Prime This model is available in one Prime Army, First Army. 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.
|
If there is one warcaster the trenchers would call their own, it is Colonel Markus Brisbane—the most decorated and universally respected of Cygnar’s veteran battle mages. Brisbane is a pure soldier through and through, a man who has never shrunk from danger or responsibility and who has earned a reputation for pragmatism and absolute dedication to the army. Equipped with state-of-the-art weapons and equipment, Colonel Brisbane shatters the enemy’s lines and marshals his own troops to victory.
Basic Info
Siege2
Brisbane2 (aka Siege2) |
Missing Info |
|
COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Medium |
SPD |
5 |
STR |
{{{str}}} |
MAT |
7 |
RAT |
6 |
M.A. |
N/A |
DEF |
14 |
ARM |
18 |
CMD |
9 |
ESSENCE |
{{{essence}}} |
FOCUS |
6 |
FURY |
N/A |
THRS |
N/A |
HP |
18 |
F. Field |
N/A |
|
|
|
|
WJP |
+28 |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
N/A |
UNIT SIZE |
N/A |
COST |
N/A |
N/A |
N/A |
|
|
|
|
N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
|
Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
Feat : Perfect Position
- Small- and medium-based friendly Faction warrior models currently in Brisbane's control range immediately advance up to 3" and then gain Dig In.
- Warjacks in his battlegroup currently in his control range gain Bulldoze for one turn.
- 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.
- Bulldoze - When a model with Bulldoze is B2B with an enemy model during its Normal Movement, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per turn. Bulldoze has no effect when a model with Bulldoze makes a trample power attack.
Abilities
- Tough
- Activate Rocket Turret - Once per turn at any time during his activation, you can add to play a Rocket Turret anywhere completely within 3" of Brisbane unless Brisbane already has a Rocket Turret in play. The Rocket Turret cannot activate the turn it was put into play.
- Desperate Pace [ Trencher ] (★ Action) - RNG CMD. Target friendly Trencher unit. If the unit is in range, Trencher models in the unit gain +2" movement during their Normal Movement this turn.
- Jump Back - At the end of an activation in which this model has made a successful charge, this model can be placed completely within 5" of its current location and then its activation ends.
- Rocket Pack - Once per activation, this model can spend one focus point to be placed completely within 5" of its current location. This model cannot use Rocket Pack during an activation in which it charges. During an activation in which this model was placed as a result of using the Rocket Pack ability, the damage roll for its next melee attack is automatically boosted.
Weapons
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Maul
|
|
|
RNG
|
POW
|
P+S
|
|
|
2
|
7
|
15
|
|
- Damage Type: Magical
- Ram - When an enemy model is hit by this weapon during this model's Combat Action, it becomes knocked down and can be pushed 1" directly away from this model. If the model hit is pushed, this model can immediately advance 1" directly toward it.
|
Spells
|
COST
|
RNG
|
AOE
|
POW
|
DUR
|
OFF
|
|
|
|
Battering Ram
|
2
|
8
|
-
|
12
|
-
|
Yes
|
|
An enemy model hit by Battering Ram can be pushed 3" directly away from the spell's point of origin.
|
|
|
Fury
|
2
|
6
|
-
|
-
|
Upkeep
|
No
|
|
Target friendly Faction model/unit gains +3 to melee damage rolls but suffers -1 DEF.
|
|
|
Hallowed Avenger
|
2
|
6
|
-
|
-
|
Upkeep
|
No
|
|
Target friendly Faction warjack gains Righteous Vengeance.
- Righteous Vengeance - If one or more friendly Faction warrior models were destroyed or removed from play by enemy attacks while within 5" of a model with Righteous Vengeance during the last round, during your Maintenance Phase the model with Righteous Vengeance can advance up to 3" and make one basic melee attack.
|
|
|
High Ground
|
2
|
Control
|
4
|
-
|
Upkeep
|
No
|
|
Place a 4˝ AOE anywhere completely within the spellcaster’s control range. The AOE remains in play as long as its upkeep is paid. While completely within the AOE, models gain +2 DEF against ranged and magic attacks and their ranged weapons gain Arcing Fire.
- Arcing Fire - When attacking with a weapon with Arcing Fire, a model can ignore intervening models except those within 1" of the target.
|
|
|
Razor Wall
|
2
|
Control
|
Wall
|
-
|
Upkeep
|
No
|
|
Place the wall template anywhere completely within the spellcaster's control range where it does not touch a model's base, an obstruction, or an obstacle. When a model enters or ends its activation in the wall template, it suffers 1 damage point.
|
Rocket Turret
The Rocket Turret does not start the game in play.
