Xerxis, Fury of Halaak

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99% of this website is about Mark 3 (mk3), which is the previous edition of the game (2016 to 2022). The reasons for this are explained here.

1% of the website is about Mark 4 (mk4), but only in regards to which mk3 models are useable in mk4 Prime and which are mk4 Unlimited. See Legacy Armies for more detail.
Skorne Logo.jpg Xerxis, Fury of Halaak

Skorne Battle Engine Warlock

Mk4 icon.png
Prime
This model is available in one Prime Army, Army of the Western Reaches. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

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

Gifted with unparalleled skill, discipline, and ferocity as a warrior and a general, Xerxis, Fury of Halaak becomes truly awe-inspiring when he crashes through battle lines atop his cerops mount, Surus. As Xerxis punches through enemy lines, the entire might of his cohort surges to follow, inspired by their tyrant’s example. Before him and his matchlessly disciplined troops, fortifications topple and ranks of defenders scatter like sand in the wind.

Basic Info

Xerxis2
Missing Info
Xerxis, Fury of Halaak.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Huge
SPD 7
STR 8
MAT 8
RAT 4
M.A. N/A
DEF 13
ARM 19
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.

Battle Engine - All battle engines share the same special rules, most notably being immune to a bunch of stuff. Click here for the long version.

Feat : Hand of the Ancients

  1. All models are considered to be in Xerxis's control range.
  2. Friendly Faction models gain an additional die on attack and damage rolls. For each of those rolls, discard one die of your choice.
Hand of the Ancients lasts for one turn.

Abilities

Weapons

Lamentor
Sword icon.jpg  RNG   POW   P+S 
2 7 15
War Standard
Sword icon.jpg  RNG   POW   P+S 
2 4 12
  • Only Xerxis would use a flag to hit people with.
Mount
Mount icon.jpg  RNG   POW 
0.5 14
  • Knockdown - When a model is hit by an attack with this weapon, it becomes knocked down.
  • Pitch (★ Attack) - On a hit against a model with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The model thrown does not deviate. The POW of collateral damage is equal to the POW of this weapon.

Spells

COST RNG AOE POW DUR OFF
Ignite

2 6 - - Upkeep No
Target friendly Faction model/unit gains +2 to melee attack damage rolls. Affected models gain Critical continuous fire on their melee attacks.
Rapport

2 6 - - Upkeep No
(1) Target warbeast in the spellcaster's battlegroup can use the spellcaster's MAT and RAT in place of its own. (2) When checking to see if the affected warbeast is in its controller's control range, double the range.
Stranglehold

2 10 - 11 (★) Yes
A model damaged by Stranglehold forfeits either its Normal Movement or its Combat Action during its next activation, as its controller chooses.

Theme Forces

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


Thoughts on Xerxis, Fury of Halaak

Xerxis, Fury of Halaak in a nutshell

Xerxis is a very big and powerful warlock that has a battlegroup buff, and a feat that is all round excellent. His beasts move fast and hit hard - and what more could you want? His huge base possibly makes him not the most competitive warlock but it's a very fun, 'pedal to the metal' playstyle.

Feat Thoughts

  • A discard die on almost everything, including ranged and magic attacks, is very versatile. About the only things it doesn't affect are damage rolls which are "not considered to be damage from a model" such as collateral damage and Electro Leaps.
  • Unlike Signs and Portents, Xerxis' feat allows you to drop ANY die (not just the lowest). This can be useful when you're trying to get a critical
    • Example: If Tiberion needs a '4+' to hit with his Tetsubo and rolls a 2-2-4, you can drop the '4' die, still hit the target, and choose to use the Crit:Smite ability on the Tetsubo.
    • You can also use this to drop the highest roll against your own friendly models, in case you are forced to make attacks against them like with a spray or trample.

Spell Thoughts

There isn’t a lot of complexity or nuisance to Xerxis’s spell list. Stranglehold isn’t really worth casting on a fury 5 caster but you have enough spare to upkeep Rapport and Ignite as well as cycle one of them, but not both. Use Rapport into high Def and Ignite into high armour, combine either with the feat and no one is safe.

