Zevanna Agha, the Fate Keeper (Khador)

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Khador Logo.jpg Zevanna Agha, the Fate Keeper (Khador)

Khador Battle Engine 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.

Having released the godlike Defiers from Urcaen to suit her own ends, Zevanna Agha has many plans in motion. Only time will reveal her true goals, but for now she is content to join in the chaos the grymkin bring. Her hope is that those fated for greatness will be strengthened by the crucible of the Wicked Harvest and that the Defiers will aid in forestalling an otherwise imminent doom. - Fluff is taken from her Grymkin entry

Basic Info

Old Witch2
Missing Info
Old Witch3.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Huge
SPD 6
STR 12
MAT 5
RAT 6
M.A. N/A
DEF 12
ARM 19
CMD N/A
ESSENCE {{{essence}}}
FOCUS 7
FURY N/A
THRS N/A
HP 20
F. Field N/A
WJP +29
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.

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: Hour of Reckoning

The Old Witch gains the benefit of all 5 of her Arcane Machinery effects this activation. (Refer to her abilities)

Abilities

  • Pathfinder symbol.jpg Pathfinder
  • Dual Attack - This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
  • Repairable - This model can be targeted with Repair special actions as if it were a construct model.
  • Arcane Machinery - Once per turn at any time during its activation, this model can use one of the following effects. Arcane Machinery effects last for one round.
    • Arcane Calibrations - Reduce the COST of each spell this model casts this activation by 1.
    • Divinator - While in this model's control range, models in its battlegroup can reroll failed attack rolls. Each roll can be rerolled only once as a result of Divinator.
    • Power Magnifier - This model can spend 1 focus point at any time during its activation to give a 2 focus points to a warjack in its battlegroup that is in her control range.
    • Range Amplifier - When this model casts a spell and is the point of origin of the spell, it gains +5" RNG.
    • Vexing Alignment - Increase this model's control range by 4".

Weapons

Carrion Crows
Gun icon.jpg  RNG   ROF   AOE   POW   LOCATION 
12 1 (★) - -
  • Magical dam symbol.jpg Damage Type: Magical
  • Black Wings - If this attack misses, nothing happens. On a direct hit against an enemy model, center a 4" AOE on the model hit. The AOE is a cloud effect and hazard that remains in play for one round. Living and undead models in the AOE when it is placed suffer Blind for one round. Enemy living or undead models entering or ending their activation in the AOE suffer 1 point of magical damage. This model is not affected by Black Wings. (Blind - A model suffering Blind cannot make ranged or magic attacks, suffers -4 MAT and DEF, and cannot run, charge, or make slam or trample power attacks. It must forfeit either its Normal Movement or Combat Action during its next activation. Blind can be shaken.)
Stomp (x2)
Sword icon.jpg  RNG   POW   P+S   LOCATION 
2 3 15 1 Each Side

Spells

COST RNG AOE POW DUR OFF
Boundless Charge

2 6 - - Turn No
During its activation, target friendly Faction model can charge without spending focus or being forced and gains +2" movement and Pathfinder when it charges. Boundless Charge lasts for one turn.
Curse of Shadows

3 8 - - Upkeep Yes
Target model/unit suffers -2 ARM and cannot make free strikes. A model can advance through an affected model if it has enough movement to move completely past its base.
Reconstruct

3 6 - - Upkeep No
When target large-based or smaller warjack in the spellcaster's battlegroup is disabled by an enemy attack at any time except while it is advancing, place it anywhere completely within 3" of its current location. Remove 1 damage point from each system, then Reconstruct expires.
Scourge

4 8 3 13 - Yes
Models hit by this attack become knocked down.
Windstorm

3 SELF Control - Round No
(1) While in the spellcaster's control range, enemy models' range weapons with a RNG greater than 8 suffer -5 RNG on affected ranged attacks to a minimum of 8. (2) When an enemy AOE ranged attack deviates from a point in this model's control range, after determining the deviation distance, you choose the deviation direction. (3) Windstorm lasts for one round.

Theme Forces


Thoughts on Old Witch2

Old Witch2 in a Nutshell

The new Old Witch focuses on denying large sections of the board from the enemy using windstorm and her gun to deliver her army.

