Ravyn, Eternal Light

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Retribution Logo.jpg Ravyn, Eternal Light

Retribution Mage Hunter Warcaster

Ravyn stands as a beacon of hope within a sect consumed by an apocalyptic vision of the future. Off the field she possesses a calm and pious wisdom. In battle some believe her to be invincible. She takes no joy in killing, but neither does she shirk from it. When Scyrah is restored, the warcaster plans to embrace peace as readily as she now welcomes war. Ravyn is seen as a fighting embodiment of the righteousness of the Retribution’s holy cause.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 15
ARM 16
ESSENCE {{{essence}}}
HP 16
F. Field N/A
WJP +28
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock
  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat : Firestorm

While in Ravyn's control range this turn, friendly Faction models gain boosted ranged attack rolls and Swift Hunter (refer her Abilities).


  • Dual Attack - This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
  • Quick Work - When this model destroys one or more enemy models with a melee attack during its Combat Action, immediately after the attack is resolved it can make one basic ranged attack.
  • Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, this model can immediately make a full advance, then its activation ends.
  • Swift Hunter - When this model destroys one or more enemy models with a basic ranged attack, immediately after the attack is resolved it can advance up to 2".


Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 - 12
  • Magical dam symbol.jpg Damage Type: Magical
  • Blaster - When this model makes an attack with this weapon, before the attack roll, it can spend 1 focus point to give the attack a 3" AOE. All models hit suffer a POW 12 blast damage roll.
Sword icon.jpg  RNG   POW   P+S 
2 7 13
  • Magical dam symbol.jpg Damage Type: Magical
  • Weapon Master symbol.jpg Weapon Master
  • Thresher (★ Attack) - This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range. Thresher attacks are simultaneous.



2 6 - - Upkeep No
While within 5" of target friendly Faction model/unit, enemy models cannot make ranged attacks.

(★) 6 - - - No
The spellcaster spends up to 3 focus points to cast Locomotion. Target warjack in the spellcaster's battlegroup immediately advances up to 1" for each focus point spent. A warjack can be targeted by Locomotion only once per activation.
Open Fire

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

2 6 - - Upkeep No
Target model/unit's ranged weapons gain +4 RNG.
Veil of Mists

2 CTRL 4 - Upkeep No
Place a 4" AOE cloud effect anywhere completely within the spellcaster's control range. This AOE does not block friendly Faction models' LOS. While in the AOE, friendly Faction models gain Pathfinder and can move through obstructions and other models if they have enough movement to move completely past them.

Theme Forces

Recent Changes

No changes since 2018.09

Thoughts on Ravyn

Ravyn in a nutshell

Rayvn likes to support her army from the backline and gives them the tools they need to get work done from range. Snipe allows her army to shoot from further away, and Veil of Mists allows her to block LOS from incoming threats, both of which buffs her gunline army's survivability. Countermeasures can help neutralize enemy shooting, especially if you put it on a fast unit. Open Fire means she wants at least one, if not more, high value guns in her battlegroup so she can double tap. Her feat also enables ranged assassination opportunities not normally available to Retribution, as the troop's relatively low RAT normally stops them threatening high-DEF enemy warcasters/warlocks.

Ravyn isn't exactly a durable warcaster, but she is a Weapon Master with Sprint. She's capable of contributing to the fight against targets that have been softened up, and is especially brutal against infantry between Blaster and the "Melee attack → Quick Work → Swift Hunter → Buy another melee attack → Repeat" combo.

Tip lightbulb.png

Tip !
You can't trigger Swift Hunter off of a melee attack, so you need to to do Quick Work first and then trigger Swift Hunter from the free ranged attack.

