Vladimir Tzepesci, Great Prince of Umbrey

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Khador Logo.jpg Vladimir Tzepesci, Great Prince of Umbrey

Khador Cavalry 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.

Reclaiming his long-denied birthright, Great Prince Vladimir Tzepesci rides his warhorse Vsada into battle to defend the lands of Umbrey restored to his family. He wields weapons of the ancient Tzepesci horselords, carrying a spear in one hand and the mace Huntsman in the other. Should strength of arms alone prove insufficient, Vladimir lashes out with dark sorceries, the blood of kings that runs in his veins lending him the strength to secure victory.

Basic Info

Vladimir3
Missing Info
Vlad3.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 8
STR 6
MAT 7
RAT N/A
M.A. N/A
DEF 15
ARM 17
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: Charge of the Horse Lords

While in Vladimir's control range, friendly Faction warjacks and cavalry models gain Side Step and Sprint. Charge of the Horse Lords lasts for one turn.

Side Step - When a model with Side Step hits an enemy model with an initial melee attack or a melee special attack, it can advance up to 2" after the attack is resolved.
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.

Abilities

  • Cavalry symbol.jpg Cavalry
  • Blood-Quenched - This model gains a cumulative +1 STR and ARM for each enemy model it destroys with a melee attack during its activation. This bonus lasts for one round.
  • Relentless Charge - While advancing as part of a charge, this model gains Pathfinder.
  • Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.

Weapons

Horse Lord's Spear
Sword icon.jpg  RNG   POW   P+S 
2 6 12
Huntsman
Sword icon.jpg  RNG   POW   P+S 
1 7 13
Mount
Mount icon.jpg  RNG   POW 
0.5 12

Spells

COST RNG AOE POW DUR OFF
Dash

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

1 SELF - - - No
The spellcaster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.
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.
Infernal Machine

2 6 - - Upkeep No
Target warjack in the spellcaster's battlegroup gains +2 SPD and Murderous.
Murderous - A model with Murderous gains an additional die on melee attack rolls against warrior models.
Razor Wind

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

3 SELF (★) - Round No
The spellcaster cannot make ranged attacks after casting this spell, and non-magical ranged attacks targeting it automatically miss. While completely within 3" of the caster, models cannot make ranged attacks and non-magical ranged attacks targeting them automatically miss. Wind Wall lasts for one round.

Theme Forces


Thoughts on Vladimir3

Vladimir3 in a nutshell

The Great Prince of Umbrey does a lot of things at once. He's both a big beat stick that likes to get into things and he supports warjacks and cavalry. If you're not interested in running a lot of cavalry you're probably better of playing one of his earlier incarnations, but as a themed 'caster Vlad3 is a lot of fun.

Like his previous two versions, the Great Prince of Umbrey is a well-rounded caster with few terrible matchups. He's kept his signature ability "Signs and Portents Lite", which means he can still fix accuracy and damage to some degree. He still supports one or two warjacks well, although he tends to prefer warrior models. He still has some anti-shooting tech to help his army up the board.

With Flashing Blade and Blood-Quenched, it's easy to think of Vlad3 as a big beatstick bully. However, his base P+S isn't all that high and he's surprisingly fragile given his large base and the fact that he's not Steady like most Khadoran cavalry is. He'll clear some chaff and jamming models out of a zone but mostly his army should do the heavy lifting until fairly late in the game.

What Horse Vlad excels at is scenario pressure. He likes fast units, and he speeds them up even faster. His feat is all about trying to cheat trades by grabbing an extra alpha strike. He does prefer a smaller battlegroup and so some cavalry models ARE pretty much a requirement, but luckily this can take the form of light cav (Greylord Outriders), heavy cav (Iron Fang Uhlans), super heavy cav (Man-o-War Drakhun)) or even any of Khador's 3 battle engines. This can enable a refreshingly different playstyle for Khador.

Feat thoughts

It's a straightforward feat, but key to his playstyle. See the #Strategy section for more detail.

Spell & Ability thoughts

  • Blood-Quenched: Think of this as a bonus to doing what Vlad already wanted to do: whack a few grunts and then run away to safety. The best way to keep any caster safe is always to keep your distance and use screening models. This now works on all models! Enjoy the buff!
  • Dash: Dash is a great spell, allowing Vlad's feat to function. You'll almost always want this on feat turn, and frequently the turn after as well. On slower models like Man-o-War, it can be a full 25% speed boost... just remember that it's for warrior models only.
  • Flashing Blade: What Vlad uses to eat living enemies. Choose wisely whether you want the weapon with the long reach, or the one with the slightly higher pow and chain weapon. If you're trying to stack Blood-Quenched tokens, remember that all flashing blade attacks are simultaneous so you don't get the benefit until all attacks are resolved.
  • Hand of Fate: What more can be said about this upkeep? Usually, this goes on a unit of Uhlans or Outriders. You can hot-swap it if you want but for most turns you probably won't have the focus free.
  • Infernal Machine: This goes on Vlad's favorite jack. Good candidates are Drago or a Spriggan (for reach). Murderous is great for clearing a jam or crushing casters if somehow they got too cocky.
  • Razor Wind: Vlad still hasn't learned how to shoot a gun so this is his only ranged option. Emergency use only.
  • Wind Wall: A pretty good debate each turn is whether or not to case Wind Wall. It takes almost half your focus, but it can definitely keep you alive. Keep in mind that magic shooting bypasses it completely, and some AOEs can ruin your day without hitting directly. Also COMPLETELY within 3" is a tight circle, be careful not to hug onto a warjack too closely and leave yourself open to attacks that bounce or a well-placed slam.

