Skarre, Admiral of the Black Fleet

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99% of this website is about Mark 3 (mk3), which is the previous edition of the game (2016 to 2022). The reasons for this are explained here.

1% of the website is about Mark 4 (mk4), but only in regards to which mk3 models are useable in mk4 Prime and which are mk4 Unlimited. See Legacy Armies for more detail.
Cryx Logo.jpg Skarre, Admiral of the Black Fleet

Cryx Satyxis Battle Engine Warcaster

Mk4 icon.png
This model is available in one Prime Army, Black Fleet. 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.

Perched on the shattered timbers of her ghost ship, Skarre Ravenmane brings ruin to the mainland, the thudding of her iron cannons beating out a rhythm of war wherever she travels. She chooses companions aboard her funeral ship from the most accomplished Satyxis reavers, sending them into masses of infantry to claim a plunder of fresh blood. The ghostly chariot she rides was once the wreckage of a ship captained by pirate King Moorcraig, who had defied Toruk and died in the Dragonfather's all-consuming flames. The ancient dead hold this accursed vessel's shattered aft section aloft and are ground under its hull as it glides across the earth.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
STR 14
M.A. N/A
DEF 12
ARM 19
CMD 10
ESSENCE {{{essence}}}
HP 26
F. Field N/A
WJP +27
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock

Battle Engine - All battle engines share the same special rules, most notably being immune to a bunch of stuff. Click here for the long version.

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 : Blood Rite

Skarre can suffer 1 damage point to cast a spell instead of spending focus this activation. She can cast each of her spells once as a result of Blood Rite.


  • Flight symbol.jpg Flight
  • 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.
  • Repairable - This model can be targeted with Repair special actions as if it were a construct model.
  • Reinforcements [Living Faction] - During your Maintenance Phase, return to play d3 small- or medium-based friendly destroyed living Faction Grunts to play. Models return with 1 unmarked damage box. Place the returned Grunts completely within this model's command range, and completely within 3" of another model in their unit. Returned Grunts must forfeit their Combat Action the turn they are returned to play.


  • Ram - 1" reach, P+S 14 melee weapon
    • Magical dam symbol.jpg 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.
  • Cutlass (x3) - 0.5" reach, P+S 9 melee weapons
    • Magical dam symbol.jpg Damage Type: Magical
    • Independent Attack - This attack has base STR 6, base POW 3, and P+S 9. During its activation, this model can make its initial attacks with these weapons before it makes its Normal Movement.


Dark Waves

1 SELF - - Turn No
When the spellcaster ends its Normal Movement, choose one other non-huge based friendly Faction model the spellcaster moved within 2" of. You can place the chosen model completely within 2" of its current location, then Dark Waves expires. A model can be placed as a result of Dark Waves only once per turn. Dark Waves lasts for one turn.

2 SELF - - Turn No
The spellcaster and friendly Faction warrior models activating in its control range gain +1 SPD. While in the spellcaster's control range, friendly Faction warrior models gain Parry. Dash lasts for one turn.

3 SELF Control - Round No
While in the spellcaster's control range, friendly Faction models gain +2 ARM against ranged and magic attacks. Deceleration lasts for one round.
Draconic Blessing

2 6 - - Upkeep No
Target friendly Faction model/unit gains +2 STR and Immunity: Fire. Models are not affected while out of formation.
Guided Fire

3 SELF Control - Turn No
While in the spellcaster's control range, models in its battlegroup gain boosted ranged attack rolls for one turn.

Theme Forces

Thoughts on Skarre3

Skarre3 in a nutshell

Skarre, Admiral of the Black Fleet, is a highly versatile and powerful warcaster that is more than capable of leading any Cryx army. Thanks to her flexible spell list, Skarre is a strong contender for all of Cryx’s theme forces. Spells such as Guided Fire allow Skarre to run a very battlegroup-centric Black Industries army, focused on ranged warjacks such as the Kraken, Reaper, or Leviathan. On the other hand, spells such as Dash also allow Skarre to run a dangerously fast infantry-centric Scourge of the Broken Coast army. Whether you like the look of models such as the newly resculpted Satyxis Raiders or the upcoming Scharde Pirates, Skarre can make any infantry fighting under her banner shine.

