Obavnik Kommander Zerkova & Reaver Guard

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Khador Logo.jpg

Obavnik Kommander Zerkova
Khador Thamarite Warcaster Unit
Reaver Guard
Non-character Troopers

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.

Through a combination of fearsome reputation, ruthless tactics, and intimate knowledge of the occult, Aleksandra Zerkova has scaled the ranks of the Greylords Covenant. Her open display of mystical power, from forbidden relics to guardians enslaved to her will, has earned her many enemies—but none capable of standing in her way. She is as skilled at espionage as the dark arts, and more than a few of her detractors have disappeared without a trace, while those once vocal about her wrongdoing have grown strangely quiet.

Basic Info

Warcaster Unit - All warcasters come with a stack of standard special rules - most notably being awesome. Furthermore, this warcaster comes with some troopers that can be ordered around. Click here for a newbie-friendly recap, or click here for the full rules.

Zerkova

Zerkova2
Missing Info
ObavnikKommanderZerkovaAndReaverGuard WEB.jpeg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 5
MAT 6
RAT N/A
M.A. N/A
DEF 15
ARM 15
CMD 9
ESSENCE {{{essence}}}
FOCUS 7
FURY N/A
THRS N/A
HP 16
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

Feat: Arcane Convergence

Each friendly Faction model currently in Zerkova's control range can immediately cast one spell without spending focus, performing a special action, or performing a special attack.

Abilities

  • Officer symbol.jpg Officer
  • Cold Imm symbol.jpg Immunity: Cold
  • Call to Sacrifice [ Reaver Guard ] - If this model is disabled by an enemy attack, you can choose a non-disabled friendly Reaver Guard model within 5" of this model to be destroyed. If another model is destroyed as a result of Call to Sacrifice, remove 1 damage point from this model.
  • Sacred Ward - This model cannot be targeted by enemy spells.
  • Greylord - Zerkova is a Greylord model. The Reavers are not Greylord models, and the unit is not a Greylord unit.

Weapons

Orgoth Blade
Sword icon.jpg  RNG   POW   P+S 
0.5 7 12

Spells

COST RNG AOE POW DUR OFF
Banishing Ward

2 6 - - Upkeep no
Enemy upkeep spells and animi on target friendly model/unit immediately expire. Affected models cannot be targeted by enemy spells or animi.
Hoarfrost

3 8 3 14 (Cold) (★) Yes
Hoarfrost causes cold damage. On a critical hit, models in the AOE become stationary for one round unless they have Immunity: Cold.
Occult Whispers

3 SELF Control - Turn No
While in the spellcaster's control range, friendly Faction models gain an additional die on their magic attack rolls. Occult Whispers lasts for one turn.
Sacrificial Lamb

1 Control - - - No
Up to two friendly warrior models other than the spellcaster suffer 1d3 damage. For each damage dealt this way a model in the spellcaster's battlegroup gains 1 focus. A model may gain no more than 3 focus this way. Sacrificial Lamb can be cast only once per activation.
Spectral Fire

2 10 - 10 (★) - Yes
Spectral Fire gains +1 POW for each focus or fury point on the target model at the time the spell was cast.
Telgesh Mark

2 6 - - Upkeep No
The spellcaster can channel spells through target friendly Faction model as if it were a model in the spellcaster's battlegroup with Arc Node .

Reaver Guard

Zerkova2 comes with two Reaver Guards. They are not Grunts, they are non-character troopers.

Reaver Guard
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 7
MAT 7
RAT N/A
M.A. N/A
DEF 13
ARM 15
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
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

Abilities

  • Doom Reaver - The Guards are Doom Reaver models. Zerkova is not a Doom Reaver model, and the unit is not a Doom Reaver unit.
  • Tough symbol.jpg Tough
  • Berserk - When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.
  • Countercharge - When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. This model can use Countercharge only once per round and not while engaged.
  • Sacred Ward - This model cannot be targeted by enemy spells.
  • Silence - This model does not have to make Berserk attacks.

Weapons

Fell Axe
Sword icon.jpg  RNG   POW   P+S 
2 5 12

Theme Forces


Thoughts on Zerkova2

Zerkova2 in a nutshell

Zerkova2 is the quintessential spellcasting warcaster, not only doing plenty of spell-slinging herself, but offering a great deal of support for other friendly faction spellcasters. Since Khadoran Greylords already bring a variety of useful support tools, she can be a very potent and flexible kommander. That said, this game isn't just about support: you'll want to bring some "normal" tough and hard-hitting jacks and troops in order to have any follow-through. She will also struggle, obviously, in any match-ups with strong anti-magic or Immunity: Cold effects.