Feat thoughts

Quite an easy feat to leverage. Bringing hard hitting guns, it's quite click and play. Need to hit with everything this turn? Cool, pop feat and hit with everything this turn! Usually used to either gain a quick attrition advantage on large infantry forces with little anti-shooting tech (not too common nowadays) or to threaten assassination in conjunction with Snipe. Remember to cast Open Fire immediately after you feat! There is no "during activation" clause on the feat, so the extra shot(s) from Open Fire get the boost as well. Also consider a melee model with a gun (such as a Sphinx) can shoot with Open Fire, move with swift hunter then activate, so you get a pseudo threat extender for melee.

Obviously, an army of gunslingers would be nice, but with scenarios as they are, Ravyn is best served by something a bit more balanced.

Spell thoughts

  • Countermeasure is a powerful upkeep that can deny a wide swathe of enemy shooting. It's usually best on a unit to increase the anti-shooting bubble, and preferably fast enough to get up to the enemy before being shot down.
  • Locomotion is a somewhat FOCUS-ineffective spell, but can be used for when you want to get a little more threat out of your battlegroup or want to pull a warjack back. Just keep in mind that unless you have an arc node, Ravyn needs to be close to the warjack in question to move it.
  • Open Fire is a force multiplier. Working on both ranged and melee attacks, it can let you finish off targets or help soften one up before the warjack goes in. With her feat, it's possible to make the ranged attack of the warjack accurate, useful for when considering assassination. You can also run a warjack up and make an attack with it via this spell for a little extra distance.
  • Snipe is a basic but powerful spell. An extra 4" drastically increases the ranged threat of most models, making those with short range guns less susceptible to jamming and those with longer range guns able to fire with impunity. Definitely consider cycling this spell to get the most out of it.
  • Veil of Mists is a great toolbox spell, capable of blocking LOS and helping your models through terrain or each other. You can also use it to move through enemy models, but keep in mind that the spell doesn't prevent free strikes - you'll want your models to have Parry if you choose to do this.

Drawbacks & Downsides

  • A MAT 7, POW 13 Weapon Master is... not quite good enough to go toe to toe with much anything in close combat when its your warcaster, so keep her safe or she will most likely die.
  • She's all about accuracy and denial, but has nothing to help with damage. Bring another list to crack bricks.
  • There isn't many lists that she can run outside of a shooting one, and she has stiff competition from both Issyria and Ossyan when even running that much.
  • If she does happen to go fisty cuffs hope its only single wound models or she might struggle.

Tricks & Tips

  • Read up on Dual Attack if you ever plan on getting Ravyn's hands dirty in melee (and maybe even if you don't plan to), because she has a lot of options for her many attacks once she commits. Seriously.
  • Pesky Stealth enemies giving you trouble and running out of guns? Run a Soulless Escort or similar bullet catcher right next to them (not engaged) and shoot him with your Blaster gun. Boostable POW 12 blast damage, right where you want it.
  • Unlike Issyria and Ossyan, her main competition when running gun line lists, Ravyn shines personally more and more the closer she comes to late game. Once the model count has gotten low enough that she is no longer afraid for her life, Ravyn herself can put in a lot of work to securing and controlling scenarios, absolutely making mincemeat of contesting pieces through sheer mobility and volume of melee and ranged attacks. Still though, be careful not to overextend her; she is an infantry/solo blender in the best of times but her survivability is still pretty average.

List Building Advice


Trundle up with her forest of guns, feat on second (maybe third if you went first and your opponent is being a bit on the slow side) to get a leg up on attrition, then use the numerical advantage to shoot the rest of the enemy army off the board and/or jam them out of scenario.