Skarre 3 is a support-style Warcaster that brings a solid shooting platform to the table. She should synergize well with her battle group and supports a variety of Cryx options. Reinforcements [Living] gives excellent support to the living portions of the Black Fleet (Scourge of the Broken Coast). Guided Fire and Deceleration have proved very powerful in Black Industries and Infernal Machines lists.

Spell thoughts

  • Dash - Because Skarre3 isn't a warrior model, she doesn't get Parry from this spell. Don't try for a flying assassination just to die to free strikes!
  • Draconic Blessing - Blighted Trollkin Marauders have the Thrown rule on their weapons, which means the +2 STR translates to +2 POW on their ranged attacks.

Feat thoughts

While her feat doesn't read as impressive as other casters, remember that the damage you take to cast every one of her spells can be healed either by spending focus (effectively reducing the cost of her spells to 1), or by having a model with the Repair ability patch her up and largely negate the 'drawback'.

Her feat turn becomes more about leveraging your newly freed up focus stack to either position aggressively and camp or load up a few warjacks.

Drawbacks & Downsides

  • This model is a BAHI model. It is not available in stores, it can only be purchased directly from PP's online store (or 2nd hand).
  • She is on a huge base, with mediocre defensive stats. She can die very fast if you are not careful. In particular, avoid to greedily send her in melee if that does not win you the game
  • No damage buff for ranged attacks.

Tricks & Tips

  • Although you need to carefully consider if/when to get into melee, Skarre on a Boat can potentially do quite a bit there.
  • She's a living model, not a construct, so Axiara can target the boat with battle plans.
    • Mostly you'll give her Reposition so the boat can move, shoot/cast spells, then scoot back to safety.
    • But you could give her Dodge (although DEF 12 won't get missed that often) ...
    • ... or even Prowl. Yes, she can get stealth via Prowl, even though battle engines never get the +2 DEF from concealment. There is a difference between "Does this model have concealment (and thus get Prowl)?" and "Does this model benefit from concealment (and thus get +2 DEF)?"
  • Resolve Reinforcements before you use rules like Vengeance or the heal from a Steamroller Stockpile.

List Building Advice


Skarre3 is one of those toolbox casters who don't have one set strategy, but instead adapts to whatever is needed for a particular matchup. So what she "needs" to have in her army list is kind of dictated by how you want to play her!

In saying that, though, she does like to buff her army to work at an attrition advantage then, when your enemy's offensive power is somewhat depleted, Skarre can make her presence felt with her natural tankiness and personal offensive potential.

Leverage Skarre’s spells and abilities to again an advantage on attrition. Select the right spells for the right occasion. If you need to win a firefight, use Deceleration and Guided Fire. To push aggressively for scenario, consider Deceleration and Dash. Dark Waves and Dash can give you unusual reach into the enemy lines for spot removal or even assassination. Draconic Strength is so awesome that it might be hard to find who doesn’t want this spell.

Theme thoughts

Short version: Skarre3 is probably best in Scourge of the Broken Coast.

    Support models - Various themes    

  • Black Ogrun Iron Mongers are a fantastic addition. Between decent armor, dismantle, and their ability to repair, they make competent guardians for Skarre and her typically ranged battlegroup.
  • Cephalyx Overlords are a good option in the undead themes, because they become your only Reinforcement target. They're not a shabby option in the living themes, either, for that matter.

    Black Industries    

This is the theme to go in if you want her to lead a 'jack gunline. Deceleration plus Carapace makes your jacks +6 ARM vs shooting, Guided Fire gives you plenty of accuracy, and Dark Waters is just silly with so many 'jacks to choose from, something will always be able to move somewhere interesting.

    Scourge of the Broken Coast    

This is where it's at, tbh. The theme is just so diverse that you can make a much better generalist list with it, and Skarre3 is the supreme generalist. Slaughter Fleet doesn't lean hard into any part of her kit, but it uses everything on her card which no other theme really does.

