The Old Witch of Khador & Scrapjack

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Khador Logo.jpg

The Old Witch of Khador
Khador Warcaster
Scrapjack
Companion Light Warjack

Zevanna Agha has been around for hundreds of years, working from the shadows to enact her plans for Khador. With her companion Scrapjack she can overturn many a strategy and dictate the flow of battle to her every whim.

Basic Info

SOM icon.jpg

Special Order Model
This model is no longer available through normal US distributors (as of 2018.04). Instead your local game store needs to order it through PP's Special Order Service. More info is available at PP Retailer Support.

International distributors can still access the entire catalog of models.

See also the Official Press Release and/or Category: Special Order Model.

Old Witch

Old Witch1
Missing Info
Old Witch.jpeg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR
MAT 6
RAT N/A
M.A. N/A
DEF 15
ARM 14
CMD N/A
ESSENCE {{{essence}}}
FOCUS 7
FURY N/A
THRS N/A
HP 16
F. Field N/A
WJP +18
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Apparition - During your Control Phase, place this model anywhere completely within 2" of its current location.
  • Field Marshal [Apparition] - Warbeasts/warjacks in this model's battlegroup gain Apparition.
  • Great Power - This model can upkeep one spell each turn for free.
  • Prowl - While this model has concealment, it gains stealth.
  • Soul Taker: Cull Soul - This model can gain soul tokens. When a living enemy model is destroyed within 2" of this model, this model gains the destroyed model's soul token. After this model replenishes its focus during your next Control Phase, replace each soul token with 1 focus point.

Weapons

  • Iron Claws (x2) - 0.5" reach, P+S 13 melee attacks
    • Damage Type: Magical - This weapon deals Magical damage. Incorporeal models can be damaged by attacks from sources with this damage type.

Spells

COST RNG AOE POW DUR OFF


Avatar of Slaughter

2 6 - - Upkeep -
This spell must target either Old Witch or Scrapjack. The target gains +2 MAT, +2 STR, Berserk, and Overtake.
Berserk - When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.
Overtake - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".
Gallows

3 10 - 13 - Yes
When an enemy model is hit by this attack, it can be pushed d6" directly towards Gallows' point of origin (before resolving damage).
Iron Flesh

2 6 - - Upkeep -
Target friendly Faction warrior model/unit gains +2 ARM and does not suffer blast damage. Models are not affected while out of formation
Murder of Crows

3 Control 5 - Upkeep -
Place a 5" AOE anywhere completely within the Old Witch's control range. The AOE is a cloud and a hazard. Any model not in Old Witch's battlegroup that enters or ends its activation in the AOE suffers an unboostable POW 8 damage roll.
Unseen Path

2 Control - - - -
Unseen Path can only be cast if Scrapjack is currently within the Old Witch's control range. Immediately place The Old Witch completely within 2" of Scrapjack, or vice versa. The model that was placed can't advance later this turn.
Weald Secrets

2 6 - - Upkeep -
Target friendly Faction model/unit gains Pathfinder and Hunter.
Hunter - This model ignores cover and concealment when shooting.

Feat: Field of Talons

Enemy models that advance except to change facing and end their movement in Old Witch's CTRL range immediately suffer an unboostable POW 14 damage roll. Warrior models damaged by Field of Talons become knocked down. Field of Talons lasts for one round.

Scrapjack

Scrapjack
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 6
STR 8
MAT 5
RAT N/A
M.A. N/A
DEF 14
ARM 16
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 22
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click the link for a full run-down.
  • Construct - This model is a construct and is not a living model.
  • Arc Node - This model can channel spells cast by its controlling Warcaster.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Bond [The Old Witch] - If this model begins the game in the Old Witch's battlegroup, it is bonded to him/her/them. This model is not considered to be bonded while under your opponent's control. While this model is bonded to the Old Witch and in their control range, when the Old Witch is damaged by an enemy attack, Scrapjack gains +2 SPD and +2 to attack/damage rolls for one round.
  • Companion [The Old Witch] - This model only comes with The Old Witch, is part of their battlegroup, and if The Old Witch dies this model is RFP'd.
  • Prowl - While this model has concealment, it gains stealth.