Going epic, Zerkova left most of the flaws of her prime incarnation behind.

  • She can create arc nodes out of friendly faction models.
  • She can fuel her battlegroup, relatively easily for some decisive turns.
  • She has excellent synergy with a very distinct element of the Khadorian arsenal; the magic wielder Greylords (though still struggles to offer support for the rest of her army)
  • She is not hapless in melee, thanks to her two Reaver Guard escorts.

Zerkova is well defended against ranged assassination attempts via spells, and thanks to the complete magic immunity of the Reaver Guards, stray magic AOEs will also mean minimum danger for her. The bodyguards offer a fair degree of protection against melee assassination too and are not slouch in melee either. Sporting the same attack profile as Doom Reavers, and Berserker with built-in Silence, they can mulch infantry units, or dent heavier targets alike.

Spell thoughts

  • Banishing Ward - Its usefulness depends greatly on the enemy's list, but in certain match-ups it is incredibly useful in making your army resistant to the enemy's magic. Also counters tricks like Caine1's Thunderstrike assassination run.
  • Hoarfrost - Your primary (and more expensive) attack spell. A nice critical ability, and your favoured tool for assassinations. The stationary affects every model under the AOE, so be on the lookout for models, who are clumped together around some low-DEF target.
  • Occult Whispers - Her signature spell. Weigh your options carefully, whether or not you'll need it, as the focus burden is pretty restrictive. If in desperate need for a sure hit (say, against a wounded Caine2 with Bullet Dodger), you can use it to get 4 dice upon a single, boosted Hoarfrost or Spectral fire - and burn through your entire FOCUS pool in the process, unless you use your Feat to help mitigate the cost.
  • Sacrificial Lamb - Have some chaff infantry, and more than one jack you want to charge in? Then this is your spell. Unfortunately, it does not circumvent Disruption. Situationally, you can also use it to remove a friendly model - even an engaged one - who is blocking an important charge lane. Don't be afraid to target even important models with 5 boxes and bad defensive stats - if a Koldun Lord is hit, he's likely going to die anyway, whether he has 5 boxes or 2.
  • Spectral Fire - longer range, lower POW, but useful against enemies with cold immunity. Focus campers should rightfully fear that one, and will likely to give a second thought about the amount of focus they want to camp on. Especially useful against softer targets, like lesser warlocks, or journeymen warcasters. Usually, Warbeasts fully loaded with fury will shrug off the extra damage they get from the spell, but if they are on the verge of losing an aspect, why not give it a try?
  • Telgesh Mark - Her second signature spell, something she would desperately have wanted for her prime version. You can cast it either on a very fast unit to flank the enemy, and open up some nasty attack vectors for assassinations, or a very durable model, which won't get shot in the first place. Be on the lookout for stuff which can remove it, like Purification or Dispel, as you'll likely be outside of the spell's range to re-cast it onto the same target. Also remember that you still can't channel a spell through a model that's engaged, so it can be useful to place this on a model with Bulldoze, Parry, or just something durable enough to take a free strike.

Feat thoughts

It is the toned-down mixture of both Haley1's and Vayl2's feat. Just like with any support trick, it is all about timing. You must deliver most of your mages to the enemy's lines intact to make the most out of it. It also works on you too, so the 1 Hoarfrost and up to 3 Spectral Fire might occasionally have some nasty assassination potential. Alternatively, you can cast Occult Whispers for free, and let the boosted Hoarfrosts fly.

Drawbacks & Downsides

  • She needs her army to get the job done - her feat and Occult Whispers have severely diminishing return, once the magic-wielding warriors start to fall around her
  • Susceptible for ranged assassination, even with her guards around
  • It's all too easy to cram all the Greylords into her list, and leave no space for other things
  • Anti-magic techs (Eiryss2, Harlan, Orin Midwinter, Lamentation, Covenant of Menoth, Psychic Vampire, attacks with Brain Damage, Arcane Suppression, etc.) will easily pull out the fangs of her army.
  • Very limited ways to buff her army's damage output and to increase its mobility.

Tricks & Tips

  • Countercharge on the guards only triggers if the enemy advances within 6" of them - watch out for placement tricks, like Slip stream, or Telekinesis. They also must have LOS to the target, so be aware of fast, flanking units, like cavalry.