  • Rapport - can give any warbeast MAT 8 and thus threatens to assassinate any caster your beasts can get close to.
    • Choosing to use Xerxis' MAT or RAT with Rapport is always optional. That means warbeasts can ignore Xerxis' abysmal RAT 4 when using ranged weapons against enemy models. You can also use the lower RAT if you are potentially rolling to hit against your own models, say with a spray attack.
    • Rapport + his feat makes an incredibly accurate beast.
  • Ignite - is a damage buff. Just useful.
    • With Xerxis’s feat you have more chance of triggering the crit effect by selecting the die you wish to drop.
  • Stranglehold - is a zap. Nothing complex, although it's useful from Aptimus Marketh. Because it’s effect triggers on damage and because he is Fury5 it isn’t a safe spell for Xerxis to cast himself; it is often better to just cycle one of the above. If you are still planning to cast it with the guy utilise Xerxis’s feat and a Immortal Vessel to help it stick.
    • Stranglehold plus knockdown is essentially a stationary that can't be fully shaken.

Drawbacks & Downsides

  • He's a big target. His defensive stats are made much worse by having a big base, which leaves a lot of places to get attacks on him.
  • Trampling requires a clear "landing zone", thus, very difficult to do with a huge based model. It's also only POW 8.
  • Outside of his feat, his control range is very average for a caster who wants a large battlegroup.
  • He has lots of competition in faction, he is admittedly stronger than Morghoul1 but Xekaar has better fury management and Makeda3 has more utility his niche is speed.
  • He has all the subtlety of a thrown brick.

Tricks & Tips

  • Most versions of Pitch use STR for collatoral damage. Xerxis, though, uses the Mount's POW for collatoral damage.
  • Pitch and Sprint. The auto-KD nature of his mount means you can often negate free strikes before Sprinting away. Remember that Sprint requires you to kill a model.
  • Xerxis can avoid Turn 2 fury-flow problems with a large battlegroup by, during deployment, putting your Paingiver Beast Handlers in B2B with some of your beasts. Then they can Prod them letting them charge for free rather than forcing them to run. You lose a little bit of movement, but avoid them frenzying next turn.
  • Try to use the impact attacks wherever possible. But be careful not to knock down your own models.
  • Trample:
    • Even if you don't have anyone in range of your trample, you can Trample anywhere without causing it to end your activation, so you can still cast spells.
    • It can be more useful to use Trample that way than actually killing stuff. Both because it's hard to find a 'Landing Zone' for a huge-based Trampler, and also because you can leave yourself in a bad position for being assassinated.
    • If you can kill something, a late-game Trample followed by a Sprint can lead to an unexpected domination of a zone or flag. Use these movement shenanigans to your advantage.
  • Despite the Repairable and Battle Engine rules, he's still a living model, and thus affected by rules and abilities which interact with such models (Life drinker, Bleed, Butcher 3's feat, Poison, Annoyance, Burning Ash, etc.).

List Building Advice

Strategy

Xerxis moves fast, hits hard, and hits especially hard on the alpha strike with his entire battle group and himself sprinting away.

Xerxis brings great things to warbeasts. Like a speed bonus to all of them. Unfortunately his downsides include a low FURY (and hence a low control area). He tends to bring a big battlegroup supported by Paingiver Beast Handlers but Ignite and his feat both support infantry.

For infantry Xerxis tends to like units like Venator Reivers who have enough threat range that the battlegroup can run past them.

Theme thoughts

    Disciples of Agony    

Xerxis is a battlegroup caster making this seem the obvious choice - but with only FURY 5 he struggles to run a big battlegroup and runs far too hot on feat turn. If you play him in this theme you'll base it around a Siege Animantarax, and/or Zaadesh1, and/or a garguantuan. Add in a couple of units of Beast Handlers and the list starts looking somewhat scary.

  • Siege Animantarax - This thing can be an independant of Xerxis' CTRL area piece that harrasses/bullies opponents. It also combos well with beast handlers and keeps up.
  • Chiron or a Road Hog gets a whole lot scarier on his feat turn. (With Chiron Basilisk Spam can be a thing).
  • Paingiver Bloodrunners provide a nice fast screen and deal with enemy skirmishers.
  • Nihilators Ignite is a great little boost to their output and you can tactically use his feat to miss each other when they berserk.

    Winds of Death    

This is another way of getting a battlegroup-heavy force, but also a very nasty feat turn thanks to the ranged support available in this theme.

    Masters of War    

There's nothing inherently wrong with putting Xerxis in Masters of War, but they don't have that much right with them either. The optional take down from the theme benefits is often makes his feat a bit punchier - but that’s about it.

  • Praetorian Ferox get a special mention though - They are fast enough to keep up with Xerxis' beasts, and Ignite is great on them especially on feat turn.

    The Exalted    
Another theme that Xerxis does little for.

  • Despoiler adds extra arm cracking to Xerxis’ kit and lets him upkeep a spell for free.