Theme thoughts

    Defenders of Ios    

This theme gives you access to a solid combined arms list with enough guns to make Ravyn happy, while not depriving her of cheap, fast melee options as well

  • Houseguard Riflemen and Stormfall Archers - both of these are solid ranged units to take advantage of Ravyn's feat. The former boasts very impressive range, at the cost of having a pretty low POW, while the latter trades volume of shots for the nice damage spikes of Brutal Damage on their bows and the added benefit of Repo[3"] from the theme. More importantly, however, both of these ranged units can benefit from the Houseguard Thane's Firing Solution, which allows them to ignore stealth, overcoming one of Ravyn's key ranged weaknesses.
  • Houseguard Halberdiers - The Houseguard Thane's other special action, Desperate Pace, and they can start making headway up the table quite quickly. This potentially makes them a nice dirty target for Countermeasures, as they are likely to get stuck in well before anything else you have, and will start giving your opponent headaches. They are by no means tough or difficult to kill, but they are quite cheap, especially if you are bringing the Thane for his firing solution as well, thus leaving you more points for guns.
  • House Vyre Electromancers - an interesting choice, if you want to rely on a few easily killable models and d3 rolls to kill mass low-ARM infantry. Cannot benefit from the Thane however, so YMMV.
  • House Ellowuyr Swordsmen - another potential Countermeasures target, they don't give themselves the advance move, but you can get it from your Archers or Riflemen so its probably ok. They aren't otherwise especially fast, but their Blade Shield makes them an unappealing target for your opponents guns during their journey to get stuck in. Again, more of a nuisance than anything else, and noticeably more expensive than the Halbs, but the options is there if you like their models.
  • Arcantik Force Generator - This word combination is absolutely terrifying with Ravyn. So here is the lowdown, 14" range weapon check, if it aims it and any other friendly jack within two inches gains, you guessed it +2" range on their guns, oh you thought I was done? You would be wrong, add Ravyn's snipe spell to add another +4" to the range and you have a grand total of 20" range weapon. And no still not done, while aiming the AFG can fire twice and has a 4" AOE that leaves rough terrain. So recap 20" range 4" AOE weapon that can create rough terrain. If you go first with Ravyn you will cripple your oppenent's army . . . unless their using Circle, then you're doomed. And it gets Swift Hunter on feat turn, letting it wobble around a bit and slightly mitigate its low SPD and Aiming requirements.

    Legions of Dawn    

Tough, slow, expensive infantry with average to below average RNG guns. Doesn't really sound like Ravyn's cup o' tea, but there are some interesting options here.

  • Dawnguard Invictors - the once red-headed stepchild of the Dawnguard, the Invictors have slowly begun to find a solid niche in the faction thanks to the theme here, and Ravyns does help a bit to maximize some of their strengths. The big thing on these guys is base RAT 6 and POW 12 on their guns, which means they are already much more threatening than their Riflemen cousins. However, this is balanced slightly by a paltry RNG 10 on their weapons, and a painful SPD 5. They help themselves a bit with their own CA, who gives them a turn of Snipe himself, while Ravyn can give to them every other turn, and the ability to Assault, effectively increasing there threat range by 8", for a total of 22". CRA means that they can get convincing work done outside of feat turn as well, and Repo[3"] keeps them slightly safe as they can jockey for position more effectively than the Riflemen.
  • Dawnguard Destors - a recent rework has made these longtime shelf warmers into a debatably effective combined arms unit. The big thing here is POW 14 on their guns and their SPD 8, meaning their can deliver a few powerful gunshots with high accuracy under Ravyn's feat to exactly where you might need them, then use their Swift Hunter and Repo movements to (hopefully) stay out of threat in order to be able to shoot or alpha charge again. Alternatively, they make a rather sticky Countermeasures unit, as they are fast enough to get stuck in early and can be slightly difficult to remove in a timely manner, especially if purposefully targeting ranged specialist units. For a price premium, you can add the Dawnguard Destor Thane to this package to make them even more frustrating after they're stuck in.
  • Dawnguard Trident - Watch this space! If this thing ends up as powerful after release as it was in CID, then we (and Ravyn) are in for a treat.

    Shadows of the Retribution    

Sneaky, stabby, shooty elves doing what they do best. Low ARM and POW throughout, but with some interesting caveats. Raven likes shooting without being shot at, and this is the place to do it.

