Vladimir Tzepesci, the Dark Champion

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Khador Logo.jpg Vladimir Tzepesci, the Dark Champion

Khador Warcaster

Mk4 icon.png
Unlimited Only
This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.

Note that the rest of this page is about the model's Mark III rules.

After nearly dying in battle against Cryx in the Thornwood, Vladmir Tzepesci, the Dark Prince, was rescued and nursed back to health by the Old Witch over many months. When he awoke from his slumber he found the Old Witch had restored his body and taught him much through his dreams about the power of kings and how to command the wind and sky. Before leaving the Witch's lair, he was commanded to reforge his ruined weapons into a blade as powerful as those wielded in the time of the true kings. The greatsword Dominion is the result of Vladmir's toils to meet this command. He emerged from the Old Witch's lair a true champion of Khador. He stands ready to aid the Old Witch when he is most needed to protect the motherland from the dangers few mortal men realize imperil their lives.

Basic Info

Vladimir2
Missing Info
Vladimir2.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 6
MAT 7
RAT N/A
M.A. N/A
DEF 15
ARM 16
CMD N/A
ESSENCE {{{essence}}}
FOCUS 7
FURY N/A
THRS N/A
HP 18
F. Field N/A
WJP +27
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat: Blood Legacy

Choose d3 + 3 friendly Faction non-character warrior models currently in Vladimir's control range. Those models gain +3 SPD, STR, MAT, RAT, DEF, and ARM for one round.

Abilities

  • Great Power - During your Control Phase, this model can upkeep one spell without spending focus or fury.
  • Might of Kings - While this model is damaged, it gains +2 STR and ARM. If a friendly model damages this model with an attack, this model loses Might of Kings for the rest of the game.
  • Righteous Vengeance - If one or more friendly Faction warrior models were destroyed or removed from play by enemy attacks while within 5" of this model during the last round, during your Maintenance Phase this model can advance up to 3" and make one basic melee attack.

Weapons

Dominion
Sword icon.jpg  RNG   POW   P+S 
2 8 14
  • Magical dam symbol.jpg Damage Type: Magical
  • Thresher (★ Attack) - This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range. Thresher attacks are simultaneous.

Spells

COST RNG AOE POW DUR OFF
Arcane Might

2 SELF Control - Upkeep No
While in the spellcaster's control range, friendly Faction non-warcaster warrior models can spend 1 focus point on the spellcaster to boost a melee attack or melee damage roll during their activations.
Assail

2 6 - - Upkeep No
Target friendly Faction warjack can charge or make slam or trample power attacks without spending focus. The warjack gains +2" movement when it charges or makes a slam or trample power attack. Models slammed by the warjack are moved +2".
Hand of Fate

2 6 - - Upkeep No
Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll.
Martial Paragon

2 SELF - - Upkeep no
The spellcaster gains an additional die on melee attack rolls and Parry.
Razor Wind

2 10 - 12 - Yes
This spell has zero special effects.
Wind Blast

2 Control 5 - Round No
Place a 5" AOE anywhere completely within the spellcaster's control range. Cloud effects overlapping the AOE immediately expire. Models cannot make ranged attacks while within the AOE. The AOE remains in play for one round.

Theme Forces


Thoughts on Vladimir2

Vladimir2 in a nutshell

Vlad 2 is a ranged-denial caster, and a solo polisher second to none. Ever wanted to boost attack and damage rolls on models other than Jacks? Well, he is the caster for you. Vlad2 takes models like Drakhuns and Eliminators, who already have extremely good base stats, and makes them insane for a single turn. That makes him chiefly concerned with his feat turn, but he also has quite a potent spell list with strong game against gunlines. As the feat is limited to non-character warrior models you will be filling your lists with models that can (hopefully) get multiple attacks to make the most out of the feat turn. Keep in mind though you want quality pieces as targets for the feat as you are limited to d3+3 models.

