Prime This model is available in one Prime Army, 5th Division. 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.
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The favored warjack of Kommander Strakhov is a relentless engine of destruction. Virtually nothing can prevent Torch from reaching its target; it burns and batters enemy troops from its path, while its whirling saw and pounding fist reduce warjacks to scrap. The massive ’jack can charge through forests, thick undergrowth, or the corpses of its felled enemies as easily as it moves across an open field.
Basic Info
Torch |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Large |
SPD |
4 |
STR |
12 |
MAT |
7 |
RAT |
5 |
M.A. |
N/A |
DEF |
10 |
ARM |
20 |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
N/A |
THRS |
N/A |
HP |
34 |
F. Field |
N/A |
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
C |
UNIT SIZE |
N/A |
COST |
17 |
N/A |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click here for a newbie-friendly recap, or click here for the full rules.
Abilities
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Construct
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Assault
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Immunity: Corrosion
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Immunity: Fire
- Bond [ Strakhov ] - If this model begins the game in Strakhov's battlegroup, it is bonded to them. This model is not considered to be bonded while under your opponent's control. While this model is bonded to Strakhov and in their control range, it gains Sprint that activation. (Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, a model with Sprint can immediately make a full advance, then its activation ends.)
- Relentless Charge - While advancing as part of a charge, this model gains Pathfinder.
Weapons
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Grenade Launcher (x2)
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RNG
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ROF
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AOE
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POW
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LOCATION
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10
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1
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3
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10
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-
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- Arcing Fire - When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
- Flare - Models hit by this weapon/attack lose Stealth
and suffer -2 DEF for one turn.
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Flamethrower
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RNG
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ROF
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AOE
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POW
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LOCATION
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SP6
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1
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-
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12
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Left
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Spiked Fist
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RNG
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POW
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P+S
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LOCATION
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1
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4
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16
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Left
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Rip Saw
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RNG
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POW
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P+S
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LOCATION
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1
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5
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17
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Right
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- Sustained Attack - During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
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Theme Forces
- When taken by anyone else
Thoughts on Torch
Torch in a nutshell
A good combined-arms warjack, Torch is a souped-up Decimator. For a mere 2 points (plus changing the Dozer cannon to a Flamer) you get:
- Relentless Charge
- 2 Grenade Launchers with great utility
- a strong secondary melee weapon, which is also an Open Fist
- immunity against both Corrosion and Fire
- an extra point of RAT
Torch gave up the ranged heavy-hunting capacity of its parent jack, but has much more utility against softer targets. It can carry out the stealth-removing duties of the Spriggan, though the clam-jack can deliver a more telling charge attack. Torch however has higher MAT, plus sustained attack, making it more FOCUS efficient if you need to beat up a heavy target.
Combos & Synergies
- Strakhov1 - Between Superiority and the feat, Torch gets excellent mobility. It can also withdraw to safety after triggered Overrun with a melee attack.
- Strakhov2 - Though most of his spells work well on the jack, Strak2 prefers to cast them on units instead of lone targets. He profits mainly from the stealth removal.
- Widowmaker Scouts - Stealth and clouds ruin their day, but Torch can deliver the solution.
- Menite Archon - He packs a damage buff for the flamethrower.
Winter Guard Kommand combos
- Harkevich - Shoot first the targeting flare with Broadside, opening up LOS through clouds, or erasing stealth to the rest of your army. His 3" Field Marshal is often better than the Sprint from Strakhov, considering that it triggers outside charges too. Under his feat you can also choose to shoot with one of the weapons before charging, then shoot with another in Assault.
Drawbacks & Downsides
- Expensive.
- As every combined-arms jack, it can be quite Focus hungry.
- Despite being a character Decimator it's best point of comparison is the Spriggan, which has the same cost, a similar weapon loadout and ability spread. Both feature grenade lauchers that apply Flare, but the Spriggan has a longer and more powerful melee weapon, a shield, Bulldoze and Dual Attack, which beat out Torch's Immunities, Relentless Charge and Assault in most cases.
- RAT 5 makes it challenging to use the Launchers or Spray effectively.
Tricks & Tips
- You can use the Grenade Launcher for your Assault shot instead of your Flamer (for example, if it would allow you to capture multiple targets, and you could only target one with the flamer)
- If you want to run through some rough terrain, you're often better off declaring a charge to get Pathfinder on the movement.
- If you want to use Sprint from your bond, and there's only a single target in your melee range, you might want to refrain from using Assault. If you kill your target with the shooting, you won't be able to sprint back, as it explicitly needs a melee attack to trigger.
Other
Trivia
Released in the Warmachine: Wrath expansion (2011)
Other Khador models
Rules Clarifications
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Rules Clarification : Arcing Fire (Edit)
- Arcing Fire lets you ignore models but not terrain. You don't ignore clouds, forests or buildings.
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Rules Clarification : Fire (Edit)
- If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
- Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
- Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
- You can always use non-standard terrain if you agree with your opponent before the game starts, however.
- A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
- In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
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Rules Clarification : Open Fist (aka, Power Attack Throw) (Edit)
- Throw ( Edit )
- See also the Throw article for a recap of the core Throw rules.
- If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
- Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
- Incorporeal vs Slammed/Thrown models ( Edit )
- Incorporeal models cannot be moved by someone trying to slam them.
- Slammed models can move through Incorporeal models.
- If they have enough movement to get past them, no dramas.
- If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
- If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
- For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
- The same logic applies to Throws.
- Collateral Damage
- Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
- It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
- It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
- It doesn't matter if the attacker has crippled weapon systems or aspects.
- Throw - Power Attack
- When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
- If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
- A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
- Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
- Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.