Old Witch2 and Old Witch3 are very similar (they even use the same physical model!), with the only differences being:

  • #2 is a Khador warcaster, #3 is a Grymkin warlock.
  • #3 has a rule that lets it use a feat despite being a Grymkin.
  • One of their spells has a different name, but it's effectively the same spell (it just swaps the word "warjack" for the word "warbeast").
  • One of their Arcane Machineries is actually different:
    • #2 has Power Magnifier which gives warjacks extra focus
    • #3 has Hellhole which returns Grymkin troops to play

Feat thoughts

Gaining all the effects will greatly simplify decisions on feat turn, even if it is not particularly inventive. Due to having both reduced cost of spells and the ability to fully fuel a jack for 1 focus the Old Witch will have a large amount of virtual focus to play with on feat turn. The trick is to balance her spell casting and Jack support without overly exposing the Witch herself.

Her feat will allow her to cast her short RNG high cost offensive spells and shoot her Carrion Crows to further debuff the enemy before sending in a heavy which will now have no issue hitting its target at -4 DEF and -2 ARM.

Charge of the warjacks - one usage of her feat could be to launch an assault of your warjacks (up to 3 jacks for optimal effect).

  • Using Arcane Calibrations you can cast Boundless Charge for 1 focus each. Range Amplifier will allow you to cast Boundless Charge from 11".
  • Using Power Magnifier you can spend 1 focus to give each jack 2 focus.
  • Divinator allows your warjacks to reroll failed attacks.

Spell thoughts

  • Boundless Charge: +2" and pathfinder on the charge makes slow Khador Jacks less slow. Outside the Jaws of the Wolf theme Pathfinder is relatively uncommon on Khador heavies (excluding the Kodiak, and Grolar) making it well worth it in certain match ups. Of special note is that the Old Witch can have this spell cost 1 FOC using her Arcane Calibration ability and it "saves" the 1 FOC that charging a Jack normally costs. Also remember that while Arcane Calibration is active, you can cast Boundless charge on all your warjacks for a ridiculous focus points cost.
  • Reconstruct Beware grievous wounds and remove from play effects which bypass this from triggering.
  • Windstorm Windstorm along with Vexing Alignment gives you army some cover against RNG 14 and less shooting, and allows models up to 4" in front of her the same luxury. Be careful to avoid jamming the Old Witch however as she often likes to go first during your turn, and her huge base is difficult to maneuver if you have high value models huddled at her base to avoid shooting.

Drawbacks & Downsides

  • She is a Huge Base and has very low defense for a caster; Windstorm will shorten enemy ranged threat ranges, but she is a sitting duck if she can't cast Windstorm or your opponent can get close enough.
  • Her RAT and MAT is very low meaning getting hits with her will rely on Future Sight and her Crow Guns Blind effect.

Tricks & Tips

  • Reinholdt "reloading" ability (especialy with Divinator) makes Carrion Crows extremely efficent way to weak large numbers of enemies and screen your units.
  • Despite the Repairable and Battle Engine rules, she'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

The Old witch does ranged assassination well along with delivering melee troops into gun-lines using Windstorm and vexing alignment. Her perfect match up would see her facing an enemy gun-line that she can cover her army against and soften up with her own ranged models. Once she advances far enough to deliver her melee troops she most often feats for the increased focus efficiency it provides and sends in her jacks and melee infantry.

When selecting models for the old witch think about how you will use Windstorm; will you cover your own shooting models from your enemy and try and attrition from range or will you cover your melee troops from your opponent until they can get off their charges? Balancing the two types of play is important to how your list will function on the table.

Theme Thoughts

The best theme to take her in is probably any theme, because she is able to protect her troops from shooting, which is something all the themes available to her struggle with. She is also able to unjam with her gun, which is great for melee troops and jacks and her damage buff works for everything as well. He kit is so generic that there isn't really anything that doesn't work well with it and at the same time it is powerful enough to warrant competitive play.

    Armored Korps    
In AK she regains one point of health more when repaired thanks to the theme benefit and Curse of Shadows make the MoW hit as hard as heavy warjacks once they get in there, which Windstorm ensures.

    Wolves of Winter    
In WoW she has access to Ruin as a great reconstruct and boundless target, and since Curse is a debuff on the enemy models, not a buff on your own, you can circumvent Spell Ward on the Doom Reavers, which hit like trucks on the charge. Her bird gun also means the Koldun Lords and Ternion can focus on spreading debuffs and clouds rather than unjamming Doomies.

    Jaws of the Wolf    
In Jaws she can run jack heavy, which she does very well due to power magnifier, boundless charge and reconstruct. Windstorm and bird again make sure your melee jacks get there.

    Winterguard Kommand    
In WGK she gains sac pawn which is the best way to keep her huge base safe from being shot of the board outside of her Windstorm range. Curse of Shadows naturally synergies with gunlines, because it doesn't need your troops to be in melee with the target and POW 12 brutal damage rockets hurt! Also she can bring Beast-09 here as a great boundless charge and reconstruct target, as well as an additional layer of safety.