Spell thoughts

  • Arcane Might: Generally cast first turn and then upkept into the late game. Boosting the attack or damage rolls of key warrior attacks allows for some extra pressure to be applied where it is needed. Doom Reavers can boost their attack rolls to keep the Berserk chain going, or some extra damage on melee models who are already dug in and can't get a charge off.
  • Assail: Vlad's Jack threat extender has the added benefit of increasing slam distance which makes a Marauder a decent choice as it has synergy with the combo slam. Clamjacks (the Demolisher and Devastator) can also slam without opening up their shells.
  • Hand of Fate: Cast it on the unit that is going to get the charge off and watch your odds shift in your favor slightly. Dropping the lowest die is generally thought of as approximately a +1.5 bonus to the roll, or some like to say that you are basically always going to get average to above average on your rolls. Not so good for crit fishing, as you have to drop the lowest die always, but great for models with multiple attacks, or axe slinging maniacs with access to Thresher, and like-minded jacks.
  • Martial Paragon: Vlad's panic button/meat grinder spell. By casting this you will automatically drop your other upkeep, Arcane Might, so don't bother upkeeping that turn. Boosted attack rolls and Parry allows Vlad to go on the offensive himself and try for assassinations or walk out of a melee he does not want to be in. Oh, and Threshing around with an extra die is just sweet.
  • Razor Wind: Your sole means of inflicting damage at range. Apart from occasional incorporeal model hunting outside your charge range, you'll rarely use this zap.
  • Wind Blast: Your #1 ranged deterrent, and the tool to win against gunlines. See Tricks and Tips to get the most out of it.

Feat thoughts

The feat is best used to get off an alpha strike with your super powered warrior models. Between +3 SPD; MAT; and STR they will hit extremely hard, and probably survive well into your opponents turn thanks to +3 DEF and ARM. Use the time where your opponent is trying to deal with your feated models to hit them as hard as you can, you need to win out on the attrition game on feat turn or the following turn.

Drawbacks & Downsides

  • His army is vulnerable to rough terrain tricks and speed debuffs
  • Outside of the feat he offers little defensive bonus for his army, and no movement bonus apart from Assail.
  • Random amount of enhanced models make your feat a bit risky. Do not overextend yourself.
  • Might of Kings can be a trap; do not expose Vlad without a good reason to enemy attacks.

Tricks & Tips

  • If you have a unit with CRA/CMA, put Blood Legacy on the model who is conducting the attack - all the additional bonuses will be added to his enhanced stats.
  • Damage done by continuous effects or collateral damage is not considered "damaged by a friendly model", so if you have an acid bath terrain feature on your side of the board, you can trigger Might of Kings at will.

Just a few note about Wind Blast's applications:

  • If you stay, you can't shoot. If you move, you can't aim. Use this against models with Arcane Precision to deliver your stealthy models.
  • Open up Trencher or Swamp Gobber smoke wall for your guns and chargers.
  • Cast it in front of shooters to dictate the direction of their movement, if they want to use their guns.
  • Cast it directly on a SPD4 model with huge base (like the AFG or a Conquest) to shut down its shooting potential completely. The AFG is especially vulnerable, as it has to remain still to get the extra range on itself from Focused Power.
  • Cast it on your troops, which are already engaged with, or will likely to be engaged by Gunfighters. Watch without giggle as Gun Mages try to put their ceremonial blade to use.

List Building Advice

Strategy

You cannot regard this section without his feat. First half of the game will boil down to move up and silence the enemy's most dangerous guns with Wind Blasts, while getting into position to pop your feat. From here, you can go either to attrition, outlasting your enemy with your superbly defended solos, or straight assassination. Anyway, this list also has serious scenario pressure, as you can force the opponents to keep his valuable models hidden, or away from the reach of your potentially wrecker models. The amount of models eligible for buffing range from 4 to 6, so you always better to aim for the minimum you require to carry out your plans, and adjust your tactics accordingly, if you have extra units to put on Blood Legacy.

You will almost always start picking the best non-character solos (and smaller units) with this variant of Vlad.

It is tempting to include IFPs or heavier Man-o-War units (especially in their respective theme force), however Vlad has nothing to increase their mobility.

Theme thoughts

Vlad doesn't do much for WGK and JoW as they all lack the hard hitting melee infantry he likes to deliver and crank up with extra dice. A case can be made for L4egion of Steel but that theme is in a really bad place right now and is pretty much WoW but worse.