Weapons

  • Mechanikal Talons (x2) - 2" reach, P+S 12 melee attacks

Theme Forces

Thoughts on Old Witch1

The Old Witch in a nutshell

The Old Witch is an often neglected, but interesting caster in the faction. She has a mixed bag of denial and support tools, among Murder of Crows, Berserk and Overtake and her feat, she is exceptionally good in eradicating single wound infantry, plus she can be surprisingly effective in melee, and can still fall back to safety after some proper brawling. She's fragile, though, so you have to use her movement tricks to evade retaliation. In that you can count on her Scrapjack friend, who is the only arc-node in Khador's arsenal.

Feat thoughts

This acts similar to Harbinger's Godhead but affects a greater area since it's based on CTRL not CMD. It can be used both defensively and offensively. It is an excellent board control tool, deterring lighter targets of running up early to control / contest a zone or a flag. Its later use also shouldn't be underestimated; if you manage to catch enemy warnouns in your CTRL area, they will be hard pressed to extricate themselves from the deadzone, or risk knockdown. Even if they manage to get away, that will usually mess up their order of activation. Use in conjunction with Gallows to pull critical models into your feat zone.

Note that if, after stepping into an active Field of Talons a warcaster Reinforces their Power Field (i.e. removes 5 damage) to 0 damage or a warlock transfers the damage to a warbeast, it is considered still to have suffered the damage and is knocked down.

Spell thoughts

  • Avatar of Slaughter - Not as potent as Engine of Destruction, but allows the old woman to cut a swathe through tightly packed light/medium infantry formations. Don't forget Cull Soul, you can easily start your next turn with 10+ focus after a good rampage. Usually goes hand-in-hand with Unseen Path to do a yoyo with either the Witch or with the Scrapjack.
    • As a footnote, it might be appealing to let the Old Witch be damaged by an enemy attack so you can charge in with Scrapjack's effective MAT 9 P+S 16 RNG 2 melee attacks under AoS. Just don't. If the witch survived an assassination, or brushed by a blast damage, it might be an option, but do not expose her to danger just so you can pump up the combat potential of Scrappy.
  • Iron Flesh - Khador's premiere support spell which synergizes very well with nearly any infantry unit. It makes the tough (like the Man-o-War units) even tougher, while blast immunity will counter the squishy units' (like Kayazi Assassins) vulnerability to AOE attacks.
  • Gallows - combine it with Scrapjack's arc node to get the best angle for a push.
  • Murder of Crows - a very expensive way to get Stealth on her, but a good roadblock / area denial tool.
    • Place it in a good spot and you can upkeep it for the rest of the game for free.
    • The damage threatens only light infantry, but remember it can harm your troops too.
    • It is quite good to place it onto enemy models locked in close combat with your troops. They will have to make decisions: strike your troops, and get the hit from the spell, or try to evade the spell, and get the free strike from your troops during the disengage?
  • Unseen Path is a nice backup spell. It can be used both offensively and defensively, and it is a really good tool to dominate flags / zones. Nothing prevents you from casting it multiple times, so you can "leap frog", i.e. teleport Old Witch to Scrapjack and then Scrapjack to Old Witch as long you have enough Focus to keep casting the spell.
  • Weald Secrets - the Pathfinder part is pretty self evident; while Hunter lets your ranged units, like Winter Guard or Widowmakers, to deliver very accurate fire.

Drawbacks & Downsides

  • She's a special order model.
  • She does nothing to increase the damage, or the hitrate, or the speed, of her army.
  • Quite low amount of Warjack Points (to compensate the 'free' Scrapjack).
  • Very fragile - she relies on her spells, DEF and Prowl to remain alive. Anyone, who can negate it, will easily catch her, and will wreck her
  • Upkeep hate, especially Purification will severely decrease her usefulness.
  • Non-warrior models, like warjacks or warbeasts won't be knocked down by her feat, and can usually shrug off the damage.
  • Kill-box scenarios limit her movement options.