Turret |
Missing Info |
|
COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Medium |
SPD |
{{{spd}}} |
STR |
{{{str}}} |
MAT |
{{{mat}}} |
RAT |
6 |
M.A. |
N/A |
DEF |
5 |
ARM |
18 |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
5 |
F. Field |
N/A |
|
|
|
|
WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
N/A |
UNIT SIZE |
N/A |
COST |
N/A |
N/A |
N/A |
|
|
|
|
N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
|
Abilities
- Construct
- Circular Vision - Models never gain a back strike bonus against this model.
- Companion [ Colonel Brisbane ] - This model is included in any army that includes Colonel Brisbane. If Brisbane is destroyed or removed from play, remove this model from play. This model is part of Brisbane's battlegroup.
- Created - This model does not begin the game in play.
- Gun Platform - This model can make ranged attacks even while in melee.
- Pack It Up - If this model is in play during your Maintenance Phase you can RFP it.
- Sentry Fire - Once per turn, when an enemy model advances into and ends its movement within 8", this model can immediately make one basic ranged attack targeting that model.
- Turret - This model can only advance to change its facing. The Turret cannot become knocked down or be pushed and is automatically hit by melee attacks. This model does not suffer blast damage.
Weapons
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Rocket
|
|
|
RNG
|
ROF
|
AOE
|
POW
|
|
|
12
|
1
|
4
|
14
|
|
|
Theme Forces
Thoughts on Siege2
Siege2 in a nutshell
A very versatile addition to Cygnar's repertoire, Siege2 is a movement-themed warcaster who can play Attrition, Control, or Assassination from game to game without having to change your army's composition. It all comes down to how and when you use his feat. Unlike is previous incarnation, Siege2 himself prefers melee combat to sitting back and blowing things up and is well equipped in that regard. Rocket Pack and Jump Back abilities let him maneuver around the battlefield with ease. His Maul is both heavy-hitting and has the added bonus of Ram, which lets him set up a knockdown assassination that gunlines can exploit with impunity. His Rocket Turret, while a far cry from the Rocket Cannon of Siege1 in terms of firepower, can be set up and removed for free with no action. This makes it good for zone control or as a roadblock to prevent and/or eat charges.
Feat thoughts
Perfect Position lives up to its name by being one of the most flexible feats in the game. You can use it to back up a gunline out of charge range to ensure another round of good shooting. Use it to run your army up and dig in to lock-in an early position. Use it after a charge to jam models in the way the enemy. Use it to get in position for an alpha strike on the enemy. Use it to move your dudes out of the way so your warjacks have clear charge lanes to Bulldoze through to their targets. Or just use it so Siege can get a 15 inch threat radius on his Maul. The possibilities are only limited by the manner in which you want to win at that moment.
Spell thoughts
Siege only needs to dip into his spell list sparingly. Fury is the spell that is typically worth casting in every game, while the others are far more situational. You can make good use of Siege simply by upkeeping/cycling Fury and bullying the table while camping 3-5 focus.
- Battering Ram is a cheap and effective way of pushing models off of control zones and out of the way of charge lanes, albeit at short range. For optimal use, get a Lancer (for the arc node) or use it in conjunction with Rocket Pack and his feat to get to safety.
- Fury is just a great damage boosting spell that pretty much any melee model/unit is going to love. Hot swap it for double the fun.
- High Ground is LoS and defense bonuses on demand. Shoot a pesky support model/caster hiding in the back with your hunter, or protect your key models with a nice defense buff (that stacks with Dig In to boot!)
- Hallowed Avenger can get you a free threat extension or an extra swing with 'jack. The problem is that an experienced opponent can make this spell not worth casting.
- Razor Wall can effectively roadblock any single wound infantry, preventing them from moving where they need to go. Put it in front of troops to prevent them from charging you or put it behind enemy jacks so mechanics can't go and repair them. You can also put the wall behind single-wound troops and push them into it (i.e, Arcane Tempest models).
Drawbacks & Downsides
- Other than his Maul and Ram, he has no means of damaging incorporeal models. Plan accordingly or pair him with another warcaster who counters these effects.