Drawbacks & Downsides

As with all cavalry 'casters you have to be very aware of how huge Vladimir is; his large base makes him an easy target if you don't screen him well. Wind Wall makes a HUGE difference in that regard, but you won't be able to cast it all the time and his forward tendency makes him a likely assassination target if you're not very careful with your army's Repositioning. In addition, the reliance on mobile warjacks and cavalry tends to over-emphasize melee combat which might leave you short on ways to take out key threats at a distance. Enemy 'casters like Magnus2 can really punish a weak ranged component.

Tricks & Tips

  • Exploit Vlad3's natural synergies! (Infernal Machine + Berserker(s)/Drago + Feat) and (Dash + Iron Fang Uhlans + Feat) are the keys to breaking your enemy's lines!
  • Flashing Blade is not an attack per se - you can still cast it if you sacrificed your combat action to get up from Knockdown. It is highly situational, but if you do not need your combat action (for a charge, for example), it costs only 1 focus; just as many as to shake off the above-mentioned effects.
  • Another application of Flashing Blade is to pump up your STR before hitting the target of your charge. If there are other, easy-to-kill models nearby your intended target, make your charge move, cast Flashing Blade to get a few extra point of STR, then make your charge attack against your original target (all that demands you not to fail your charge, though).

List Building Advice

Strategy

Vlad3 is all about the one-two punch. First, he wants to deliver a powerful alpha strike using his army's high threat ranges. Then, using his feat, he'll leave a few models to jam while the rest sprint away and set up for a second powerful blow on the subsequent turn. Once the enemy is good and bloodied by two charges, Vlad dashes in to finish off the remnants, save the day, capture flags, ride off into the sunset, etc.

In order for this plan to work, you need to get the feat off early. Vlad is vulnerable to control casters, and "timewalk" effects that slow down your army or make you far less effective for a turn. The best way to counter these events is to strike first. This may mean that your slower warjacks are left in the dust, and that's ok, just run them into position for the next turn. It's likely that not all of your cavalry will be able to activate sprint. In that case, it's frequently best to use side step to jam the stragglers in deeper, while their buddies sprint away. Remember to always cast Dash on the feat turn so your warrior models won't take free strikes!

As per the norm for a mounted Warcaster, Vladimir likes his alpha strikes. His spells, abilities, and especially his feat really emphasize the importance of getting a big charge off using his 'jacks and cavalry with Vlad himself close to the action. Triggering Blood-Quenched allows him to survive moderate retaliation after the big Feat turn, aided by all of the Sprint movement that should be going off.

Theme Thoughts

    Warriors of the Old Faith    

Warriors of the Old Faith (or WoOF for short, though some say WTF) is the great prince's natural habitat and there is several strong reasons why:

  • Judicator - YES, good old Judy is here to lend its services to the motherland and Vlad has two great buffs for it in Hand of Faith and Infernal Machine. Double S&P on the prays is utterly terrifying as any Protectorate player who has put the High Reclaimer on the table can attest to. However, there is also much to be said about an SPD 7 colossal with Murderous. Swapping these buffs around is a very important aspect of any good Vlad WoOF list.
  • Wracks, Vassal of Menoth and, Hand of Silence are here to fix Vlads focus problems and boy does he appreciate that.
  • Friendly Faction Menite Archons are super good, because you can put Dash on them, so they threaten 12" with Parry and Flight, so they can go almost anywhere they please and wreck face. Fuel for the flames of the Judy sprays is just icing on the cake.
  • Greylord Outriders are the next best target for HoF, able to secure a flank and spray down troops, then dart out of harm's way.
  • Flame Bringers very similar to the Outriders in their hit and run style that Vlad complements oh so well.
  • Fenris is in this theme, too and he gets Line Breaker, to boot. Feat and Dash turn him into even more of a murder machine and he even gets to Sprint away (ignoring free strikes) after his work is done
  • Iron Fang Uhlans and Markov or Exemplar Vengers and Gravus - Both for these models cost almost the same and largely do the same thing: Being hard-hitting heavy cavalry. The main difference is that Markov applies Tactician to the Uhlans and thus allows them more leeway in positioning, while Vengers have blessed lances and immunity to stationary AND knockdown while in Gravus's bubble, while Uhlans only have the latter. Gravus is also better at wrecking face than Markov is.
  • Initiates of the Order of the Wall and High Paladin Dartan Vilmon are durable shield guards that help keep Vlad safe.