    Minions    

  • Orin Midwinter - if you can't hide Xerxis, you can at least cancel incoming spells.
  • The Wastelander - same as above, if you can’t hide Xerxis you can take a ranged attack for him.

Battlegroup

So because no warbeast really minds extra speed, accuracy or damage Xerxis can run anything well. But the best models are those that mitigate his low fury and control range.

  • Archidon - Long Leash is really really useful for Xerxis. And the Archidon has an absurd threat range with Xerxis2
  • Tiberion is Xerxis' pet warbeast that he can take in any theme. Overtake is an awesome bond and Xerxis really likes Shield Guards.
  • Aradus Soldier - Anything that increases their speed is just gravy!
  • Basilisk Krea - Extra DEF and ARM against shooting is really useful on his huge base.
  • Desert Hydra - Innate path finder, reach, large base and volume of attacks make him a good candidate, the animus seals the deal as his cmd is the same range as his control area.
  • Titan Gladiator - Animus alone makes it extremely helpful. Plus, more high pow attacks and throws for the feat turn make him a solid option.
  • Terrorizer - as above the animus alone is worth the price of admission but 4 attacks, parry and side step let’s it get very deep.
  • Bronzeback Titan - If you are taking Tiberion an Agonizer, the Terrorizer and a Titan Sentry you need a way to manage that fury.
  • Cyclops Savage - Not as great as some of the other options in terms of raw damage, still worth it if you have points left over due to their decent fury efficiency, epecially on feat turn. (You should brush up on how Future Sight interacts with a discard die, if you do run it.)
  • Cyclops Brute - a cheap shield guard with 2 initials and a good damage profile.

First Seven Purchases

A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.

  1. Warbeast: Tiberion
  2. Warbeast: Bronzeback Titan
  3. Warbeast: The Terrorizer
  4. Solo: Aptimus Marketh
  5. Solo: Zaadesh1
  6. Unit: Paingiver Beast Handlers
  7. Unit: Paingiver Beast Handlers


Other

Trivia

  • Released in Hordes: Exigence (2014)
  • Xerxis suffered wounds in combat with 2 Circle warlocks: Kaya and Grayle. This story can be read in Hordes: Domination (2011). The fact that he felt a need to keep performing his duties despite his injuries lead him to mount his cerops Surus in order to keep fighting.
  • It is a common misconception that Xerxis is permanently crippled after a PP staffer described his mount as a 'wheelchair'. Xerxis is actually able to walk and maneuver in combat, but does so with much effort and pain. The mounts main purpose is for Xerxis to ignore any recommended bedrest in order to stay involved in the invasion.
  • Xerxis' mount, Surus, is named after Hannibal's personal war elephant.
  • Xerxis was promoted to 'Lord Tyrant' in the backstory, despite the lack of title in his official name.

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

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Rules Clarification : Xerxis Mount and Special Attacks

  • Xerxis cannot use his Mount's special attack on the same activation he charges. (Infernal Ruling)


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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.
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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 : Pitch      (Edit)

  • If you Pitch on a charge attack, then the throw damage will be boosted (but not collateral damage).
  • Throw ( Edit )
     
    • If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.
  • Collateral Damage
    • Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
      • It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
      • It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
      • It doesn't matter if the attacker has crippled weapon systems or aspects.


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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.


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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.
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Rules Clarification : Battle Engine      (Edit)

  • The main differences between battle engines and the other huge bases are:
    • They can be placed, and they can move outside their Normal Movement (such as Dodge).
    • They can benefit from Advance Deployment, Incorporeal, and Stealth.
    • They can't make ranged attacks while in melee.
      At least not by default; but many battle engines have Gun Platform, Dual Attack, or similar.
    • Unlike Colossals and Gargantuans, your opponent can take control of your battle engine. There are very few such abilities that work on this model type, though.
  • Being a huge-based model, a Battle Engine can never gain the DEF bonus from concealment ... but it can still have concealment and thereby trigger Prowl.

Huge Base (Edit)

But this bonus doesn't apply to slams triggered by normal attacks (such as Critical Smite or the Hurricane's Thunder Charge ability).
Also, simply being on a huge base triggers a bunch of rules scattered throughout the rulebook, click to read them.   [Show/Hide]

From the 2020.02 edition of the core rules (Edit)