  • Bloodgorgers or Marauders are an excellent target for Draconic Blessing. Note that the Marauder's guns also benefit from the STR buff.
  • Kharybdis makes excellent use of Guided Fire.
  • A Kraken and a sea of medium-based models to screen your two huge bases has proven quite effective. The Kraken can use its 4" noodle arms to reach over the sea.
  • Satyxis are just silly with Dash - it's not the +1 SPD that does it (although that is nice to have), but rather the stupid mobility tricks enabled by giving Satyxis of all stripes Parry. Decel is quite nice in scourge to save your super-solos from scattering blasts and the like, but will do very little to protect infantry.
  • Satyxis Blood Priestess - She does a ton for Skarre. Granting Sucker! helps her stay alive, as does Distillation or dispelling upkeeps and animi, while the free upkeep helps her focus efficiency. Rites of Blood does nothing for her though, as all of her spells are either target SELF, an upkeep or range CTRL.

    Dark Host    

In Dark Host you're looking to leverage Deceleration in combo with the Wraith Engine and/or Darragh to make Banes nigh-immune to small arms fire, and leveraging Dash in combo with Darragh's Death Ride to give you a legitimate threat.

  • Warriors become ARM 19 with tough/Rise, Bane Knights become ARM 22 while B2B, and Bane Riders are ARM 22 with 5 boxes and Vengeance.
  • Desecrators are the frequently the warjack of choice for Dark Host given their inherent synergy with Bane Infantry. With Skarre they benefit her guided fire and ranged armor buff.


  • Ragman the usual damage buff, but he also is a huge boon to survivability to her. The Sucker granted by the Blood Priestess is not optional, so armies like SHadows of the Retribution or Gravediggers will weather her with low POW shooting, trying to kill all of her sucker targets first since she has to bounce all of the shots into something. If Ragman is around, she can Sucker into him, he can then Sac Pawn it back into her, where low POW shooting will most likely bounce off her massive hull.


  • Ranged jacks. Untypically for Cryx, she has very few uses for an arc node, and she don't help melee jacks that much, with only a single target upkeep usually better used with infantry. Guided fire make spray much better, so a Defiler to deal with infantry and place Draconic Blessing more easily can still be useful.

First Seven Purchases

A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.

  1. Warjack: Leviathan
  2. Warjack: Leviathan
  3. Solo: Gerlak
  4. Solo: Axiara
  5. Solo: Satyxis Blood Priestess
  6. Unit: Blighted Trollkin Marauders
  7. Unit: Bloodgorgers + CA

Note that you should definitely magnetise the Leviathans, as it is very rare that any other Cryx caster will want two of them. Alternatively, you could swap them out for a single Kraken which has roughly the same amount of firepower.



  • Originally released in the Black Fleet CID (2017.11)
  • The sculptor, Doug Hamilton, took suggestions from the Cryx Facebook group for one of the crew members. The one with the scar and broken horn.
  • She can be affected by a Repair roll, but her boat can never be fixed.
  • Dark Waters has been nicknamed "Shipstream" due to its similarity with the Slipstream animus.

Other Cryx models

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

Agathia - Aiakos2 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Coven - Deathjack2 - Deneghra1 - Deneghra2 - Deneghra3 - Goreshade1 - Goreshade2 - Goreshade3 - Mortenebra1 - Mortenebra2 - Rahera - Scaverous - Skarre1 - Skarre2 - Skarre3 - Sturgis2 - Terminus - Venethrax

Warcaster attachments

The Withershadow Combine - Satyxis Blood Priestess - Skarlock Thrall - Doctor Stygius (Partisan) - Madelyn Corbeau (Mercenary)

Other Warjack Controllers

Jack Marshals: Iron Lich Overseer       "Junior Warcasters": Aiakos1 - Asphyxious4 - Deneghra0


Cankerworm - Deathripper - Defiler - Helldiver - Nightwretch - Ripjaw - Scavenger - Shrike - Stalker


Barathrum - Corruptor - Deathjack1 - Desecrator - Erebus - Harrower - Kharybdis - Inflictor - Leviathan - Malice - Nightmare - Reaper - Seether - Slayer

Colossal Kraken - Sepulcher
Units, Solos, Battle Engines, & Structures

Asphyxious4 - Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - BO Boarding Party - BO Ironmongers - BO Smog Belchers - Blackbane's Ghost Raiders - Bloodgorgers - Marauders - Carrion Thralls - Cephalyx Drudges - Cephalyx Overlords - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates - Soulhunters - The Devil's Shadow Mutineers - The Withershadow Combine