    Mercenary options    

  • Reinholdt - He can reload her bird... yeah nobody knows how it works, maybe he offers it some corn or something. The important part is that you can shoot twice and anti stealth or a reroll is also nice to boot.
  • Hermit - He lets you stack damage buffs or give Scourge +2 to hit. Mad Visions also keeps her save from danger once.
  • Ogrun Bokur - Expensive compared to other options, but a good way of keeping her alive that doesn't fill the Attachment slot
  • Croe's Cutthroats - Prey and Curse of Shadows make them very dangerous combatants and with Repo 5" they can hide in her Windstorm after shooting.

Battlegroup

  • Rager - Given that there's lots of support models vying for her Attachment slot, keeping her alive is a task that might fall to a 'jack. The Rager offers a cheap source of Shield Guard.
  • Devastator and Spriggan - These 'jacks often struggle to hit, which makes them good targets for Divinator.
  • Grolar - Power Magnifier is a good tonic for the Grolar's greedy Focus requirements.
  • Destroyer - It shoots with POW 16 at Cursed targets. Divinator is also amazing for it due to the poor RAT.

Other

Trivia

  • Released with the Grymkin Faction launch (2017.06). She was released simultaneously with Old Witch3, who is a Grymkin warlock. In fact they use the same physical model and 95% the same in-game rules.
  • The device on Scrapjacks back was made by contacts Zevannah had in the Strangelight Workshop (essentially the Iron Kingdoms equivalent of the Ghostbusters.)

Video Battle Reports

Other Khador models

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

Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev1 - Karchev2 - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2

Warcaster attachments

Khador: War Dog - Greylord Adjunct
Mercenary: Madelyn Corbeau - Reinholdt - Wyshnalyrr

Other Warjack Controllers

"Junior" Warcasters: Malakov1 - Sorscha0
'Jack Marshals: Man-o-War Kovnik - Greylord Forge Seer

Heavy Warjacks

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

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

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

Solos

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

Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Korps - Flame in the Darkness - Jaws of the Wolf - Legions of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter
Mercenaries
Refer to Who Works for Whom and/or Category: Khador Mercenary
This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Black Wings      (Edit)

  • The original attack can inflict Blind on friendly models.
  • In a full mirror match (Old Witch vs Old Witch), they can't Blind or hurt each other with Black Wings.
  • Templates that do damage (Edit)   [Show/Hide]
    • Most templates that do damage to models that walk into them are defined as "Hazards" (such as Burning Ground) but there are a few that aren't Hazards (such as Creeping Barrage and Wall of Fire). The differences are:
      • A hazard is a terrain element
      • Damage from a hazard template is never considered to be from the model or weapon/spell that put it into play. So hazards never gain special rules of the weapon/spell (such as a Damage Type or Poison), nor does it gain special rules of the model (such as Hand of Fate).
      • Damage from a non-hazard template is considered to be from the model that put it in play. So non-hazards do get stuff like Hand of Fate. (Infernal Ruling)
      • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance)
      • Damage from a non-hazard is also not from an attack. Instead it will be a Special Action (Covering Fire), or a "instead of making an attack, place a template" (Creeping Barrage), or etc.
     
    • Damage templates from spells is complicated:
      • (Infernal Ruling)
      • Spells that leave templates that are not hazards (such as Razor Wall) do Damage Type: Magical.
      • Spells that leave templates that are hazards (such as Breath of Corruption) follow the rules for hazards, which are most likely not magical damage but it varies by the hazard.
      • The initial damage when you place the template, if any, is Damage Type: Magical.
      • For example, Breath of Corruption's initial POW 12 corrosion damage roll is Damage Type: Magical in addition to Damage Type: Corrosion. But the hazard that is put into play from Breath of Corruption is not Damage Type: Magical, just Damage Type: Corrosion.
     
    • By default, when you put a template into play it doesn't do damage to models they overlap. The exceptions are templates that are created by an AOE weapon, and templates that explicitly say they do damage when they're placed.
    • A model which is "placed" also counts as "entering" an area, so the template will damage any one who teleports/spawns into it, too.
    • If two templates are overlapping, a model that enters them will take two points of damage.
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Rules Clarification : Blind      (Edit)

  • Blind prevents magic attacks. However spell-casters, spell slaves, etc can still cast non-offensive spells.
  • Blind vs Eyeless Sight (Edit)
    • If a model is Blinded, and then given Eyeless Sight, then that model ignores Blind ... but it is technically still Blinded. So if you somehow later lose Eyeless Sight (for instance walking out of the range of Menoth's Sight), it will immediately go back to suffering the effects of Blind. (Infernal Ruling)
    • Also this means stuff that only works vs Blind models (ie Hidden Blade) will still trigger vs a "Was Blinded but then got Eyeless" model.