  • Mage Hunter Strike Force - the Snipe, Feat, Go! of yesteryear might be no more, but that doesn't mean Ravyn doesn't like getting the boys back together for some old timey shenanigans. The MHSF with CA provides Ravyn with a lot of what she wants: Advance Deploying, Stealth, Pathfinder, ranged infantry that fixes their own damage deficit against warjacks (slightly) and can choose to ignore a bunch of obnoxious hindrances when shooting (but not Stealth unfortunately). If you play in Shadows, these are the backbone of your army, and they will only occasionally let you down. Special mention for being able to take Eiryss3, and thereby being able to Snipe Eiryss and the whole unit of Mage Hunters at the same time. Now that they have CRA too, they can fix their damage and hitting issues outside of feat turn as well, making them slightly more reliable as the game goes long.
  • Mage Hunter Infiltrators - They are ambushing/advance deploying 10 man units with stealth, they make a really good Countermeasures target for this reason. With Eiryss3 the even have Mark Target so you can shut down shooting and amplify your own at the same time, plus they randomly have tough so even if killed they might stick around. Their Combo Strike hits so hard with Gang that they have a good chance of dealing with weapon crews, support solos, and even the occasional Shield Guard, and generally making your opponent sad.
  • Moros - why would I need another hit buff when I'm taking Ravyn literally for that only reason, you might ask. Why indeed. But a little redundancy never hurt anyone, and this guys makes a pretty cool Open Fire target, potentially getting to paralyze 2 nasty things a turn. Countermeasures on him, as with all Stealth models, means that he can't be shot from outside 5" thanks to Stealth and can't be shot from within 5" thanks to Countermeasures, meaning your opponent will have to spent brain power trying to deal with him if they didn't bring the requisite answers. Plus, now that he has Parry, a well placed Veil of Mists can give him the same benefit as Garryth himself, and allow him to bounce over (or through, as the case may be) enemy models and into the squishy, vulnerable backlines without immediate repercussion.

    Support models - Various themes    

Ravyn likes these support models that are available in various themes:

  • Eiryss1 - The OG angry elf, Eiryss1 is available in every theme through the +1 Merc solo option and in Shadows base, but as soon as she joins she becomes Partisan meaning that all your sweet, faction only buffs are fair game on her. For Ravyn, this means Snipe and feat both serve to make Eiryss that much more frightening for your opponent's caster. This is how you facilitate a Ravyn assassination in the modern day. But don't forget, she's countered by all the other things that counter guns (Shield Guards, Stealth, Sac Pawn, etc.) so your milage may definitely vary.
  • Fane Knight Guardian - Cheap and easy shield guard if you're worried about Ravyn or your other backliners taking too many potshots. Plus, he makes Ravyn much harder to hit if she decided to go full equilibrium gun kata, and can give her Parry for when she needs to sprint away from models she couldn't quite kill. If he survives into the late game, he can be a solid contesting piece while within 9" of Ravyn.