    Wolves of Winter    

Wolves of Winter has a lot of stuff he can work with. Doom Reavers under Dash are excellent. Greylord Outriders under feat and/or HoF are even greater. Fenris and Ruin under feat are terrifying and Greylord Ternions help his pet jack Drago with Ice Cages and Blizzards.

    Legion of Steel    

Vlad3 loves his Uhlans, so before WoOF came out he was most commonly found here with two units of Iron Fang Uhlans and Uhlan Kovnik Markov. From there, the list can be filled out with pikemen and the usual support solos. It's perhaps a little straightforward in design and execution, but surprisingly effective and fun to play as well. Nearly functioning as warjacks themselves in Vlad3 lists, up to two units of Iron Fang Uhlans is pretty much a no-brainer. They're a natural fit for his playstyle and you can even juggle Hand of Fate between two units. Dash helps them out tremendously, and their high SPD lets you get first strike on the heavy armor you should be pointing them towards.

    Armored Corps    

He can run this as an alternative build. Slow Man-o-War models absolutely love Dash, and running double Man-o-War Drakhuns is what made Vlad's Mk2 theme force so popular. Plus, both the Man-o-War Siege Chariot and the Man-o-War Assault Chariot count as cavalry models, and bring a ranged presence with Vlad is not used to having as an option.

    Winter Guard Kommand    

For that matter, Vlad3 also loves the Winter Guard Gun Carriage. Two of them sounds like a lot of fun, but you'd have to be a little crazy to try and pull it off.

Battlegroup

Drago is his pet warjack that he can take in any theme.
  • Drago is his pet warjack that he can take in any theme.
    • Vlad3 and Drago seem pretty much made for each other. Their Bond can be amazing and even Poltergeist can be useful to help survive enemy retaliation, the Feat and Infernal Machine are a perfect fit for Drago, allowing it to slice through throngs of enemies almost without effort through the amazing combination of Berserk, Side Step and Parry.
    • It's issue however is that its power versus other heavies is not as impressive as a lot other Khador 'jacks, which can be a problem in an MK3 meta that promotes heavier use of Warjacks and Warbeasts, not to mention ranged weapons. Critical Amputation helps, but Drago's a lot of points to invest in a world with fewer Warriors running around. Be sure to bring a good amount of anti-armor elsewhere in your lists.
  • The Berserkers share the same boons and drawbacks as Drago, but their far lower cost makes them an interesting (and thematic) value proposition nonetheless. You don't need to kill a lot to make back an investment in a Berserker and you can use its big base to help screen Vlad's bulky silhouette as well.

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 its playstyle and expanded it beyond 25 points, which you can read here.

Theme - Warriors of the Old Faith

Vladimir3: [+27 WJP]
Fenris: [8 pts]
Champion of the Order of the Wall: [8 pts]
High Paladin Dartan Vilmon: [Free] (5 pts)
Vassal of Menoth: [2 pts]
Initiates of the Wall: [7 pts]


For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

  • Released in the Warmachine: Colossals expansion (2012)
  • Vlad3 comes with two heads, so you can choose between the version with a crown and the one without. And if you're feeling really frisky, use the other one to mod a different warrior model in an unexpected fashion.

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 : Powerful Charge  and/or Brutal Charge     (Edit)

  • If you declare a charge but move less than 3", then the attack doesn't count as a "Charge Attack" and you won't get the bonus.
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.")

Rules Clarification : Chain Weapon - None yet. (Edit)

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Rules Clarification : Knockdown      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.


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Rules Clarification:  : 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 : Blood-Quenched - None yet. (Edit)

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Rules Clarification : Relentless Charge      (Edit)

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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.
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Rules Clarification : Side Step      (Edit)

  • You can't trigger Side Step by hitting friendly models.
  • You can't trigger Side Step from additional attacks that you buy, or out-of-activation attacks (such as free strikes).
  • If you have multiple initial attacks, you have to step after each one. You can't "save up" all your side steps then get a single big 4" or 6" move.
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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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Rules Clarification : Dash      (Edit)

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

Rules Clarification : Parry - None yet. (Edit)

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Rules Clarification : Flashing Blade      (Edit)

  • Flashing Blade is an unlimited spell.
  • Flashing Blade is optional.
  • All attacks generated are basic attacks.
  • Flashing Blade will not 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 : 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 : Infernal Machine      (Edit)
Rules Clarification : Murderous - 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.

Rules Clarification : Wind Wall - None yet. (Edit)