- With a Medium Base, he's a lot easier to target. Bring a Shield Guard or Junior Warcaster to keep him safe.
- Offers no direct accuracy boosts so bring your Rangers, Gun Mage Command Attachments and/or Veteran Leaders.
- No pathfinder.
- With 4 upkeeps, Purification and Censure can and will ruin his day.
Tricks & Tips
- High Ground doesn't differentiate between friendly or enemy models. On one hand, you can walk your Eiryss1 up the hill to rain a Disruption bolt behind screens. On the other, if you are careless, an enemy Caine2 may just do the same and shoot Siege dead.
- Spells can be cast at any time during activation. So you can move up, cast Battering Ram, then use Rocket Pack to move Siege safely away from harm.
- Use Desperate Pace on Trencher Infantry in the early game so they can get up the table at a decent rate and still Dig In (or Cautious Advance) to remain difficult for your opponent to remove.
- Apply it to your preferred offensive model(s) when it's time to charge.
- Place his Rocket Turret in front of him for free LoS blocking and Sentry Fire.
- Remember that the Rocket Turret is a solo and can score points from flags and contest all scenario scoring elements.
- Using the turret to score is often only viable when the flag is relatively central, such as in Steamroller 2018's Recon II mission.
- Consider the timing of your Sentry Fire carefully. If you can wait until multiple models have come into range, the additional POW10 damage rolls can take out several models and not just the first target of opportunity.
- At the very least it can force your opponent to spread out models (or play around the 8" range) that would otherwise clump up close to your lines.
- You can Ram one model with your Maul to get closer to different target.
- Watch out for models with 2" melee range and/or Parry hanging around your infantries during your feat because most of your favoured models (Trenchers and Storm Blades especially) have only 1" melee range. A single Shepherd can run up in front of your lines slightly more than 1" away from your models thus engaging you without fear of free strikes and flush your troops out of their cover. This trick is even more pronounced with models who have Chain Strike.
List Building Advice
Triumph is Siege's pet warjack that he can take in any theme.
Strategy
His main method of winning is really dependent on your current scenario and opponent. As previously mentioned, Perfect Position can pretty much adapt to most combat situations. As such, it is important to identify what situation your enemy would hate to deal with most, then present that to them. It's also important to remember how many options he has when it comes to lateral targeting. Battering Ram, High Ground, the Feat's Bulldoze, and the Ram effect on his Maul are all good ways to open up LoS where it wasn't before. Use that to your advantage. Because of the restrictions on his feat and abilities, Siege2 tends to prefer non-cavalry infantry in his lists, as they get the most out of him. Fortunately, pretty much all of our options just love Siege to bits.
Theme Thoughts
Support models - Various themes
- Squire for the extra focus, extra CTRL, and the occasional reroll of Battering Ram when you need it.
Gravediggers
Given that he was released within the Gravedigger cycle, it should be no surprise he works well there.
- Rangers love Siege's feat. Plus Mark Target is so much easier to pull off with the ability to retreat or advance as needed.
- Trencher Infantry (as well as the other trencher options) are a great choice. Desperate Pace + Feat increase their threat radius dramatically, and Fury turns them into mini Storm Lances. Laugh maniacally as your gravediggers charge targets that were 15 inches away at the start of your turn, then hit them with an assault POW 11 shot and a POW 14 bayonet combo.
- Trencher Commandos are the rising stars of a Siege2 list.
- Fury solves their melee damage problem and can make them wreck heavy targets with Mission Objective. Stealth also goes a long way to mitigating the DEF debuff.
- Pathfinder means they're willing to hunt models by charging straight through terrain.
- They can also hide behind forests and still be effective thanks to the extra move of the Feat and their native Pathfinder. Use that to get them into the terrain and then charge out of it.
- This is worthwhile when you're facing a lot of True Sight or Eyeless Sight that would otherwise rip them to shreds.
- Desperate Pace and his feat also negate their other big weakness - the limited threat range.
- Trench Buster Fury + Flank is devastating on charge turn. Also, this guy is a cheap Shield Guard and Siege2 will need it.
- Captain Maxwell Finn. Siege2 loves trenchers. Finn makes them better, and is no slouch in melee himself. Siege's speed buffs are also very welcome to a model with a 0.5" melee range. Finn can go on quite the Killing Spree when Fury is on him.