Aiakos1 - Agrimony - Axiara - Bane Lord Tartarus - Bloat Thrall - BTO Mobius - Captain Rengrave - Darragh Wrathe - Doctor Stygius - Deneghra0 - Gerlak - Hellslinger - Iron Lich Overseer - Machine Wraith - Master Gurglepox - Misery Cage - Necrotech - Ol' Grim - Pistol Wraith - Satyxis Blood Priestess - Satyxis Raider Captain - Scrap Thrall - Skarlock Thrall - Severa Blacktide - Soul Trapper - Warwitch Siren

Battle Engines & Structures Wraith Engine
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Scourge of the Broken Coast
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2021.11

Video Battle Reports

Rules Clarifications

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Rules Clarification : Shadow Fire      (Edit)

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

    • Various rules interactions: (Infernal Ruling)
      • The Independent Attack does not occur during your Combat Action.
      • You can use your Normal Movement to run or trample, after using an Independent Attack.
      • You can make your Independent Attacks before deciding and declaring whether you are running, trampling, or whatever.
      • You cannot make your other attacks before your Normal Movement, only the Independent Attacks.
      • You can make Independent Attack, then forfeit your Combat Action (to Haley2's feat, for example).
      • You can declare a charge, make your charge movement, then make your Independent Attack, then make your charge attack.
      • You can purchase more attacks with the Spears but only during your Combat Action, after completing your movement and initial attacks.
      • Independent Attack is optional. You can do one spear attack, then move, then do the other attack during your normal Combat Action.
      • Independent Attacks are still initial attacks, so can be prevented by stuff like Stagger

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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)
    (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.
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    Rules Clarification : Battle Engine      (Edit)

    • The main differences between battle engines and the other huge bases are:
      • They can be placed, and they can move outside their Normal Movement (such as Dodge).
      • They can benefit from Advance Deployment, Incorporeal, and Stealth.
      • They can't make ranged attacks while in melee.
        At least not by default; but many battle engines have Gun Platform, Dual Attack, or similar.
      • Unlike Colossals and Gargantuans, your opponent can take control of your battle engine. There are very few such abilities that work on this model type, though.
    • Being a huge-based model, a Battle Engine can never gain the DEF bonus from concealment ... but it can still have concealment and thereby trigger Prowl.

    Huge Base (Edit)

    But this bonus doesn't apply to slams triggered by normal attacks (such as Critical Smite or the Hurricane's Thunder Charge ability).
    Also, simply being on a huge base triggers a bunch of rules scattered throughout the rulebook, click to read them.   [Show/Hide]

    From the 2020.02 edition of the core rules (Edit)

    Fields of Fire
    Page 37 A huge-based model’s front arc is marked on its base. Its front arc is further divided into two 90° fields of fire. These fields of fire determine which models a huge-based model can target with its weapons, depending on the location of those weapons. Weapons located on a huge-based model’s left side (L) can be used to target only models in its left field of fire, and weapons located on its right side (R) can be used to target only models in its right field of fire. Weapons with locations “S,” “H,” or “—” can be used to target models in either field of fire. If any part of a model’s base is on the line separating the left and right fields of fire, the model is considered to be in both fields of fire.
    Concealment, Cover, LOS
    Page 49 Concealment & Cover - Huge-based models never gain the DEF bonuses from concealment or cover.
    Page 60 Clouds - Cloud effects do not block line of sight to huge-based models.
    Page 87 Forests - Forests do not block line of sight to huge-based models.
    Huge-Based models in melee
    Page 54 - Huge-based models never gain the Target in Melee DEF bonus.
    Page 65 - Combined Ranged Attacks cannot target a model in melee unless it has a huge base.
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    Rules Clarification:  : Flight      (Edit)
    (Click Expand to read)

    • Flight doesn't ignore:
      • Impassable terrain.
      • Most hazards. The exception is they do ignore Acid Bath and Burning Earth as long as they don't land in them.
      • Templates that stay in play and do damage to models moving through them (such as a Scather).
      • Free strikes.
    • Trampling with a flying model (Edit)
      • Flight allows you to trample "over" medium- and larger-bases.
      • Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
        • Unless, of course, you have an exception like Blade Rush.
    • Flight on a Cavalry model (Edit)
      • Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
    • Charging through models (Edit)
      • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
        • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
        • Your melee range only extends to your front arc. Refer to the latest errata.
      • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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    Rules Clarification:  : Dual Attack      (Edit)
    (Click Expand to read)