  • Hyperion - The strongest weapon in the game has a range of 12" base, now add Snipe from Ravyn . . . for an aimed POW 18 with 5" AOE and critical consume at a range of 16" (or 21" if Hyperion walks his full movement instead of aiming). Be afraid, be very afraid. And you can shoot it twice a turn thanks to Open Fire. Both of which get free boosts on feat turn for even more crit consumption. There are competitive lists that consist mostly of Ravyn and two of these bad boys. I hope you brought a couple 5" AOE templates because you're going to wear your first one out.
  • Manticore - A stellar melee jack with a great gun too. Snipe pushes its range to 16" meaning you can place covering fire templates 20" from where they activated. 2 Manticores fill her WJPs exactly and you can cycle snipe between them.
  • Hydra - If you want to focus more on infantry than a big costly colossal, the cheaper Hydra is another good option for Ravyn by virtue of having the longest base RNG of any battlegroup jack while fully loaded on focus. While it lacks the massive AOE style impact of the Hyperion, it serves fine as an effective spot removal piece, able to dig deep into the enemy's backline if he gives you LOS. And its fairly focus efficient too.
  • Harpy - A surprisingly mobile light jack thanks to Flight, the Harpy boasts a ROF 2 gun at a respectable RNG and more than decent POW, and with a critical knockdown effect to top it off, meaning on feat turn you can fish for crits just like the Hyperion. Just be careful not to Thunderbolt something out of your range before you're done with it.
  • Gorgon - A fully boosted POW 12 SP8 on a relatively cheap chassis. Another cheap alternative for mincing infantry. Just don't expect it to survive any retaliation.
  • Daemon - because of its 2 shots (1 with Reload) and with the Daemon’s key weakness being its slow lumbering speed you would assume this was a perfect match given what Ravyn can offer. But unfortunately because it can’t crack armour, because the RFP element of vortex blast denies swift hunter and because it short ranged when snipe isn’t cast on it; Ravyn will not want more than 1 or 2. That said the amount of control they offer can come into its own.

First Purchases

As of 2020.04 most veteran Retribution players agree that you should put pretty much the same group of models in every army list, regardless of caster. That group of models is:   [Show/Hide]
(Edit this list)
We go over why these models are so central to the army on the main Retribution page.

When you're running Ravyn, you might want to adjust the above list by Placeholder



Video Battle Reports

Other Retribution Models

Retribution Logo.jpg       Retribution Index       (Edit)
Battlegroup & Similar

Elara2 - Falcir1 - Garryth1 - Garryth2 - Goreshade4 - Helynna1 - Issyria1 - Kaelyssa1 - Ossyan1 - Rahn1 - Ravyn1 - Thyron1 - Vyros1 - Vyros2

Warcaster attachments Fane Knight Guardian (Retribution) - Sylys Wyshnalyrr (Retribution) - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Elara1 (BGC) - Sentinel Scyir ('Jack Marshal) - Artificer ('Jack Marshal)
Light Warjacks Aspis - Chimera - Gorgon - Griffon - Harpy - Siren
Heavy Warjacks

Aeternae - Banshee - Daemon - Discordia - Hemera - Hydra - Hypnos - Imperatus - Manticore - Phoenix - Sphinx

Colossal Hyperion - Helios
Units, Solos, & Battle Engines

Cyelna & Nyss Hunters - D Destors - D Invictors - D Sentinels - Heavy Rifle Team - H Halberdiers - H Riflemen - HE Swordsmen - HE Wardens - HS Arcanists - HS Battle Mages - HV Electromancers - MH Infiltrators - MH Strike Force - Ryssovass Defenders - Spears of Scyrah - Stormfall Archers
Special: Eiryss3 (CA) - Soulless Escort (WA)


Aelyth Vyr - Arcanist Mechanik - D Destor Thane - D Sentinel Scyir - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - Elara, Tyro of the Third Chamber (1) - Fane Knight Guardian - Fane Knight Skeryth Issyen - Ghost Sniper - Hermit of Henge Hold - HE Warden Executioner - HS Artificer - HS Magister - Houseguard Thane - Lanyssa Ryssyl, Nyss Sorceress Lys Healer - MH Assassin - Narn, Mage Hunter of Ios - Nayl - Priest of Nyssor - Scythe - Soulless Voidtracer

Battle Engines Arcantrik Force Generator - Dawnguard Trident
Theme Forces
Defenders of Ios - Forges of War - Legions of Dawn - Shadows of the Retribution
Refer to Category: Retribution of Scyrah Mercenary
This index was last updated: 2021.04

Rules Clarifications

Rules Clarification : Weapon Master - None yet. (Edit)

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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 : Blaster      (Edit)