Sons of the Tempest
- Arcane Tempest Gun Mages and their Solo brethren love Siege's feat. Being Def 18 against shooting and immune to blast is amazing on them. Since Dig In lasts until they are moved or placed, with good positioning they might keep those bonuses for the rest of the game. Also, they can use their Thunderbolt rounds to push enemies into Razor Wall templates.
- Gun Mage Captain Adept is great for removing stealth and picking off/exposing opportune targets.
Storm Division
- Stormblade Infantry get a surprising lot out of Siege2. Feat turns them into Storm Lances with twice the attacks for point cost. Dig In and High Ground give them an impressive boost to their survivability. Fury lets them crack armor with ease. Even Razor Wall helps keep them safe against counterattacks from certain models. Almost an auto-include given all the synergy here.
Mercenaries
- Ragman is a firm favourite when it comes to merc options in Gravediggers. Trencher infantry become that much more terrifying when they charge in with the equivalent of a POW13 shot and P+S16 if you throw Fury into the mix.
Battlegroup
With multiple upkeep spells spells and a strong desire to hot-swap Fury, Siege can be focus starved on a bad day. Focus efficiency is key to his jack selection. You probably don't want to exceed his warjack points by much (if at all), so you want to look at 28 points of decent ARM crackers, since that is the one area that an infantry army will struggle (primarily true if you take him in his "home" theme of Gravediggers).
- Triumph is his pet warjack that he can take in any theme. It is a strong choice for Siege2 as it gives him access to magic weapons, as well as providing a Shield Guard.
- Hammersmith the focus efficiency of the Hammersmith when it gets its chain attack smite off is good for Siege2.
- Hunter only needs one focus at most to run at full effectiveness, and there are so many ways to use its gun precisely where you want to.
- Defender same ranged efficiency the Hunter, except that it can also get serious work done in melee when it has Fury.
- Stormclad Incredibly powerful in melee even before Fury and gets free focus when Storm Knights are around. If you need to make a Colossal explode, this is how you do it.
Starting a 25 point Brawl list
In 2020.09 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.
Theme - Gravediggers
- Siege2: [+28 WJP]
- Captain Maxwell Finn: [5 pts]
- Trencher Master Gunner: [3 pts]
- Patrol Dog: [1 pt]
- Trencher Commandos (Min unit): [8 pts]
- Command Attachment: [3 pts]
- 2x Scattergunner Attachments: [2 pts]
- Trencher Express Team: [Free] (5 pts)
For more Brawlmachine list ideas, see Category: Brawl List
Other
Trivia
- Released in the Trencher expansion (2017.06)
- His name's official abbreviation is "Brisbane2" but everyone refers to him by the much cooler moniker "Siege2" instead.
Video Battle Reports
Other Cygnar models
Rules Clarifications
|
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.")
|
|
Rules Clarification : Ram and/or Batter (Edit)
-
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)
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.
|
|
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:
- Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
- 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).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- 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.)
- Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
- 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.
- 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.
|
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).
|
|
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)
|
Rules Clarification : Activate Rocket Turret (Edit)
-
Restrictions on "Any Time" abilities ( Edit) [Show/Hide]
- "Any Time" abilities can be used at any time during a model/unit's activation, except:
- Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
- 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).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- 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.)
- Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
- 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.
- 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)
|
|
Rules Clarification : Desperate Pace (Edit)
- Desperate Pace applies to all movement during the Normal Movement part of activation, to include running, charging, and others. (Locked Thread)
|
Rules Clarification : Jump Back - None yet. (Edit)
|
Rules Clarification : Rocket Pack (Edit)
- Rocket Pack and Activate Rocket Turret can be used before Normal Movement, allowing Siege to use Rocket Pack, use Activate Rocket Turret, and then Run with his Normal Movement. (Infernal Ruling)
- You can't Rocket Pack and charge in the same activation; it's one or the other. Infernal Ruling.
|
|
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.
|
|
Rules Clarification: : Bulldoze (Edit) (Click Expand to read)
|
(A) People think Bulldoze works like a bowling ball hitting tenpins. But this is wrong because the models haven't been moved DIRECTLY away.
(B) Whereas if you move models DIRECTLY away, you bulldoze the first guy okay, but then the next one's path is blocked (shown in red), and you get stuck.
Bulldoze - General
- Models are pushed directly away from you at the point of contact. Some players do this incorrectly, refer to the section on moving models, below.
- You cannot cast spells or use any other "any time" abilities when you 'stop' to resolve the Bulldoze movement. It's just a pause, not a stop.
