end of the long term exchange.

He likes high ARM, multi-wound models as a preference so you will often see Trollkin Champions or Long Riders with Pulverizer on them

Theme thoughts

    Band of Heroes    

This is probably the default choice for Ragnor. It has many things he loves, and many things that love him.

  • Trollkin Warders - very high ARM and very tough. Oh, and Shield Guard.
  • Long Riders are high-ARM multi-wound models but beware of the fact that STR buffs don't affect impact and mount attacks, so they are less ideal than Champs.
  • Trollkin Champion Hero can combine Thresher with Pulveriser and buff the champs you should be taking.
  • Horgle1 - easy to protect with Earth’s sanctuary and having him hand out Pyre Troll animi while his pet beasts shoots leaves more room to cycle pulveriser.
  • Sons of Bragg - a bit like a min unit of champions with some extra tricks.

    Kriel Company    

Has very few multi wound infantry models so it doesn't really work with Ragnor, there are a few standouts however...

  • Pyg Tank / Ledfoot & Tredz get a lot of mileage out of Earth's Sanctuary and his feat, given their stellar defence profile.
  • Boomhowler3, Boomhowler2 and the Fell Caller bring invaluable support and need protection via earths sanctuary.
  • Dannon Blythe and Bull become partisans and given their relative cheapness and above average defence they can dig in and hold a point comfortably.
  • Sons of Bragg the feat plus Earth's Sanctuary to help them survive then Pulverizer can make them hit truly hard.
  • Trollkin Barrage Team - have such a long range running them up and digging them in turn 1 is probably all they will need in terms of support all game.

    Power of Dhunia    

Can work - but doing so with colossals makes you feel like a second rate Doomshaper3. You can do it with heavies but it's an offbeat choice and the other two are probably better.

    Storm of the North    

    Vengeance of Dhunia    

  • This theme also has access to a few things already mentioned above: Trollkin Champions, Trollkin Barrage Team.
  • Farrow Valkyries - 3 shield guards, in faction Farrow with vengeance, take a hit then reciprocate.
  • Razor Boars - They are cheap, come in packs and have Counter Charge, so they can catch enemies by surprise and apply Weigh of Stone easily.
  • Gudrun the Wasted - Kinetic Distorsion and Dig In combined give any model +6 DEF against shooting, ensuring the delivery of pretty much anything.
  • Malvin & Mayhem - Krielstone buffs combined with Earths Sanctuary ensure delivery and the feat ensures they get an exta turn after they have comitted..
  • Rorsh & Brine - They love being Dug in as well and thearten very far, which is something Ragnor does not help with. Rorsh can also run a Pyre Troll for him if need be

    Various themes    

  • As a brick warlock the Krielstone is mandatory.
  • The Trollkin Runebearer can buffer the cost of Pulverizer so Ragnor can either load the stone or sit on some Fury. He gives you another Earth's Sancuary a turn, or get to work offensively with Hex Blast or Shock Wave, but keep in mind he does not want to be only 10" away from any enemy model.
  • Madrak0 - Kriel Stone Echo makes the brick even brick-ier and Earth Sanctuary can keep him very safe. His beast loses out on Weight of Stone but gains Bracer instead, so it becomes really difficult to dislodge even before Dig In or the feat are considered.
  • Trollkin Champions - They are hard hitting and have Sanguine Bond to stay alive. Pulveriser is also nothing less but silly on them, what with them being Weapon Masters with two initials and Overtake. You generally want two units of them and hot swap Pulveriser between them.

Battlegroup

  • Dire Troll Mauler is great and with Pulverizer and the Stone Scribe Elder allows for a total of 6 points of STR buff. Weight of stone makes it easier to get off grab and smash.
    • Alternatively Rök and Primal is almost as big a swing - and gives a couple of points of MAT.
  • Troll Bouncer will be hitting as hard as the other light beasts with Pulverizer, but taking whatever comes back at him like a champ as well.
  • Earthborn Dire Troll can take care of himself and everything Ragnor can do for him makes him that much more annoying to the enemy. Diggin it in next to shallow water or an obstacle (or even both once in a blue moon) makes it reach obcene amounts of defensive stats and any heavy loves the feat for an extra turn of work.
  • Troll Basher becomes a discount Mauler with Pulverizer.
  • Troll Impaler can get the work of a heavy done at range between Snipe and Pulverizer. And the Beat Back could clear a zone the enemy is toeing out of charge range.
  • Ice Troll doesn't have the range potential of an Impaler, but can benefit from Pulverizer the same.
  • Swamp Troll forces your opponent to roll 0 dice on unboosted damage rolls on feat turn.

Starting a 25 point Brawl list

In 2021.03 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Power of Dhunia

Ragnor Skysplitter, the Runemaster: [+30 WBP]
Dhunian Archon: [Free] (6 pts)
Janissa Stonetide: [4 pts]
Troll Whelp: [1 pt]
Swamp Gobber Chef: [1 pt]
Trollkin Runeshapers: [8 pts]
Krielstone Bearer & Stone Scribes (Min unit): [5 pts]
  • Stone Scribe Elder: [3 pts]

Total RRP: USD $273 (based on PP's online store prices 2021.06)

For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

  • Released in 2016.06 in the battlebox set
  • Resculpted in 2021 as a standalone model.