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Rules Clarification : Sustained Attack (Edit)
- Translation for newbies : Once you hit your target, your next attack(s) with the same weapon will auto-hit.
- If your target becomes out of range in between attacks (somehow), then Sustained Attack will not let you auto-hit. Refer Step 3 vs Step 4 of the Attack Sequence (Apdx A).
- If you have sustained attack on a weapon that makes simultaneous attacks (e.g. Prime Axiom making a Sweep attack), then all the models you hit are "the last model hit" and whichever one you choose to attack next is the one you get the auto-hit bonus vs. (Infernal Ruling)
- This only applies to the first attack after a simultaneous one - once you make that next attack, it's all reset back to being "just one" last model hit.
- Example : you Sweep and hit models A, B, C. Then you buy an attack vs model C. It is auto-hit because it was (one of) the last model(s) hit. Then you buy another attack, now you can only auto-hit C because it is the last model hit.
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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 : Construct - None yet. (Edit)
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Rules Clarification: : Assault (Edit) (Click Expand to read)
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General
Step 1: Declare the charge
- Are you in already melee? With any enemy, not just your charge target?
- If yes, you don't get an Assault attack at all (Refer to the latest Errata). Instead it's just a normal charge.
- If no, continue to Step 2.
- Note: You cannot be "in melee" with a stationary/knocked down target. Feel free to declare charges (and Assault shots) in this case.
- You can even charge a knocked down model you're in B2B with, advance 0", and get your ranged attack and your melee attack(s).
Step 2: Move the charging model
- As soon as the movement is finished, determine whether it was a successful charge or not.
- Do this before resolving anything that triggers on "Ends Movement" (like Admonition, Countercharge).
- Do this before resolving your Assault attack.
- Did you make a successful charge? You get the ranged attack even though you're "in melee" (not yet though).
- Did you fail the charge? You will get the Assault shot anyway (not yet though).
- Did you fail the charge, but end your movement in melee with someone different to your charge target? You get the ranged attack even though you're "in melee" (not yet though). (Infernal Ruling)
- Now that you've figured out whether the charge successful, you resolve "Ends Movement" effects (such as Countercharge) before the Assault attack. (Infernal Ruling).
- If something happens at this point that changes whether a model is in/out of melee range, it does not retroactively change a failed charge into a successful charge or vice versa.
- If your charge was successful you may use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)
- If you fail your charge, you may not use "any time" abilities before or after making the Assault attack. (Infernal Ruling)
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Tip !
Assault is not a "triggered ability" and it will never trigger simultaneously with another ability that triggers/resolves at "ends movement". Instead, the other ability is always resolved before the Assault shot.
You can make an Assault shot even if you charged less than 3".
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Step 3: Make the ranged attack
- The ranged attack is optional.
- Since the Assault attack is outside your Combat Action, you can only do a basic ranged attack. CRA & Special ranged attacks are only allowed during your Combat Action, you can't do them. (Infernal Ruling CRA & Special Attack)
- Did you move at least 3" during the charge movement? Who cares, that is irrelevant to the Assault attack!
- Make your ranged attack vs your charge target
- If the charge target is already dead (which can happen when units charge) then you don't get to redirect your Assault attack vs 'someone else'. You simply don't get an Assault attack. (Infernal Ruling)
- A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as an Assault attack. (Infernal Ruling)
- If your ranged attacks triggers other attacks/damage that occur "after the attack" (such as Drag or Electro Leap) then those will resolve as per normal, regardless of whether you had a successful charge or not. (Infernal Ruling)
- Is the target in melee with the shooter?
- If yes, then you ignore the +4 DEF bonus (as per the 3rd paragraph of "Targeting a Model in Melee" (TMM) rules)
- If no, resolve the ranged attack exactly the same as if it were a normal ranged attack.
Step 4: After finishing the Assault attack
- If it was an unsuccessful charge, your activation now ends.
- If it was a successful charge, and your charge target is ...
- still alive, then you get your charge attack (as per the charge rules)
- dead, then you get your initial melee attack(s) vs anyone still in your melee range (as per the charge rules).
- Either way, you don't get to make more ranged attacks (other than the obvious exceptions like Gunfighter, of course).
Units
- Move all models in the unit before making any Assault attacks. (Infernal Ruling)
- Make all Assault attacks before making any Charge attacks. (Infernal Ruling)
- Each model in the unit is effectively "stalled" while you move/shoot the other models. This "stall" does not create an opportunity to use "any time" abilities. (Infernal Ruling)
- If a trooper's target dies before they make their Assault shot, they don't get to redirect it. You just skip their Assault shot. (Infernal Ruling)
- You cannot make Assault attacks while out of formation, as per the regular formation rules about making attacks.
- Assault & CRA (Edit)
- You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)
Other
- Warbeasts
- Warbeasts cannot use Assault during a Frenzy. Refer to the latest errata.
- Assault vs Countercharge ( Edit )
- Assault & Drag ( Edit )
- You determine whether a charge was successful or not before making the Assault attack.
- If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
- It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
- You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
- Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
- You won't be able to purchase additionals (because your activation ended).
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Rules Clarification : Corrosion (Edit)
- If you deploy in corrosion hazard terrain (Acid Pool), then you get corroded before the game starts.
- Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
- A weapon can inflict continuous corrosion without itself being a corrosion damage weapon (for example, the Acidic Touch animus). In this case, the attack can hurt models with Immunity: Corrosion it just won't apply the continuous effect.
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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).
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Rules Clarification : Sprint and/or Run & Gun (Edit)
- You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
- Run & Gun won't trigger if you RFP the model, but Sprint will.
- End of Activation (Edit)
- You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
- Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
- Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
- You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
- If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
- For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
- See also the training article: LPG - End of Activation.
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