- The size of the Bulldozer vs the Bulldozed does not matter. A small model bulldozes a large model just fine. (Just don't expect to move a Colossal etc.)
- Bulldoze only works during your Normal Movement. This includes full advances, runs, charges, and slams, but doesn't include stuff like Reposition or Energizer.
- You can't make free strikes against models you Bulldoze (because for them it is involuntary movement).
- Enemy models with 2" melee range will still engage you after being bulldozed. Because they will be exactly 2" away and thus still within 2".
- An enemy model can only be pushed once by the Bulldozer, but if you have multiple Bulldozer models then you could push the same enemy multiple times.
- If you contact a model you want to Bulldoze while overlapping another model or an obstacle, then you can "pause" on top of that other model/obstacle while resolving the Bulldoze, then continue your movement off the other model/obstacle. (Locked thread)
Bulldoze - Charges / Slams
- If you attempt to Bulldoze a model out of your charge lane but it does not move far enough, you can't Bulldoze again. You will continue your charge, contact it again, and stop.
- You can use Bulldoze to get the charge bonus against models between 1 and 3" away. Simply move into B2B, bulldoze them 2" to make some more room, then you can move 2" further forward to get to the "moved at least 3 inches" requirement.
- Similarly for Slams vs models within 1-3".
- If you Bulldoze your charge target out of your melee range, this doesn't break the "once in your melee range the target must stay in your melee range" rule. Bulldoze is an exception. (Infernal Ruling)
Bulldoze - Moving the models
A lot of people think they can bulldoze straight through the enemy lines, like shown on Image A. But what actually happens is more like Image B. This is due to 3 important factors you need to apply:
- Bulldoze pushes models directly away from your base. Not at an angle. Directly. Away.
- If there is a model behind the bulldozed model, the model will STOP.
- And in this situation, a model beside the pushed model is effectively behind it unless you're pushing at a perfect tangent.
- A model can be pushed only one time via Bulldoze.
-
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)
|
|
Rules Clarification : Battering Ram (Edit)
-
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)
|
Rules Clarification : Fury - None yet. (Edit)
|
Rules Clarification : Hallowed Avenger and/or Guardian Protector (Edit)
|
Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum (Edit)
- Vengeance moves do not have to be towards an enemy model.
- You can choose to not move, but still get the attack. One is not conditional on the other.
- Vengeance is not an activation. It does not prevent the model/unit from activating and acting normally later in the turn.
- Stationary and knocked down models may not perform Vengeance moves nor attacks.
- Units only
- Out of formation models cannot make Vengeance moves nor Vengeance attacks.
- However if the unit commander uses their movement to bring the Grunts back into formation, then they can move and attack.
- When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
- If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
- If you manage to spawn new models during the Maintenance Phase (such as with Reconstruction or Blood-Bound) then those new models can also make Vengeance attacks. (Infernal Ruling)
- Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
- If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
- But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
- 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)
- Triggers
- Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
- If a CA has Granted: Vengeance then only models in formation have it. However, models that are damaged while out of formation can trigger Vengeance, they just will not benefit from it. (Locked thread)
|
|
Rules Clarification : Rift - None yet. (Edit)
|
Rules Clarification : High-Explosive (Edit)
- Deadly Precision vs High Explosive (Edit)
- The +2 POW from Deadly Precision would not apply to high explosive POW (Infernal Ruling)
- Full Force vs High Explosive (Edit)
|
Rules Clarification : Construct - None yet. (Edit)
|
Rules Clarification : Circular Vision (Edit)
- This only prevents the normal bonus afforded from back strikes. It does not prevent things such as Backstab, which simply requires being in the rear arc.
|
Rules Clarification : Companion - None yet. (Edit)
Rules Clarification : Created - None yet. (Edit)
|
Rules Clarification : Gun Platform (Edit)
- This ability doesn't grant you the ability to make both ranged and melee attacks in the same activation.
|
Rules Clarification : Pack It Up - None yet. (Edit)
|
Rules Clarification : Sentry Fire (Edit)
-
Restrictions on "Any Time" abilities ( Edit) [Show/Hide]
- "Any Time" abilities can be used at any time during a model/unit's activation, except:
- Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
- 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).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- 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.)
- Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
- 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.
- 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)
|
Rules Clarification : Turret - None yet. (Edit)
|
Note to Editors
To edit the turret's tagged abilities, Click here
|