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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.
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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 : Pathfinder      (Edit)

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Rules Clarification:  : Dual Attack      (Edit)
(Click Expand to read)

* If you fail a charge, then you do not get to make ranged attacks.
  • If you have multiple ranged attacks and/or melee attacks, you can intermingle them in any order. (Infernal Ruling)
  • You can charge, make a ranged attack, then make your charge melee attack. Even though you made a ranged attack, that doesn't change the fact that your first melee attack is the charge attack. (Infernal Ruling)
  • You must complete all initial attacks before buying attacks. You can't go: Make an initial melee attack, then buy a melee attack, then make an initial ranged attack. (Locked Thread)
  • Dual Attack doesn't let you mix initial attacks with a (★) attack. Dual Attack only lets you make either:
    1. Initial melee attacks and initial ranged attacks.
    2. Power attack and initial ranged attacks.
      Any other combination of (★ Attack) and initials is disallowed. See this thread for full explanation and links to relevant Infernal Rulings.
    • You could theoretically make a special melee attack and then buy additional ranged attacks (or vice versa) ... but the core rules say "The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any" so the special attack would have to explicitly allow a swap - and I'm unaware of any that do so.
  • There is no penalty for shooting an enemy you are in melee with.
  • Your ranged attack(s) can target a model you are not in melee with. (Infernal Ruling)
  • Dual Attack & Drag ( Edit )
    • This is pretty-much limited to just the Prime Axiom under Syntherion, or the Swabber, Galleon or Prime Axiom under Aurora2
    • If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
    • If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
    • If you didn't charge then ... just go nuts. There's no restrictions that I know of.
  • 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)

Rules Clarification : Repairable - None yet. (Edit)

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Rules Clarification : Arcane Machinery      (Edit)

  • 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)
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Rules Clarification : Arcane Calibrations      (Edit)

  • When combined with other abilities that change COST (such as Lamentation) use normal maths: double/halve irst, then add/subtract. (Infernal Ruling)

Rules Clarification : Divinator - None yet. (Edit)

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Rules Clarification : Power Magnifier      (Edit)

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Rules Clarification : Range Amplifier      (Edit)

  • Note that spells arced or channeled through other models do not gain any bonuses from Range Amplifier. The spell-caster must be the origin of the spell to gain the +5 range.

Rules Clarification : Vexing Alignment - None yet. (Edit)


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Rules Clarification : Boundless Charge      (Edit)

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Rules Clarification : Curse of Shadows      (Edit)

  • There is no distinction in the spell between friendly and enemy; neither in the targeting restrictions or in the 'who can move through them' effect.
  • You can't move through affected models during involuntary movement (pushes & slams) because that's not an advance.
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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Rules Clarification : Reconstruct and/or Respawn     (Edit)

  • Note it heals 1 box of each system/aspect. Not 1 off each damage column/spiral.
  • Colossals/Gargatuans cannot be the target of this spell as they are not "large base or smaller".

Rules Clarification : Scourge - None yet. (Edit)

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Rules Clarification : Windstorm and/or Sandstorm and/or Fleeting Storm     (Edit)

  • Range Modifiers (Weapons) (Edit)
    • If a weapon puts down a template "within X inches" (such as Covering Fire) then you can't change that, because it's not a RNG. (Infernal Ruling)
    • If a weapon's RNG is reduced to zero, it cannot be used to make attacks. Refer to 'Weapon Statistics', page 19 of the core rulebook.
    • If a weapon has RNG = CTRL then you can't add or subtract to that range, because CTRL is not a number. (Infernal Ruling)
  • Gunfighter vs RNG modifiers (Edit)
    • Unlike what most people might tell you, Gunfighter doesn't have a "range", it just lets the model make ranged attacks while in melee. The gun's actual RNG is unaffected though, until you put something like Windstorm (-5 RNG) on it. Then what happens is:
    1. If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
    2. If the gun is RNG 6, Windstorm will reduce it to 1". Thus you can only make Gunfighter attacks vs models within 1" (if you can - charging Gunfighters may be more limited).
    3. If the gun is RNG 5, Windstorm will reduce it to 0". Thus you can't make any attacks as per 'Weapon Statistics' (page 19 of the core rulebook).
    (Infernal Ruling)
  • See also Range Modifiers (Spells)