List Building Advice

Strategy

Zerkova has some nice assassination potential with her readily available arc nodes and spells. On the other side, her feat, Sacrificial Lamb and Occult Whispers may help her to win the attrition game.

No matter what path you choose, you'll need your army to get the job done because Zerkova2 is more support-orientated than not.

Zerkova supports just about every Greylord units and solos you can imagine, with Occult Whispers and her feat. Double tapping the Outriders' spray, or the Ternions' Ice Cage is self evident.

Don't overspend on spellcasters though; you'll also need some traditional units to operate your army at peak efficiency.

Theme Thoughts

    Wolves of Winter    
This theme is good for Zerkova2 because it is full of spellcasters who will benefit from her feat.

  • Greylord Escort - The Escort can cast Fell Curse with the feat, and then give Relentless Charge to his unit during his activation.
  • Outriders - Occult Whispers is an excellent way to help their low Magic Ability stat. On Feat turn, they get to spray twice a model, utterly mincing infantry.
  • Greylord Ternion - Whether it's double clouds, Ice Cages or twice the recursion for your Doomies, the Ternion is a great utility tool
  • Koldun Lord - He can copy any Greylords spell with his Loremaster ability (excluding Zerkova's spells though). Did you enjoy a Greylord casting a spell twice on feat turn? Well he can copy it and let you cast it four times! He also brings a useful ARM debuff and Puppet Master for more reliable hits.
  • Doom Reaver Swordsmen with their Greylord CA - heavy hitters who can operate nicely on their own and have a mage escort.
  • Fenris - He gives her guards Rise, which is an okay buff.
  • Koldun Kapitan Valachev is a Greylord model and a Ranking Officer.
    • On feat turn, he can Zephyr twice, or Zephyr once and give his unit the Press forward order. Either way, his unit is moving a lot quicker on feat turn.
    • Put him with a unit of merc spellcasters and they'll benefit from Zerkova's feat too! The best ones are Aiyana & Holt or Alexia Ciannor & The Risen.
  • Don't forget that Thamarite Advocates (see below) can be taken with her in any theme, and don't take up your Mercenary solo slot.

    Flame in the Darkness    

Zerkova2 is not particularly strong in this theme, as it lacks a spellcasting unit like Outriders who can really make use of her kit, but one neat interaction is that all the spellcasting solos become Khador models and thus will benefit from her feat.

  • Jakes1 can cast Energizer twice, for some good threat ranges.
  • Ragman can run and then cast Death Field.
  • The Hermit can put two auras into play, or run and cast one.
  • Alexia2 can put down 3 thralls, collect 3 more souls and then pop out 3 more.
  • Thamarite Advocates can give her additional Focus and/or magic attack rerolls. They also have Hex Bolt, which is a good spell, but has a short range. Run them and feat to amend the downside.
  • Also, she gets access to the Thamarite Archons which can give her rerolls on attack rolls.
  • Even with Telgesh Mark, it might be worth taking a Lancer for an extra arc node. She just loves casting spells!
  • She and her guards also gain Vengeance. If you want an extra 3 inches on your assassination run, run a guard to engage, so the opponent has to deal with it.


    Jaws of the Wolf    

    Support models - Various themes    

  • Greylord Adjunct - A free upkeep is always great and Guidance can be quite helpful for the assassination.
  • Battle Mechaniks - some cheap bodies for Sacrificial Lamb
  • War Dog - pump up her DEF to Caine level in close combat against anything, that gets through her guards. With 3, counter-charging models around her, you can set up quite an intricate web to intercept would-be melee assailants.
  • Thamarite Advocate - The can accompany Lady Z into any theme and become friendly faction to her. With Power and SacLamb she can have a huge amount of "free" Focus in a turn, and they can fuel her jack for her and/or give her rerolls on magic attacks.

    Mercenaries    

  • Sylys - upkeep Telgesh for free, and make super-accurate magic attacks.
  • Ogrun Bokur - even while your Reaver guards are around, you'll probably want an extra layer of protection from ranged assassination attempts.
  • Saxon Orrik - you have almost nothing to increase your army's mobility on rough terrain; so Saxon's help is often beyond measure!
  • Ragman can walk up behind your Doomies and apply Death Shroud. If you're in the Flame of the Darkness theme he can also benefit from the feat, letting him run before he Death Fields.
  • Thamarite Archons let her reroll every failed attack roll, saving your Puppet Masters for other targets, making it a good Merc pick even outside of Flame in the Darkness.