    Wolves of Winter    

Vlad2 Wolves of Winter is Khadors top competitive list at the moment and for good reason. Vlads kit is just tailor made to get the most out of anything in this theme, Outriders in particular.

  • Doom Reavers - 4 units of these are ideal, 2 of them with attachments. They are already Weapon Masters and the CAs hand out quasi-Grievous Wounds to them, so if you add his feat and Arcane Might on to of that, they turn into wrecking balls of death. Wind Blast is of course always appreciated by melee troops to cover their advance. Since they die easily they wil alos proc his Righteous Vengeance if Vlad is in range.
  • Fenris - You can't feat on him, but with Arcane Might he can still boost attack and damage rolls, making him an absolute monster in combat. Anything else is extra.
  • Orsus the Chained - Essentially Budget-Fenris, as Orsus can be taken for free.
  • Greylord Outriders - Good old murder ponies are still his beast Hand of Fate target thanks to their excellent mobility and sprays. A unit of them can keep a flank clear while dommies lead the charge.
  • Koldun Lord - Now it gets silly, because under this guy's ARM debuff, dommies actually start one rounding colossals if you get enough of them into them. Heads will roll! Puppet Master is also occasionally useful if you want Vlad to kill a caster by himself.
  • Greylord Ternion - Wind Blast will definitely not be enough to keep doomies from dying against guns, so Blizzard clouds are very much appreciated, as is the hit fixer and recursion these trios bring. Since they are also requisition options, there is a good case to be made for maxing out the faction allowance of Ternion units.
  • Ruin - If everything goes well, Ruin will never tap into your focus resevere, since he generates his own via his soul taker. With the free Assail Great Power grants you, you thus have an excellent combat jack that charges 9" for free and can spend all of his focus on buying of boosting with his P+S 18 whackstick and it practically costs you nothing every turn. With dispel you can also ensure that defensive buffs such as Arcane Shield don't ruin your Doomie's time.
  • Koldun Kapitan Valachev - The new Order of Illumination units, the Resolutes especially, take very kindly to Vlads feat, Hand of Fate and Arcane Might. SPD 8, with Zephyr from Valachev, P+S 16, MAT 10, RAT 9, ARM 20 and DEF 17 against charges is quite aa statline to behold, especially combined with 5 hit points.

    Armored Korps    

Armored Korps is his second beast theme and a good option if the other list in your pairing is WoW run by a different caster already. AK is so good for him because its full of great feat targets. Wheather it's Kovniks, Demo Corps, Shocktroopers or a Drakhun, their stats simply go through the roof.

  • Man-o-War Shocktroopers - Your bread and butter unit. Just a really tough wall of meat.
  • Man-o-War Demolition Corps - An excellent target for Arcane Might and Hand of Fate due to their crit freeze and Shatter.
  • Man-o-War_Drakhuns become ARM 23 while under feat and hit with a POW 17 weapon master attack at MAT 11. Also, knockdown effects won't stop him from bringing the pain.
  • Man-o-War Kovniks can switch from supporting other Man-O-Wars to unleashing a catastrophe if positioned correctly.

    Various Themes    

  • Greylord Adjunct - two free upkeeps leave you with all the more focus for Arcane Might, and Guidance on anything with a gun is great.
  • Kayazy Eliminators are the best models for his feat as they become DEF 20 in melee and stealth against ranged with 2 very respectable POW 14 MAT 12 attacks. Just remember that there are 2 in the unit so if you feat one it is probably best to feat the other or else lose out on gang.

    Mercenaries    

  • Saxon Orrik - Rough terrain patches can really ruin his day; make sure you can deliver your most important models.
  • Ragman or Hermit of Henge Hold - Good old damage buffs for if you really want something dead.

Battlegroup

Drago is his pet warjack that he can take in any theme.

Vladimir doesn't really want to spend much over his free WJP, thus any combination of Juggernauts, Destroyers and Devastators is a good idea.