    * 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, or the Swabber, Galleon or Prime Axiom under Aurora2
      • 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.
    • Dual Attack & Slam/Trample ( Edit )
    Power Attack Slam and Trample combine your Normal Movement and Combat Action, and how this works with Dual Attack is:
    • Slam: You must resolve the movement, the attack, and moving the slammed model. Only then can you make initial ranged attacks.
    • Trample: You must resolve the movement, the attacks, and the free strikes. Only then can you make initial ranged attacks.
    • (Infernal Ruling)

    Rules Clarification : Repairable - None yet. (Edit)

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    Rules Clarification : Reinforcements      (Edit)

    • Reinforcements is resolved at Step 3 of the Maintenance Phase "Resolve all other effects". This is simultaneuous with stuff like Vengeance or the 2019 Steamroller healing objective, so you get to choose the order.
    • Although Reinforced models have to forfeit their Combat Action, they can still have out-of-activation attacks. Such as Vengeance.

    Return/Add to Play - Typical (Edit)

    • If you're returning/adding multiple models simultaneously, they are placed sequentially. Often this will let you leapfrog the "within 3" of [x]" requirement.
    • If you're adding models to a unit, then typically there is no limit and you can go over the unit's starting size. However, some abilities do have a limit (such as Stir the Dead)
      If you're returning models to a unit, then you're limited by how many there are in the "dead but not removed from play" pile.
          (See Add, Return, and Remove From Play for further detail.)
    • If you're adding more models than you started with, then in a Tournament you must physically own the correct models - proxies are not allowed in tournaments. (Locked thread)

    Return/Add to Play - Other Units (Edit)

    • "Return to Play" and "Add to Play" are quite simple if you only return models to your own unit (like Blood-Bound) or only return independent models (like Thagrosh1's feat). But if you're returning/adding models to other units, then click to read more.   [Show/Hide]
      • If you can return multiple troopers at once, they don't all have to be the same unit. Spread the love around.
      • Troopers must return to their original unit. Even if you have two units of the same type (such as two units of Convergence Eradicators) then you can't have 4 die from unit [A] and return them all to unit [B].
      • If your rule is something like "return d3 models to units within CMD range" (Old Witch3) then it is d3 models total, not d3 models to each and every unit.
      • If your rule is something like "spend 1 soul to return 1 Grunt" (Enigma Foundry) then it doesn't matter where the souls came from originally. Think of them like currency, in this case.
      • You can Return models even after a unit is reduced to just Attachments (Weapon or Command)
        • If your Return ability lets you return a Leader or Officer model, then they will immediately become the unit commander and redefine the "in formation" bubble.
        • If your Return ability only allows Grunts, then the Grunt will not be field promoted when he arrives.
          This means that, in the unusual scenario where the Leader model has different wargear to the Grunts (such as Cygnar Stormguard), then that wargear is effectively 'lost'.

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    Rules Clarification : Slipstream , Dark Waves and/or Ride Along     (Edit)

    • Technically you end your advance before you finish your Normal Movement. Therefore things that resolve at "end advance" (such as Countercharge) are resolved before you place a model with this ability. (Infernal Ruling)
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    Rules Clarification : Dash      (Edit)

    • Non-warrior casters (such as Skarre3) will benefit from the extra SPD, but not Parry.

    Rules Clarification : Parry - None yet. (Edit)

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    Rules Clarification : Deceleration      (Edit)

    • Deceleration works vs blast damage.
    • Deceleration works vs special effects on the gun/spell that cause "direct" damage. For instance, the Throw damage caused by the White Squall spell.
    • Deceleration doesn't work vs 'secondary' damage that is 'not considered to be an attack' (such as Electro Leap).
    • Deceleration doesn't work vs hazards that are put into play by spells/guns (such as the Stormwall's Covering Fire).
    • Deceleration doesn't work vs non-offensive spells that also do damage, such as Blazing Effigy. (Locked thread)

    Rules Clarification : Draconic Blessing - None yet. (Edit)
    Rules Clarification : Guided Fire - None yet. (Edit)