Tyrant Xerxis

From LOS Warmachine University
Jump to: navigation, search
Mk4 has been announced, and we need to talk about what it means for the future of this website.

Please join the discussion either on the WMU Facebook Group or the Talk:Main Page area of this wiki.

Skorne Logo.jpg Tyrant Xerxis

Skorne Tyrant Warlock

Xerxis is a cruel taskmaster. He drills his soldiers day and night beyond exhaustion, forcing them to master intricate formations and maneuvers until they move as a single body. The tyrant himself is a student of all warfare, and the skorne’s recent wars have brought him a wealth of new knowledge.

Basic Info

Xerxis1
Missing Info
Tyrant Xerxis.png
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR 8
MAT 8
RAT N/A
M.A. N/A
DEF 13
ARM 18
CMD 10
ESSENCE {{{essence}}}
FOCUS N/A
FURY 5
THRS N/A
HP 19
F. Field N/A
WJP {{{wjp}}}
WBP +28
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warlock - All warlocks 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 : Total Annilhilation

  1. While in Xerxis' control range, friendly Faction models gain an additional die on their melee damage rolls.
  2. While in Xerxis' control range and B2B with another friendly Faction model, friendly Faction models gain +2 ARM.
Total Annilhilation lasts for one round.

Abilities

  • Tough symbol.jpg Tough
  • Battle Plan - This model can use one of the following plans at any time during its activation. A friendly Faction model/unit can be affected by only one plan each turn.
    • March - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Pathfinder for one turn.
    • Push to the Limit - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains +2 SPD when making a full advance. Push to the Limit lasts for one turn.
    • Stir the Blood - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, each affected model gains +2 damage to its next melee attack damage roll this turn.
  • Great Power - During your Control Phase, this model can upkeep one spell without spending focus or fury.
  • 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".
  • Tactician [ Faction warrior ] - While in this model's command range, friendly Faction warrior models can ignore other friendly Faction warrior models when determining LOS. Friendly Faction warrior models can advance through other friendly Faction warrior models in this model's command range if they have enough movement to move completely past them.

Weapons

Pillar of Halaak (x2) - 2" reach, POW 6, P+S 14 melee weapon

  • Magical dam symbol.jpg Damage Type: Magical
  • Combo Smite (★ Attack) - The model hit is slammed d6" directly away from this model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. When resolving damage for this attack, the model hit suffers a damage roll with POW equal to the STR of this model plus twice the POW of this weapon. The POW of collateral damage is equal to the STR of this model.

Spells

COST RNG AOE POW DUR OFF
Defender's Ward

3 6 - - Upkeep No
Target friendly Faction model/unit gains +2 DEF & ARM. Models are not affected while out of formation.
Energizer

2 SELF - - - No
Each model in the spellcaster's battlegroup that is currently in its control range can immediately advance up to 2". Energizer can be cast only once per activation.
Tactical Supremacy

2 6 - - Upkeep No
Target friendly Faction model/unit gains Reposition [3"].
Reposition [3"] - At the end of an activation in which it did not run or fail a charge, a model with Reposition [3"] can advance up to 3", then its activation ends.

Theme Forces

Also Xerxis has a bonded warbeast, Tiberion, which he can take in any theme.

Recent Changes

2021.10 Mega Update

  • Gained Great Power
  • Swapped Lurch for Energizer

Thoughts on Xerxis1

Xerxis1 in a nutshell

Xerxis allows his army to hit hard in melee. Whatever the enemy brings, he can wreck it ; his beasts can also threaten from very far due to Energizer but it will leave Xerxis quite fury starved.

Xerxis is stronger in smaller games preferring to focus on 2 or 3 large infantry unit and a handful of beasts. His low control range makes the Archidon a great choice due to extended control area, it’s animus also allows him to bring both of his beating sticks to bear before darting back to safety.

His battle plans add a great level of depth to his kit and make up for only having 3 spells. March is obvious when to use seeing as it’s just pathfinder on a stick. Push to the Limit only effects normal walks so it’s best on ranges models or ones that need shield guard to survive like Praetorian Karax. Stir the Blood is a fantastic damage multiplier that really helps with arm cracking, especially on feat turn.

Recent changes have improved him; Great Power is effectively a free Fury for him while Energizer might have 1" less movement than a 3 fury Lurch but affects the whole battle group including Xerxis himself.

Maximising his feat & spells

  • Xerxis' feat work best on fast models, because having the alpha allow to benefit from both the offensive and defensive aspect of the feat.
  • Defender's Ward is best on model with both great defense and armor ; Ferox and Cetratis are the usual suspect for that. Molik Karn is interested too
  • Tactical Supremacy have two main uses : move models after their attacks to bunch up for the feat or retreat outside of threat range ; and help the fairly slow Xerxis put himself in position.
  • Having two great target for his battle plan is best ; with only one you are much more likely to run out of infantry before the end of the game, and they are extremely good.