  • Because it says all models hit suffer blast damage, even models you directly hit will take blast damage.
  • You don't need to halve the POW on the blast damage. Because it tells you what POW blast damage to apply, you just apply that.
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Rules Clarification : Thresher      (Edit)

  • Thresher is a special attack. If you make additional attacks, they will be a single basic attack (you cannot buy additional special attacks).
  • Thresher is optional.
  • All attacks generated are Special Attacks.
  • Thresher will hit friendly models.
  • Simultaneous melee attack (Edit)
There are several abilities/spells that allow a model to make simultaneous melee attacks vs everything in range (Blood Reaper, Cyclone, Flashing Blade, High-Impact, Thresher)
      Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all of these abilities:   [Show/Hide]
  • To make a multi-melee-attack (MMA) you have to make individual melee attacks vs every model, and this means you need to target every model with a melee attack. If a model "may not be targeted by melee attacks" (such as Una2's feat) then you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • The attacks are effectively multiple separate attacks.
    • If you have a buff to your "next attack" (such as Tune Up) then it only works vs the first model you roll dice against, not vs every enemy. (Infernal Ruling).
  • The attacks are simultaneous.
    • If a model is out of LOS when you start the MMA, then you may not attack it during the MMA (even if the MMA kills what is blocking your LOS).
    • You need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens from destroyed models (for instance the Cryx Harrower that collects souls), it cannot collect any tokens until all MMA are resolved.
  • If you charge and cast a spell to generate MMA, then none of those MMA count as a charge attack. You've "paused" your charge. If the charge target survives the spell, then you get to make a normal charge attack vs it.
  • If your MMA is simply tied to your weapon, then only the damage roll against your charge target is automatically boosted - other models caught in the MMA suffer an unboosted damage roll (although you can spend focus/fury to boost it)
Triggering other abilities
  • Most abilities that give the attacker a bonus move/attack tend to use the phrase "destroy one or more enemy models with a melee attack" and as such you'll only trigger this ability once. For example Berserk, Quick Work, Black Spot, etc
  • Other abilities, that trigger on "hit" or "damage", can be triggered from every attack in the MMA.
Many abilities only trigger off a basic melee attack, so don't work with special MMA (like Thresher). But if your MMA is basic (like High-Impact), things might get a bit complicated. In particular:
  • If you have Beat Back on the attacker, it is resolved after the attack. Every model that survives the MMA is eligible to be Beat Back-ed, and the attacker chooses the order. Pick one, push it and follow it, then decide if you want to Beat Back another survivor. Each push will recenter the directly away / directly toward part of the push. (Infernal Ruling)
  • If you have Electro-Leap on the attack, it is resolved after all attack rolls but before any damage rolls. The models that you just attacked will have electo-leaps bounce between them (as they will generally be the closest to each other). After the Electro damage is resolved, you can roll melee damage vs any models that survived the electric damage. (Infernal Ruling)

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

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

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

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

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

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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
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This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • As of 2020.08, I have lost track of how this is supposed to work and I'm giving up until it is sorted properly. Refer to this thread for the latest ruling and follow-up questions.

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

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

  • If you fail a charge, then you do not get to make ranged attacks.
  • If you have multiple ranged attacks and/or melee attacks, you can intermingle them in any order. (Infernal Ruling)
  • You can charge, make a ranged attack, then make your charge melee attack. Even though you made a ranged attack, that doesn't change the fact that your first melee attack is the charge attack. (Infernal Ruling)
  • You must complete all initial attacks before buying attacks. You can't go: Make an initial melee attack, then buy a melee attack, then make an initial ranged attack. (Locked Thread)
  • Dual Attack doesn't let you mix initial attacks with a (★) attack. Dual Attack only lets you make either:
    1. Initial melee attacks and initial ranged attacks.
    2. Power attack and initial ranged attacks.
      Any other combination of (★ Attack) and initials is disallowed. See this thread for full explanation and links to relevant Infernal Rulings.
    • You could theoretically make a special melee attack and then buy additional ranged attacks (or vice versa) ... but the core rules say "The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any" so the special attack would have to explicitly allow a swap - and I'm unaware of any that do so.
  • There is no penalty for shooting an enemy you are in melee with.
  • Your ranged attack(s) can target a model you are not in melee with. (Infernal Ruling)
  • Dual Attack & Drag ( Edit )
    • This is pretty-much limited to just the Prime Axiom under Syntherion
    • If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
    • If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
    • If you didn't charge then ... just go nuts. There's no restrictions that I know of.
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Rules Clarification : Quick Work      (Edit)