  • A Grolar can be a very fast, hard hitting assassination piece. Use the Heavy Boiler to get up the board, then swap to HoF later if you get an angle for the caster kill.
  • A Marauder or three is a very good Assail Target due to the combo smite gaining some extra slam distance. They also dismantle huge bases like pros.
  • Conquest - its Creeping Barrage is a pretty good deterrent against jamming infantry, while Assail ensures you a minimum of 5" slamming (if it is the best course of action). Also, a free charge or slam up to 11" is not something you would turn down on a colossal.
  • Victor - Just as with the Conquest colossals love Assail for the speed buff. Even more so if you can threaten the majority of the board with your gun.
  • Drago - your trusty character jack, who really likes assail. That's about it though, Drago really isn't good compared to non-character jacks.

Starting a 25 point Brawl list

In 2020.10 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Wolves of Winter

Vlad2: [+27 WJP]
Fenris: [8 pts]
Koldun Lord: [3 pts]
Greylord Ternion: [Free] (5 pts)
Doom Reaver Swordsmen: [10 pts]
  • Command Attachment: [3 pts]


In 2020.11 Jaden Iwassa, another LOS authors, put together a very similar list and wrote an accompanying article which you can read here. Jaden's list is the same as above, except:

Fenris
Greylord Ternion
Butcher4
Void Archon

Total RRP: USD $237 (based on PP's online store prices 2021.05)

Note - This list/article was written before the 2021.10 Errata and therefore may have incorrect point values


Then in 2021.04 Jaden did a cheaper list which you can read here.

Theme - Wolves of Winter

Vlad2: [+27 WJP]
Koldun Lord: [4 pts]
Butcher4: [Free] (7 pts)
Kayazy Eliminators: [5 pts]
Doom Reaver Swordsmen: [10 pts]

Total RRP: USD $170 (based on PP's online store prices 2021.04)

Note - This list/article was written before the 2021.10 Errata and therefore may have incorrect point values


For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

Video Battle Reports

Other Khador models

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

Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev1 - Karchev2 - 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

Beast-09 - Behemoth - Berserker - Black Ivan - Decimator - Demolisher - Destroyer - Devastator - Drago - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Ruin - Spriggan - Torch

Colossal Conquest - Victor
Units, Solos, & Battle Engines
Units

Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Great Bears of the Gallowswood - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Atanas & Standard - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Ranking Officer CA : Koldun Kapitan Valachev

Solos

Bulkhead - Fenris - Greylord Adjunct - Greylord Forge Seer - Iron Fang Kovnik - Jozef - Koldun Lord - Malakov1 - Manhunter - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Markov - Sofya - Sorscha0 - Ol' Grim - Underboss Vizkoya - War Dog - Widowmaker Marksman - WG Artillery Kapitan - Yuri1 - Yuri2

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 - Legions 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: 2021.11

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 : Thresher      (Edit)

  • Thresher is a special attack. If you make additional attacks, they will be a single basic attack (you cannot buy additional special attacks).
  • Thresher is optional.
  • All attacks generated are Special Attacks.
  • Thresher will hit friendly models.
  • Simultaneous melee attack (Edit)
There are several abilities/spells that allow a model to make simultaneous melee attacks vs everything in range (Blood Reaper, Cyclone, Flashing Blade, High-Impact, Thresher)
      Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all of these abilities:   [Show/Hide]
Targeting/Timing
  • To make a multi-melee-attack (MMA) you have to make individual melee attacks vs every model, and this means you need to target every model with a melee attack. If a model "may not be targeted by melee attacks" (such as Una2's feat) then you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • The attacks are effectively multiple separate attacks.
    • If you have a buff to your "next attack" (such as Tune Up) then it only works vs the first model you roll dice against, not vs every enemy. (Infernal Ruling).
  • The attacks are simultaneous.
    • If a model is out of LOS when you start the MMA, then you may not attack it during the MMA (even if the MMA kills what is blocking your LOS).
    • You need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens from destroyed models (for instance the Cryx Harrower that collects souls), it cannot collect any tokens until all MMA are resolved.
Charging
  • If you charge and cast a spell to generate MMA, then none of those MMA count as a charge attack. You've "paused" your charge. If the charge target survives the spell, then you get to make a normal charge attack vs it.
  • If your MMA is simply tied to your weapon, then only the damage roll against your charge target is automatically boosted - other models caught in the MMA suffer an unboosted damage roll (although you can spend focus/fury to boost it)
Triggering other abilities
  • Most abilities that give the attacker a bonus move/attack tend to use the phrase "destroy one or more enemy models with a melee attack" and as such you'll only trigger this ability once. For example Berserk, Quick Work, Black Spot, etc
  • Other abilities, that trigger on "hit" or "damage", can be triggered from every attack in the MMA.
Many abilities only trigger off a basic melee attack, so don't work with special MMA (like Thresher). But if your MMA is basic (like High-Impact), things might get a bit complicated. In particular:
  • If you have Beat Back on the attacker, it is resolved after the attack. Every model that survives the MMA is eligible to be Beat Back-ed, and the attacker chooses the order. Pick one, push it and follow it, then decide if you want to Beat Back another survivor. Each push will recenter the directly away / directly toward part of the push. (Infernal Ruling)
  • If you have Electro-Leap on the attack, it is resolved after all attack rolls but before any damage rolls. The models that you just attacked will have electo-leaps bounce between them (as they will generally be the closest to each other). After the Electro damage is resolved, you can roll melee damage vs any models that survived the electric damage. (Infernal Ruling)