Drawbacks & Downsides

  • He's medium based, so is hard to screen.
  • He does nothing to help with accuracy.
  • He has a very small and often crowded control area. Managing beast fury and positioning in such a small control area can be a major headache.

Tricks & Tips

  • Energizer and Tactical Supremacy give you a surprising amount of mobility.

List Building Advice

Strategy

Xerxis beats the enemy to a pulp; his army hits very hard and doesn't leave many survivors after that feat. Usually, the army of Xerxis is blisteringly fast while Xerxis himself is relatively ponderous and need to stay in the middle of the table.

While not a specialist of assassination, Energizer allow his beasts to have extended, semi-non-linear threat range and the feat means you don't need many attacks to drop someone.

Theme thoughts

Xerxis is a caster who loves melee infantry. This means that he has one standard theme force and one effective but unusual one.

  • Masters of War is his normal theme. Praetorians and Cataphracts - what's not to love? Hard hitting and flexible melee is his meat and drink.
  • The Exalted is the other Skorne melee infantry theme - and sometimes has a problem cracking armour. Although not with Xerxis it doesn't.
  • Disciples of Agony is playable if he's going battlegroup heavy.
  • Winds of Death is missile infantry only.

    Masters of War    

  • Praetorian Ferox - Have very solid Def and Arm for Defender's Ward to push to the next level. Push to the Limit makes them SPD 10 before using Leap for a total threat range of 15" at MAT 8 and two P+S 14 attacks per Rider before CMAs are factored in. Or use Stir the Blood for a P+S 16 charge attack. And of course, this becomes even more ridiculous with the extra damage die from the feat. They are pretty much an auto-include with him.
  • Cataphract Cetrati - Defender's Ward, the Agonizer, Tyrant Vorkesh and his feat make them almost unkillable. And Press forward and Tactical Supremacy get them up the board fast.
  • Praetorian Swordsmen - the biggest unit around, allowing you to get the most use out of Stir the Blood or even Defender's Ward. And with Tactician you can keep them safe from infantry. With Stir the Blood combined with feat they will deliver P+S 14 5d6 charges. It does not take many of those to end a heavy.
  • Praetorian Karax - the cheaper rival, Karax still get a turn of bouncing everything via the UA.
  • Supreme Guardian - anti-spell tech and hits like a truck.

    The Exalted    

  • Immortals - an incorporeal immortal charge hits amazingly hard, and Tactical Supremacy can make them more mobile especially if Vengeance triggers.
  • Despoiler - expensive but the free upkeep makes cycling Tactical Supremacy safer or allows for a clutch cast of Energizer. Dark Shroud and Xerxis’ feat are also a killer combo
  • Ancestral Guardian - pretty mandatory for immortals regardless but Xerxis’ feat will also give them a bonus damage dice on defensive strike.
  • Supreme Guardian - as for Masters of War

    Disciples of Agony    

  • Nihilators are hard-hitting infantry to wreck things with and can get through a lot of infantry - while Stir the Blood lets them mangle heavier models.
  • The Battle Boar helps turn light warbeasts up to 11 on his feat turn.
  • The Terrorizer is easier to fit into a list over a Titan Gladiator & point blank works with his feat.
  • Wrong Eye & Snapjaw can stack their Star Crossed Def buff with Defender's Ward, and Xerxis struggles to support a big battlegroup with his poor Fury stat.
  • There are only 42 points of Skorne melee combat infantry units available in this list, and for all Bloodrunners are good they get little out of Xerxis' feat. Of course you can still get a Siege Animantarax or two.

Battlegroup

  • Tiberion is his pet watbeast that he can take in any theme. It is particulary well rounded to work with his master. With Energizer and Overtake he has a threat range that is more often limited by Xerxis' movement than his own, his shield makes him very hard to drop under feat, with an Agonizer, or both, and the offensive part of the feat allows him to single-handedly destroy even a very solid colossal.
  • Basilisk Krea for the anti-shooting.
  • Rhinodon - Spiny Growth + the Krea or Agonizer aura makes it very difficult to assassinate Xerxis. Consider a Razor Worm if you are on a budget but don’t expect much from it outside of feat turn.
  • Aradus Soldier - Energizer helps with its main problem of being very slow.
  • Archidon - Xerxis’ control area gets full really quickly having a warbeast with Long Leash helps to mitigate that, a flyer also offers up interesting threat angles and harassment opportunities, especially on feat turn.
  • Agonizer - for when you want to brick up using Defender's Ward (probably on Cataphract Cetrati).