Battlegroup

  • Victor - Since your army will be primarily be either melee based, or use short range spell casting, a good gun can do wonders, and the Victor brings quite a few of them. Flare can help you with pesky stealthy models that don't want to be casted on, Incendiary works well against tough troops and the Auto Cannons prey on the myriad of Archons flying around.
  • Rager - even while your Reaver guards are around, you'll probably want an extra layer of protection from ranged assassination attempts.
  • The humble Destroyer can be a great choice for piling damage on to a model made stationary by Hoarfrost.
  • Mad Dog - getting focus on her jacks is the least of her issues when running them, fleet gives some interesting threat ranges.

Other

Trivia

Other faction 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 : Blessed and/or Creator's Wrath     (Edit)

  • Blessed ignores spell buffs even if they're not directly on the target. (For example, Haley3's Temporal Distortion spell is cast on Haley and gives a DEF buff to everyone within 5". Blessed ignores it on everyone, not just on Haley.) (Locked thread)
  • You only ignore the DEF/ARM buff if the spell directly adds to the stat (for example Arcane Shield gives +3 ARM).
Whereas a spell which grants an ability, and the ability gives a DEF/ARM buff, would not be ignored by Blessed (for example Cloak of Ash gives a model concealment, and concealment gives +2 DEF).
(Infernal Ruling)
  • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else]. (For example, the spell Death Ward grants +2 ARM and the defender chooses which column suffers damage. You would ignore the ARM bonus, but the defender still picks the column.)
  • This ability only ignores buffs from spells, not buffs from feats (such as Stryker1's Invincibility +5 ARM) or abilities (such as Protective Aura's +2 ARM).
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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 : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.

Rules Clarification : Cold - None yet. (Edit)

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Rules Clarification : Call to Sacrifice      (Edit)

  • This ability is optional.
  • This ability will be blocked by "anti-heal" effects (such as Grievous Wounds or Entropic Force).
  • This ability will not trigger if the model is disabled by damage rolls not coming from an ennemy attack (like Electro Leap, a continuous effect, or a friendly attack).
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Rules Clarification : Sacred Ward and/or Spell Ward     (Edit)

  • Sacred/Spell Warded models can still be affected by spells. For instance, CTRL area spells, AOE that deviate, and/or sprays that target a nearby non-warded model.

Rules Clarification : Banishing Ward - None yet. (Edit)

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Rules Clarification : Hoarfrost      (Edit)

  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.

Rules Clarification : Occult Whispers - None yet. (Edit)

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Rules Clarification : Sacrificial Lamb      (Edit)

  • You can't go over the normal focus allocation as a result of this spell. Refer to the Cortex rules.
  • Sacrificial Lamb doesn't actually target the warrior model, so it can be used on Spell Warded models. (Check post-update)
  • A model can be dealt more damage than it has boxes. In other words, you can use this spell on a single-wound model, and still get 1d3 focus from that model.

Rules Clarification : Spectral Fire - None yet. (Edit)

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Rules Clarification : Telgesh Mark      (Edit)

  • You cannot use Telgesh Mark to channel Telgesh Mark (because it expires when you cast it the second time).
  • See also the clarifications on channeling

Rules Clarification : Weapon Master - None yet. (Edit)
Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Berserk      (Edit)

  • Berserk attacks will generate even more Berserk attacks. You keep going until you miss, something survives, or you run out of targets.
  • Berserk grants an additional attack which by definition can only occur during your Combat Action. Therefore Berserk doesn't work on free strikes, impact attacks, etc.
  • "Immediately" means you can't save it until later in your activation. Berserk must be resolved at step 14 of the attack sequence (refer Apdx A).
  • You cannot use "Any Time" abilities while resolving the original attack, the Berserk attack, or between the attacks. Refer Apdx A.
  • Berserk doesn't trigger during a frenzy. (Infernal Ruling)
  • Berserk will not trigger if the target uses an ability to move the damage to another model (such as a warlock transfer).
    • But it will trigger if they use an ability to move the attack to a different model (such as Grim Salvation).
  • Berserk has a weird niche interaction with Agathon's abilities, which you can read here.
  • Attack-Generating Abilities (Edit)
    • From the core rulebook: When a model is granted more attacks as a result of an attack it made, it gains only one. If two or more special rules would grant the model another attack as a result of making an attack, its controlling player chooses which special rule to apply.
    • If you trigger two attack-generating abilities (such as Black Spot and Kill Shot) you choose to resolve one and "lose" the other (unless you trigger it again later).
    • If you trigger two attack-generating abilities, and one of them is compulsory (such as Black Spot and Berserk), you must choose to resolve the compulsory one. (Infernal Ruling)
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Rules Clarification:  : Countercharge      (Edit)
(Click Expand to read)