Fields of Fire
Page 37 A huge-based model’s front arc is marked on its base. Its front arc is further divided into two 90° fields of fire. These fields of fire determine which models a huge-based model can target with its weapons, depending on the location of those weapons. Weapons located on a huge-based model’s left side (L) can be used to target only models in its left field of fire, and weapons located on its right side (R) can be used to target only models in its right field of fire. Weapons with locations “S,” “H,” or “—” can be used to target models in either field of fire. If any part of a model’s base is on the line separating the left and right fields of fire, the model is considered to be in both fields of fire.
Concealment, Cover, LOS
Page 49 Concealment & Cover - Huge-based models never gain the DEF bonuses from concealment or cover.
Page 60 Clouds - Cloud effects do not block line of sight to huge-based models.
Page 87 Forests - Forests do not block line of sight to huge-based models.
Huge-Based models in melee
Page 54 - Huge-based models never gain the Target in Melee DEF bonus.
Page 65 - Combined Ranged Attacks cannot target a model in melee unless it has a huge base.
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Rules Clarification:  : Cavalry      (Edit)
(Click Expand to read)

Mount Weapon
  • Although the core rulebook specifies mount weapons have 0.5" range, this doesn't "overwrite" models that have a longer mount range listed on their card. (Infernal Ruling)
  • Mount Weapons are melee weapons. (Infernal Ruling) This means:
    • Mount Attacks can benefit from any buffs that affect "melee weapons" (such as Acidic Touch and Elasticity) or "melee attacks" (such as Battle Lust).
    • Mount Weapons can be used to make free strikes.
    • If the model doesn't have any regular melee weapon (such as the Gun Carriage) then it does have a melee range, can engage enemy models, and can make free strikes; anyway.
    • Despite being a melee weapon, you cannot use a Mount's special attack on the same activation you charge. (Infernal Ruling)
      • Exception: If you have Trampling Hooves, because that allows you to make charge attacks with your mount when you charge.
  • Mount attacks will trigger "Melee attack" stuff like Battle Wizard.
  • You can purchase additional attacks with your Mount Weapon. (Infernal Ruling)

Impact Attacks - Movement

  • Impact Attacks "pause" your charge move, and as such don't normally trigger "ends an advance" abilities (such as Countercharge).
    • The exception is if your Impact Attacks include your charge target, then you have to end the charge movement and turn to directly face the charge target before rolling any dice. In this case, stuff like Countercharge will get triggered before you get to roll your Impact Attacks.
  • You cannot "pause" in an illegal position to carry out Impact Attacks. For instance: a Pathfinder cavalry model pausing halfway over an obstacle; a flying cavalry model pausing while it 'overlaps' other models; or any cavalry model pausing halfway through an Incorporeal model.

Impact Attacks - The attack(s)

  • You resolve stuff that occurs "after the attack is resolved" (such as Battle Wizard) before continuing with your charge movement.
  • If you have an ability that boosts your "first" melee attack (such as Stir the Blood), then only one attack will be boosted even though you're making multiple simultaneous attacks.
  • If you choose to make any impact attacks, you make all attacks against all models in the Mount's melee range (even friendly models).(Infernal Ruling)
  • Impact Attacks cannot be boosted, refer core rulebook.
  • You cannot buy additional attacks while resolving Impact Attacks. Additional attacks can only be bought during your Combat Action, after resolving your initial melee attack(s) / special melee attack.

Impact Attacks - Other

  • You cannot use "any time" abilities while resolving Impact Attacks. Because Impact Attacks occur during movement; and you can only use 'any time' abilities before moving or after moving, but not during movement. (Infernal Ruling)
    • Exception: If your Impact targets 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.

Cavalry unit

  • If you have a unit of Cavalry, charge them and do impact attacks, remember you interrupt movement to do impacts, but you have to resolve all movements before doing any charge attacks. So for example it would go:
    • Cavalry model A charges enemy X, and contacts model M. Stop and make impact attacks against M. Then continue movement to X.
    • Cavalry model B charges enemy Y, and contacts model N. Stop and make impact attacks against N. Then continue movement to Y.
    • Cavalry model C charges enemy Z, and contacts model O. Stop and make impact attacks against O. Then continue movement to Z.
    • Resolve model A's charge attack vs X, B's vs Y, and C's vs Z. (This can be done in any order, as per normal)

Other interactions

  • Cavalry model with no melee weapon
    • If you have a Mount weapon but no regular Melee weapon (such as the Efaarit Scout), you can still declare a charge. (Locked thread)
    • You can make Impact Attacks along the way.
    • Once you get to the charge target, however, you can't make a melee attack against it. Because you can't use the mount weapon for a charge attack, due to the way the Cavalry rules are written. (Unless you have a rule like Trampling Hooves.)
    • If you don't charge, the mount attack can be used as an initial melee attack.
  • Countercharge & Cavalry ( Edit )
    • A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
  • 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.
  • Flight on a Cavalry model (Edit)
    • Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
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Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Field Marshal      (Edit)

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

Can't normally trample
  • Sometimes Power Attack: Trample is a special rule given to a model type that can't normally trample.
    • If that model is a warjack or warbeast (such as the light warjack Shrike) then it needs to pay a focus/fury to do a trample.
    • If that model is not a warjack/beast (such as the Battle Engine Gun Carriage) then it can trample for free.