Tricks & Tips

  • Her feat's knockdown part is being triggered after damaging but before disabling the target, so enemies won't get their Tough rolls (unless they are immune to knockdown).
  • Watch for placement tricks under your feat, like Telekinesis or Apparition (or even throws and slams); they don't count as advance.
  • Scrapjack has a very good system load-out, and it is surprisingly durable for a light jack. Feel free to block critical charge lanes.
  • Apparition can be used even if you are stationary or knocked down. You can also use it to get into your enemy's back arc, escape from melee range, or back off far enough to get your own charge / slam.
  • Apparition happens at the end of your CTRL phase, after Power Up, allocation and spending Focus on upkeeps. If a jack ran out of the Witch's CTRL area, you cannot use Apparition to place it back into CTRL in order to gain the Focus from Power Up, or make it eligible for allocation.

List Building Advice

Strategy

The Old Witch is kind of hard to master. Thanks to Cull Soul and Avatar of Slaughter she has some assassin potential against weaker casters and warlocks, but will be dispatched in no time if the enemy can get a bead on her. More useful are her board controlling and area-denial tricks, with which you can be really annoying in scenario games. Field of Talons is a very potent feat against units and solos - if they're not already within it, they will fear to tread into it. If they are already within they will be knocked down after moving so will be neutralized for at least one turn. Gallows, Weald Secrets, Apparition and Unseen Path will offer a huge amount of movement shenanigans, that can be used even better now thanks to pre-measuring.

The Old Witch is in the lucky situation, that she can synergize with nearly anyone. She can support infantry and warjacks alike, though with her support duties she will rarely have the focus in excess to fuel an overly large battlegroup.

Theme Thoughts

    Winter Guard Kommand    

  • Winter Guard Infantry naturally, Iron Flesh goes a long way on them.
  • Gun Carriage - with readily available Pathfinder from Weald Secrets, feel free to throw rough terrain templates around - your forces can charge through with full speed, while the enemy will be forced to bypass the patches.
  • Sorscha0 - When taken in Winter Guard Kommand, she and Old Witch can provide layers upon layers of buffs for the lowly red pattriots. No Sleeping on the Job + Tough from Joe + Iron Flesh + Fog of War makes the Winter Guard surprisingly resilient against shooting, while Boundless Charge and Gallows increase the threat range of Scrapjack, who also gains Stealth from FoW.
    • Give her a Rager, which is the second cheapest jack in Khador and also a Shield Guard, for another layer of protection.
  • Kovnik Joe as mentioned he adds Tough to the above equasion which is essential to keep your guys standing. He also offers a limited damage fix with his +4 STR speech, something OW lacks.

    Mercenaries    

  • Sylys Wishnalyrr - to upkeep a second spell for free, and increase your chances with Gallows
  • Saxon Orrik - a second source of Pathfinder will yield a surprisingly fast Khador force.
  • Ragman and Aiyana & Holt - OW has no way to actually up the damage of her troops, which is a significant drawback. These guys help in that regard.
  • Kayazy boys and girls enjoy Iron Flesh a bunch.
    • Kayazy can be taken in the Jaws of the Wolf theme and not use up your Merc slot.

Battlegroup

  • If you want to run warjack light, then a Grolar is the only non-character 'jack that fills her points exactly.
  • If you run a primarily ranged army, like in Winterguard Kommand, you will find a Spriggan very appealing due to its flare shot.
  • Good old Juggernaut, since she has no damage fix she will want to have a heavy that can hit hard on its own.

Other

Trivia

  • Her real(?) name is Zevanna Agha.
  • Released in Warmachine: Apotheosis (2005)
  • She's inspired by the Russian folkloric figure Baba Yaga.
  • She keeps a magic list of people who's fate she can't see and hopes to find a person on there who can keep the Grymkin Defilers in check. Her last "subject" was Holden who failed at killing The Heretic and was consequently turned into a Hollowman.

Video Battle Reports

Other Khador models

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

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

Warcaster attachments

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

Other Warjack Controllers

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

Heavy Warjacks Berserker - Decimator - Demolisher - Destroyer - Devastator - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Spriggan
Beast-09 - Behemoth - Black Ivan - Drago - Ruin - Torch
Colossal Conquest - Victor
Units, Solos, & Battle Engines
Units Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Great Bears of the Gallowswood - MOW Atanas & Standard
Ranking Officer CA : Koldun Kapitan Valachev
Solos

Greylord Adjunct - Greylord Forge Seer - Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Sofya - Sorscha0 - Yuri

Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Korps - Flame in the Darkness - Jaws of the Wolf - Legion of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter
Mercenaries
Refer to Who Works for Whom and/or Category: Khador Mercenary
This index was last updated: 2019.08

Rules Clarifications

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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:  : 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. Units: Before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    2. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    3. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    4. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    5. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    6. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    7. 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.)
    8. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

    • 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
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat 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)
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 (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • 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 : Pathfinder      (Edit)

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Rules Clarification : Apparition      (Edit)

  • If a model is B2B with you when you use Apparition then they will be exactly 2" away afterwards. So you can't get away from 'long reach' melee weapons.
  • Unit members must always be placed in formation. Refer to the "Placed" section if the core rulebook.
    • If a trooper can't be placed in formation (because it's more than 2" out of formation to begin with) then it can't be placed at all.
    • The unit commander is always "In Formation" by definition, so can be placed where he likes.
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Rules Clarification : Field Marshal      (Edit)

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

Rules Clarification : Great Power - None yet. (Edit)

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Rules Clarification : Prowl      (Edit)

  • Whether you can trigger Prowl is a bit awkward; As long as you have concealment you can trigger Prowl ... even if the attacker ignores concealment, (such as with Hunter).
    • If you're standing in a cloud, and the attacker "ignores clouds for LOS" (such as Bird's Eye) you get Prowl.
    • If you're standing in a cloud, and the attacker "ignores clouds completely" (such as Alchemical Mask) you don't get Prowl. (Infernal Ruling)
    • Similar for standing in a forest.
  • If a debuff removes Stealth, Prowl does not reapply stealth. But this ruling is being rechecked. (Infernal Checking)
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Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.

Rules Clarification : Cull Soul - None yet. (Edit)


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Rules Clarification : Warjack      (Edit)

  • The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
    • Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
    • A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
  • Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)

Inert warjacks

  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.
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Rules Clarification : Channeler and/or Arc Node     (Edit)
Channeler - LOS

  • You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
    • If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS.

Caster - Attack roll

  • You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
    • If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the dice roll.

Stealth - It affects both LOS and the attack roll

  • Since Stealth has both a LOS modifier (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed) things get a little complicated.
  • If only the channeler ignores stealth, then all stealth models count as intervening models and block LOS, but the caster will auto-miss models more than 5" from the channeler.
  • If only the caster ignores stealth, then only models within 5" of the channeler block LOS, but the caster won't auto-miss no matter what you target.
  • If both channeler and caster ignore Stealth, it works as you'd expect.
  • Stealth Examples     [Show/Hide]
    • Caster has Eyeless Sight, channeler does not.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model does not count as an intervening model, as per the normal Stealth rules.
        • Attack roll - If you attack it then you don't auto-miss, as the attacking model has Eyeless Sight.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model doesn't block LOS
        • Attack roll - Doesn't auto-miss
     
    • Caster hasn't got Eyeless Sight, channeler does.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model counts as an intervening model, because the model drawing LOS ignores Stealth.
        • Attack roll - If you attack it then you will auto-miss, as the attacker doesn't ignore Stealth.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model blocks LOS, so you can't target the rear model.
        • Attack roll - N/A
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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Bond      (Edit)

  • Bonds are ineffective while the model is under your opponent's control. Refer the core rulebook.
  • Bonds & Themes
    • If a warjack/warbeast with a bond is in that caster's battlegroup, they can be taken in any theme force. Refer the core rulebook.
    • This is true even if the caster isn't a full warcaster or warlock (this interaction changed as of 2018.06).

Rules Clarification : Companion - None yet. (Edit)

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Rules Clarification : Prowl      (Edit)

  • Whether you can trigger Prowl is a bit awkward; As long as you have concealment you can trigger Prowl ... even if the attacker ignores concealment, (such as with Hunter).
    • If you're standing in a cloud, and the attacker "ignores clouds for LOS" (such as Bird's Eye) you get Prowl.
    • If you're standing in a cloud, and the attacker "ignores clouds completely" (such as Alchemical Mask) you don't get Prowl. (Infernal Ruling)
    • Similar for standing in a forest.
  • If a debuff removes Stealth, Prowl does not reapply stealth. But this ruling is being rechecked. (Infernal Checking)
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Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.