    Timing    
  • If the moving model has Assault, the Countercharge is resolved before the Assault attack. (Infernal Ruling).
  • If the moving model has a rule that resolves "at the end of Normal Movement" (such as Slipstream), the Countercharge is resolved before the other rule. (Infernal Ruling)
  • The moving model cannot use an "Any Time" after finishing their advance but before your Countercharge. They can use it only after the Countercharge is resolved.
  • If the non-countercharging player has a similar "ends an advance" trigger (such as Admonition) then they can trigger and resolve that from your countercharge movement.
    • Example: Model [A] charges, and triggers Countercharge on [B]. Model [B] countercharges, and triggers Admonition on [C].
      Resolve Admonition on [C]. Then finish resolving Countercharge on [B]. Then finish model [A]'s activation.

    Triggering Countercharge    

  • You can trigger Countercharge if you're engaging, but not engaged.
  • You can trigger Countercharge during your own turn, if your opponent has an ability to move during your turn (such as Admonition).
  • Some abilities let you "ignore intervening models when declaring a charge" (such as Flight). Unfortunately, you still need LOS to trigger Countercharge, and it's only after CC is triggered that you actually get to declare a charge. In other words, Flight and Countercharge don't work together for LOS purposes.
  • What does trigger Countercharge
    • Countercharge triggers off any advance, not just in-activation stuff.
    • Standing still but changing facing is an advance.
  • What doesn't trigger Countercharge
    • Aiming, or forfeiting your movement, is not advancing.
    • If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
    • Being placed (such as Teleport) is not an advance.
    • Involuntary movement (being slammed, thrown, or pushed) is not an advance.
  • When a unit is moving, countercharge is triggered on a model-by-model basis. So you can countercharge after any model in the unit has finished its move within range, but you can only countercharge that model who just finished its movement. You can't "save it" until the entire unit finishes moving and then say "I'm going to Countercharge the first guy you moved."

    Attacks, Boosting, & Other Triggers    

  • You only get one attack when making a countercharge, regardless of how many initials you normally have.
  • The charge attack damage is only boosted if the Countercharger moved 3" or more, as with a regular charge.
  • Countercharge occurs outside of activation so you can't spend fury/focus to boost a countercharge attack, nor buy additional attacks afterwards, not trigger stuff that only happens during your Combat Action (like Berserk).
  • Even if you trigger Countercharge during your own activation, for the duration of you resolving the CC it "no longer counts" as being in your activation. (Infernal Ruling)

    After the Countercharge    

  • The countercharging model cannot use any abilities that trigger on "during activation" or "during combat action" (such as Sprint), as Counter Charge is not an activation. (Locked thread)

    Other interactions    

  • Countercharge during your own activation (Countercharge vs Admonition etc) ( Edit )
    • You can trigger Countercharge during your own activation, but only if an enemy model moves during your activation. For instance, you move towards a model who has Admonition and they trigger that to try to move away. (You do a normal move, they trigger admonition and move, you trigger countercharge from their admonition-move.)
    • However countercharge always counts as being out-of-activation, no matter when you trigger it. (Infernal Ruling)
    As a result, you can't trigger only-during-activation effects (such as Critical Shred & Sustained Attack).
    • On the other hand, you can potentially get two charge attacks (one for your normal charge, one for the counter charge). (Infernal Ruling)
      This ruling still applies even after the 2018.07 update (Infernal Re-ruling)
  • Countercharge plus Admonition
    • If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
  • Countercharge Inception
    • If a model [A] has Countercharge, and it charges an enemy model [B] that has Countercharge and Admonition, then ...
      • Model [A] charges and triggers CC and Admo on [B]
      • Model [B] Admo moves but before it can resolve its own CC, it triggers CC on [A]
      • You now have two models that have triggered CC simultaneously. So the Active player gets to resolve their one first.
  • Assault vs Countercharge ( Edit )
  • Countercharge & Cavalry ( Edit )
    • A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
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Rules Clarification : Sacred Ward and/or Spell Ward     (Edit)

  • Sacred/Spell Warded models can still be affected by spells. For instance, CTRL area spells, AOE that deviate, and/or sprays that target a nearby non-warded model.

Rules Clarification : Silence - None yet. (Edit)


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Note to Editors
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