Trample Movement

  • You don't need LOS to your trample direction.
  • You cannot change your facing after finishing a trample. Refer main rulebook.
  • Unless you have something that allows you to ignore contacting the obstacle or obstruction (such as Flight), your trample will stop when contacting an obstacle or obstruction during a slam and/or trample. (Infernal Ruling)
  • If the trampler's Movement system becomes crippled (for instance by an Acid Cloud), this will not stop the trample. (Infernal Ruling)
  • Free strikes take place after the trampler has finished its movement, not during the movement. (Infernal Ruling)
  • If there is insufficient room to fit your base on the other side of the model, you have to "rewind" along the trample path ... you don't get to pick a different trample direction that suits you better! Yes, this does mean that in a worst-case scenario you might end up trampling 0" !
    • Thankfully, in Mk3, you can premeasure to avoid these issues before committing to the Trample direction.

"End Movement" triggers

Contact

  • You have to move completely over & past a model for them to be trampled, merely contacting them is not enough .
  • You can trample over medium-and-larger based models, if you have some way of moving through them. (For instance, you have Flight or they have Incorporeal.)
    • Note that, even though you "trample over" those medium-and-larger models, they don't suffer trample attacks and they do get to make free strikes against the trampler.

Attacks

  • Even though your attack target is out of LOS and melee range when you're at your final position, you get an attack anyway because the Trample rules override that. (Infernal Ruling)
  • All abilities/buffs/etc involved with the attacks, both the trampler and the free strikers, are based on the models' final positions (except as noted otherwise in the core Trample rules for Shield Walls etc, where the contact point becomes important). (Infernal Ruling)
  • So, for instance:
    • If the trampler contacts a model and ends in its front arc, it won't get the back strike bonus (regardless of whether it 'trampled into' its back. And vice versa. (Infernal Ruling)

Free strikes vs Trampler

  • Resolve free strikes after the trample attacks.
  • If a free striker has some sort of 'directly away/towards' movement effect on their weapon (such as Critical Smite) then the direction you move the Trampler is based on the final model positions.
    • For instance, you trample past someone with Critical Smite, end up behind them, and when they smite you via the free strike you'll end up further behind them.

Other

  • If the trampler has a 'models within [X]" ... ' ability (such as Ruin's Soul Taker, or anyone's Dark Shroud) then it will only apply to models within [X]" of the trampler's final trample location (not every model they trampled through).
  • Trampling with a flying model (Edit)
    • Flight allows you to trample "over" medium- and larger-bases.
    • Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
      • Unless, of course, you have an exception like Blade Rush.
  • Dual Attack & Slam/Trample ( Edit )
Power Attack Slam and Trample combine your Normal Movement and Combat Action, and how this works with Dual Attack is:
  • Slam: You must resolve the movement, the attack, and moving the slammed model. Only then can you make initial ranged attacks.
  • Trample: You must resolve the movement, the attacks, and the free strikes. Only then can you make initial ranged attacks.
  • (Infernal Ruling)


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Rules Clarification : Ignite      (Edit)

  • Since Ignite buffs "melee attacks" (and not "melee weapons") it will also affect Mount Attacks, Power Attacks, and various 'make a melee attack' abilities like Point Blank.
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Rules Clarification : Fire      (Edit)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
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Rules Clarification : Rapport      (Edit)

  • Stacks with Extended Control Range, quadrupling the effective control range (Infernal ruling)
  • Using the MAT/RAT is always optional.
  • Buffs that improve the caster's accuracy but not their MAT/RAT do not flow down to the warbeast. For instance: if the caster is MAT 8 and gets +1 to hit from Veteran Leader, the warbeast is only MAT 8.
  • Primal plus Rapport (Edit)
    • If a warbeast has both Primal and Rapport cast on it, then you can either:
      • Use the warbeast's MAT plus the bonus to MAT from Primal, or
      • Use the current MAT of the warlock but it will miss out on the Primal bonus.
      • (Infernal Ruling)
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Rules Clarification : Stranglehold      (Edit)

  • If a warbeast is affected by this spell and then frenzies, that negates Stranglehold - A frenzy is an activation, and beasts that frenzy always ignore effects that require them to forfeit Movement/Action.