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

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

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

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

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Rules Clarification : Might of Kings      (Edit)

  • If an enemy takes control of one of your models and attacks Vlad, it will not make MoK expire. Because for the duration of the control it is considered an enemy model.
  • Collateral damage does not cause Vlad to lose MoK. It's considered 'neutral', neither friendly or enemy.
  • Damage from continuous effects does not cause Vlad to lose MoK. It's considered 'neutral', neither friendly or enemy.
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Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • Vengeance is not an activation. It does not prevent the model/unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Units only
    • Out of formation models cannot make Vengeance moves nor Vengeance attacks.
    However if the unit commander uses their movement to bring the Grunts back into formation, then they can move and attack.
    • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
    • If you manage to spawn new models during the Maintenance Phase (such as with Reconstruction or Blood-Bound) then those new models can also make Vengeance attacks. (Infernal Ruling)
    • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
      • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
      • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
    • Granted [ Vengeance ]
      • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
      It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
      It is not "If you get damaged, you get Vengeance next turn."
      • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
  • Triggers
    • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
    • If a CA has Granted: Vengeance then only models in formation have it. However, models that are damaged while out of formation can trigger Vengeance, they just will not benefit from it. (Locked thread)


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Rules Clarification : Arcane Might and/or Aura of Power     (Edit)

  • This ability can't be used on charge damage rolls, simply because they're already boosted.
  • This ability can't be used on Impact Attacks, because Impact Attacks are defined as "cannot be boosted".
  • It can be used on CMA or CRA.
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Rules Clarification : Assail      (Edit)

  • If you're planning on casting this spell often, you should probably check out the Trample and Slam clarifications.
  • The extra slam distance applies to any slam the warjack causes, not just Power Attack Slams. For instance, it also applies to the Banshee's Force Cannon.
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Rules Clarification : Hand of Fate and/or Manifest Destiny and/or Signs & Portents     (Edit)

  • This buff affects any damage roll that is caused by a model, not just normal attacks. For instance, it can affect the damage roll when a Berserker explodes via Unstable. (Infernal Ruling)
  • Discard Die (Edit)
    • If you're discarding lowest or highest, you have to discard even if you want it for a critical hit.
    For instance: if you discard "the lowest die", need 6+ to hit, and roll a 3, 3, and a 4 ... then you must discard one of the 3s, and you'll end up with a non-critical hit with the 3 + 4.
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Rules Clarification : Martial Paragon      (Edit)
Rules Clarification : Parry - None yet. (Edit)

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Rules Clarification : Razor Wind      (Edit)

  • The text description has no in-game effect. It's just for flavour.
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Rules Clarification : Wind Blast      (Edit)

  • Anti-Cloud abilities vs Burning Earth (Edit)
If you make a piece of terrain "Burning Earth" it counts as a cloud effect in addition to it's original type. This has 2 odd rulings:
  1. If any part of the terrain piece is "hit" by an ability that makes clouds expire (such as Gale Winds) then the entire terrain piece is taken off the table. (Infernal Ruling)
  2. If a model can ignore clouds but not the original terrain type, they don't ignore the terrain. For instance if you have a burning forest, then Eyeless Sight can't see through the forest. (Infernal Ruling)