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Rules Clarification : Avatar of Slaughter      (Edit)

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Rules Clarification : Berserk      (Edit)

  • Berserk grants an additional attack which by definition can only occur during your Combat Action. Therefore Berserk doesn't work on free strikes, impact attacks, etc.
  • If Berserk triggers at the same time as another "attack generating" ability (such as Black Spot), Berserk means you must make an attack. (Infernal Ruling)
    • In other words you can't say "I trigger both Berserk and Black Spot, I choose Black Spot, Black Spot is optional, so I'm not making any more attacks".
    • If your other generated-attack is a ranged attack (such as Quick Work or Kill Shot) then you can't use it. Not unless everything in melee range is dead, at which point you can't resolve Berserk. (Infernal Ruling)
  • "Immediately" means you can't save it until later in your activation. Berserk must be resolved at step 14 of the attack sequence (refer Apdx A).
  • You cannot use "Any Time" abilities while resolving the original attack, the Berserk attack, or between the attacks. Refer Apdx A.
  • Berserk doesn't trigger during a frenzy. (Infernal Ruling)
  • Berserk will not trigger if the target uses an ability to move the damage to another model (such as a warlock transfer).
    • But it will trigger if they use an ability to move the attack to a different model (such as Grim Salvation).
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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.
  • Blood Boon & Overtake (Edit)
    As of 2019.03, this interaction is only available to Iona the Unseen   [Show/Hide]
    • Overtake is resolved at Step 12. Blood Boon is resolved at either Step 12 or 14 depending on whether you cast an offensive spell or not.
    • You can choose whether to trigger Overtake or Blood Boon first.
    • If you decide to cast a spell before resolving Overtake, that's fine. But if you choose an offensive spell, then you've skipped ahead to Step 14 and you've lost your chance to use Overtake.
    • (Infernal Ruling for all of the above)
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Rules Clarification : Gallows      (Edit)

  • The target is pushed directly toward the point of origin, not the caster. This distinction is important if the spell is channeled.
  • 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)

Rules Clarification : Iron Flesh - None yet. (Edit)

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Rules Clarification : Murder of Crows      (Edit)

  • Despite being tied to a spell, the POW 8 is not magical damage. It's untyped damage.
  • Hazard templates, and similar "non-hazard damage" templates (Edit)   [Show/Hide]
    • What's a "non-hazard"? Well, most templates that deal damage to models that walk into them are defined as 'Hazards' but some, like Creeping Barrage and Wall of Fire, are not.
      They behave similarly, but a Hazard is classified as a type of terrain and also will only have a Damage Type if it says it does (it doesn't inherit a Damage Type from the gun/spell that put them into play).
    • Many templates deal damage to models that enter or end their activation in them. However, if you put them into play on top of models, then it doesn't do damage to those models (unless it is an AOE from a weapon, or if its rules explicitly say it does damage when you first place it).
    • Damage templates from spells:
      • Spells which leave a template and are not described as a hazard will do magical damage to models that walk around in them. (Example: Razor Wall)
      • Spells which leave a template and are hazards will not do magical damage to models that walk around in them. Instead, they do whatever damage type is specified by the spell description. (Example: Breath of Corruption).
      • (Infernal Ruling)
      • Some spells do both. They aren't labelled as a hazard, so it does magical damage, and also they specify another damage type. For example, Wall of Fire.
    • A model which is "placed" also counts as "entering" an area, so the hazard will damage any one who teleports/spawns into it, too.
    • If two hazard templates are overlapping, a model that enters them will take two points of damage.
    • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance).
    • Damage from a hazard is not considered to be from the weapon/spell that originally put it into play (so it doesn't gain the Damage Type or any other special rules of the weapon/spell).
  • Hazardous Clouds (Edit)
    • A hazard, by definition, is a terrain effect. If a template is both a cloud and a hazard it will not block sprays as per the errata (2017.09) to spray attacks. (Infernal Ruling)
  • Rules Clarification : Unseen Path - None yet. (Edit)

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    Rules Clarification : Weald Secrets      (Edit)

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    Rules Clarification : Hunter      (Edit)

    • Although you ignore cover/concealment, you don't ignore "secondary" bonuses a model gets from it. For example, a model with Prowl will still gain Stealth from their concealment. (Infernal Ruling)


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