Other

Trivia

  • Xerxis has a romanticized spelling of the Persian name Xerxes. He is most likely named after the Persian king Xerxes I the Great, famous for his invasion of Greece.
  • Halaak means "Annihilation" in Persian.
  • Released in Hordes: Evolution (2007)

Video Battle Reports

Other Skorne models

Skorne Logo.jpg       Skorne Index       (Edit)
Battlegroup & Similar
Warlocks Hexeris1 - Hexeris2 - Jalaam1 - Makeda1 - Makeda2 - Makeda3 - Mordikaar1 - Morghoul1 - Morghoul2 - Morghoul3 - Naaresh1 - Rasheth1 - Xekaar1 - Xerxis1 - Xerxis2 - Zaal1 - Zaal2 - Zaadesh2
Lessers & Attachments Aptimus Marketh (Warlock attachment) - Zaadesh1 (Lesser Warlock) - Makeda0 (Lesser Warlock)
Lesser

Agonizer - Aradus Scarab - Reptile Hounds - The Terrorizer

Light Basilisk Drake - Basilisk Krea - Cyclops Brute - Cyclops Raider - Cyclops Savage - Cyclops Shaman - Razor Worm
Heavy

Aradus Sentinel - Aradus Soldier - Archidon - Chiron - Bronzeback Titan - Despoiler - Molik Karn - Rhinodon - Tiberion - Titan Cannoneer - Titan Gladiator - Titan Sentry

Gargantuans Desert Hydra - Mammoth
Units, Solos, & Battle Engines
Units

Cataphract Arcuarii - Cataphract Cetrati - Cataphract Incindiarii - Immortals - Legends of Halaak - Nihilators - Paingiver Beast Handlers - Paingiver Bloodrunners - Praetorian Ferox - Praetorian Karax - Praetorian Keltarii - Praetorian Swordsmen - Tyrant Commander & Standard Bearer - Venator Catapult Crew - Venator Flayer Cannon Crew - Venator Reivers - Venator Slingers

Solos

Abidan the Keeper - Ancestral Guardian - Aptimus Marketh - Extoller Novitiate - Extoller Soulward - Hakaar the Destroyer - Immortal Vessel - Makeda0 - Mortitheurge Willbreaker - Paingiver Bloodrunner Master Tormentor - Paingiver Task Master - Tyrant Rhadeim - Venator Dakar - Void Spirit - Zaadesh1

Battle Engines Siege Animantarax - Supreme Guardian
Theme Forces
Disciples of Agony - Masters of War - The Exalted - Winds of Death
Minions
Refer to Who Works for Whom and/or Category: Skorne Minion
This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

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.")
RC symbol.png

Rules Clarification : Smite      (Edit)

  • This rule changed in Mk3 to no longer say it "adds the weapon's POW". It still does add the POW, however, because the whole section on calculating Slam damage was reworded in the main rulebook.
  • Smite is not a Power Attack Slam, it is just an attack which causes a model to be slammed. As such, you can smite friendly models.
  • You can trigger Critical Smite on a free strike.
  • If you Smite on a charge, then the slam damage will be boosted.
  • Chain Attack Smite only - Unlile the other versions of Smite, a Chain Attack one doesn't have the distance halved when a smaller base model smites a larger. The Knights Exemplar Seneschal is just that awesome.
  • See also the clarifications on being slammed


RC symbol.png

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

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury 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 warlocks 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 Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • 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.


RC symbol.png

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).
RC symbol.png

Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

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

Rules Clarification : Tough - None yet. (Edit)

RC symbol.png

Rules Clarification : Battle Plan      (Edit)

  • A model can issue a Battle Plan to itself (assuming it meets the 'model type' criteria).
  • 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)
RC symbol.png

Rules Clarification : March      (Edit)

RC symbol.png

Rules Clarification : Push to the Limit      (Edit)

  • "Full advance" means "walk". You don't get the SPD buff on charges, slams, out-of-activation movements, etc.

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

RC symbol.png

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.
  • If you make a free strike during your Combat Action (for instance the enemy used a special rule to move during your Combat Action) you can trigger Overtake on that free strike. It still counts as being during your Combat Action. (Infernal Ruling)
RC symbol.png

Rules Clarification : Tactician and/or Operations Command     (Edit)

  • Applying the LOS and Movement bonuses work like mirror opposites:
    • LOS: The models you draw LOS through do not need to be in the Tactician bubble. The model drawing LOS does need to be in the Tactician bubble.
    • Movement: The models you move through do need to be in the bubble. The model moving does not.
  • The "can ignore for LOS" is not optional. You cannot opt to "turn off" your ability to see through models, in the hope of getting a free strike or some such. (Infernal Ruling)

Rules Clarification : Defender's Ward - None yet. (Edit)

RC symbol.png

Rules Clarification : Energizer      (Edit)

  • The models affected are determined when you cast the spell. If you use Energizer to move your caster forward and get more models in your CTRL range, that doesn't change anything.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
RC symbol.png

Rules Clarification : Tactical Supremacy      (Edit)

RC symbol.png

Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • 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.