Other Trollblood Models

Trollblood Logo.jpg       Trollbloods Index       (Edit)
Battlegroup & Similar
Warlocks

Borka1 - Borka2 - Calandra - Gunnbjorn1 - Gunnbjorn2 - Grim1 - Grim2 - Grissel1 - Grissel2 - Doomshaper1 - Doomshaper2 - Doomshaper3 - Horgle2 - Jarl - Kolgrima - Madrak1 - Madrak2 - Madrak3 - Ragnor

Warlock Attachment

Trollkin Runebearer

Lesser Warlocks

Horgle1 - Madrak0

Light warbeasts

Ice Troll - Night Troll - Pyre Troll - Slag Troll - Storm Troll - Swamp Troll - Troll Axer - Troll Basher - Troll Bouncer - Troll Impaler - Winter Troll

Heavy warbeasts

Dire Troll Blitzer - Dire Troll Bomber - Dire Troll Brawler - Dire Troll Mauler - Dozer & Smigg - Earthborn Dire Troll - Mulg the Ancient - Rök

Gargantuan Glacier King - Mountain King - Sea King
 
Units, Solos, & Battle Engines
Units

Dannon Blythe & Bull - Boomhowler1 - Dhunian Knot - Kriel Warriors - Stone Bearer - NK Bears - NK Fire Eaters - NK Raiders - Pummeler Crew - Pyg Burrowers - Pyg Bushwhackers - Pyg Lookouts - Sons of Bragg - Scattergunners - Thumper Crew - T Champions - T Fennblades - T Highwaymen - T Long Riders - T Runeshapers - T Scouts - T Sluggers - Warders
Special WA: Trollkin Sorcerer

Solos

Boomhowler2 - Boomhowler3 - Braylen Wanderheart, Trollkin Outlaw - Bumbles - Dhunian Archon - Fell Caller Hero - Fennblade Kithkar - General 'Thunderstone' Brug - Horgle1 - Horthol, Long Rider Hero - Janissa Stonetide - Ledfoot & Tredz - Madrak0 - Northkin Shaman - Pyg Tank - Stone Scribe Chronicler - Troll Whelps - Trollkin Champion Hero - Trollkin Skinner Valka Curseborn, Chieftain of the North

Battle Engines Hearthgut Hooch Hauler - War Wagon
 
Theme Forces
Band of Heroes - Kriel Company - Power of Dhunia - Storm of the North - Vengeance of Dhunia
 
Minions that work for the Trollblooods
Refer to Who Works for Whom and/or Category: Trollblood Minion
This index was last updated: 2021.10

Video Battle Reports

Rules Clarifications

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

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury 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 warlocks 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 Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

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

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


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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

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

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)
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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)


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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 : 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.
      • 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 secondary 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 - A damage roll that's not from an attack. 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).
    • When it comes to other abilities that trigger on damage (such as Vengeance) both types function the same way. For brevity we'll refer to both as "Pure Damage".

    • 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 (normally) 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:
    • Exception: Some damage is not from an attack and not from a model (for example, Collateral damage). In this case, you should reverse the stuff listed under #2 above.
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Rules Clarification : Weight of Stone      (Edit)

  • If you hit an enemy model that is already moving (ie a free strike), then Weight of Stone doesn't slow them down.
You determine the number of inches a model is able to move at the start of its movement, so Weight of Stone won't impose the SPD reduction on movement that has already begun.
(Infernal Ruling)


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Rules Clarification : Chosen Ground      (Edit)

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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)
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Rules Clarification : Earth's Sanctuary      (Edit)

  • Earth's Sanctuary doesn't really have a duration, it just applies the Dig In effect. If you are then hit with a "spells expire" debuff, you will stay Dug In.
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Rules Clarification : Dig In and/or Foxhole Buddy     (Edit)

  • Unlike nearly every ability in the game, Dig In doesn't have a "expires after one turn/round" clause.
  • Thus you could spend your action on turn 1 to Dig In and (assuming you don't move or get engaged) stay Dug In on turn 2 and use your action to make ranged attacks.
  • Being pushed counts as moving. (Locked thread)
  • If a model with Dig In is added to play or returned to play, it does not count as "starting the game". It can't be put into play already Dug In. (Infernal Ruling)
  • You can use Dig In while you're in someone's back arc. You are engaging, but not engaged.
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Rules Clarification : Hex Blast      (Edit)

  • If you miss and deviate onto a different target, no upkeeps or animi expire. You need a direct hit.
  • Anti-Upkeep vs a unit (Edit)
    • If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
    • It doesn't matter if the target is in formation or not. (Locked thread)
    • However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)
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Rules Clarification : Pulverizer      (Edit)

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Rules Clarification : Beat Back      (Edit)

  • You cannot use Beat Back if you destroy the target; because you can't advance towards a model that is no longer on the table. (Infernal Ruling)
  • You can trigger Beat Back even if the model is no longer in your melee range after the attack. For instance, if you used a Pitch to throw it away, you can still Beat it Back. (Locked thread)
  • The free advance doesn't depend on the target being pushed, but it is dependent on you trying to push them:
    • If you try to push something which Cannot Be Pushed (such as a Colossal), then it won't move and then you can advance directly towards it.
    • If you choose not to push your target, then you choose not to trigger Beat Back, so you don't get to advance.
    • (mk2 Ruling)
  • Beat Back can be used to push larger models.
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
    • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
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Rules Clarification : Shockwave      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.