  • If you're still engaged in melee when Quick Work triggers, you won't be able to make the ranged attack.
  • Quick Work specifies "Combat Action" so doesn't work with Impact Attacks or out-of-activation attacks
  • 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 : Sprint  and/or Run & Gun     (Edit)

  • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
  • Run & Gun won't trigger if you RFP the model, but Sprint will.
  • End of Activation (Edit)
    • Some end-of-activation abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
    Whether it is explicit it or not, it is the last thing you can do for the activation. You can not do a different "at any time" ability during or after triggering an end-of-activation ability. You cannot cast spells, purchase additional attacks, use a mini-feat, etc.
    For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
    • If you start resolving an end-of-activation-movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • For units: if any model in the unit starts resolving the unit's end-of-activation-movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
    • If you have more than one end-of-activation ability, you have to choose which one to resolve, then your activation ends and you cannot use the other one.
    • See also the training article: LPG - End of Activation.
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Rules Clarification : Swift Hunter and/or Overtake     (Edit)

  • The free move must be resolved before other abilities that involve attacks (such as Quick Work or Berserk). Refer Step 12 vs 14 in Appendix A.
  • This ability does not trigger off special attacks, only basic ones.
  • An important difference:
    • Swift Hunter can be triggered by any attack, including out-of-activation attacks.
    • Overtake only works on attacks during your Combat Action. Even stuff like Impact Attacks won't trigger it.

Rules Clarification : Countermeasure - None yet. (Edit)

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Rules Clarification : Locomotion and/or Lurch     (Edit)

  • You can't cast this spell with 0 focus and advance 0" (change facing).
  • The advance will trigger free strikes, counter charges, etc.
  • Colossals cannot move via this spell.
  • Mortenebra2 and Deathjack only
    • Not only are warjacks in the caster's battlegroup, they are also in each other's battlegroup. In other words, all the warjacks are in Deathjack's battlegroup. (Infernal Ruling)
      This means DJ can cast spells like Locomotion. Also, he can cast it on the same target as Mortenebra2 because the spell is limited to "target warjack once per activation" not "target warjack once per turn."
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Rules Clarification : Open Fire and/or Relentless Barrage     (Edit)

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

  • Although Snipe the spell and Snipe the Attack Type are two different "sources", they are multiple instances of the same effect. As such, they're not cumulative. Refer to the "Rule Priority" section of the core rulebook.
  • Snipe does not affect the range of weapons that use the Spray template, or one's which have RNG = CTRL.
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Rules Clarification : Veil of Mists      (Edit)

  • Friendly models can draw LOS through the cloud, but not through things in the cloud. For instance, if you place the Veil over a forest then the forest still blocks LOS. (Infernal Ruling)
  • You only need to "toe" the AOE to gain the Pathfinder and "move through" benefits.
  • If you're in the AOE, you can move through any model, not just other ones in the AOE. If you're not in the AOE, you can't move through anything even if they're in the AOE. Refer the Veil of Mists page for some diagram examples.
  • Unlike most "move through" abilities, Veil of Mists is not limited to just voluntary advances. It also allows involuntary movement (such as being pushed, slammed, or thrown). (Infernal Ruling)
  • Pathfinder (Edit) - Pathfinder does not apply to involuntary movement (pushes & slams). (Infernal Ruling)