Assault Kommander Strakhov & Kommandos

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Khador Logo.jpg

Assault Kommander Strakhov
Khador Warcaster Unit
Kommandos
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.

Assault Kommander Oleg Strakhov has spent decades carving a bloody trail through the kingdoms of western Immoren, eliminating high-profile targets and destabilizing opposing forces with well-orchestrated strikes. Strakhov stands as a Khadoran legend. Those who tell of his deeds speak of him as more specter than man, an unseen force capable of accomplishing impossible tasks under cover of night and leaving no evidence of his passage.

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.

Strakhov

Strakhov2
Missing Info
Strakhov2.jpeg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 7
MAT 8
RAT 6
M.A. N/A
DEF 16
ARM 15
CMD 9
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 17
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: Mission Critical

While in Strakhov's control range, friendly Faction warrior models gain +3 ARM, Tough, and Feign Death. Mission Critical lasts for one round.

Feign Death - A model with Feign Death cannot be targeted by ranged or magic attacks while knocked down.

Abilities

  • Corrosion Imm symbol.jpg Immunity: Corrosion
  • Fire Imm symbol.jpg Immunity: Fire
  • Assault symbol.jpg Assault
  • Pathfinder symbol.jpg Pathfinder
  • Officer symbol.jpg Officer
  • Alchemical Mask - This model does not suffer gas effects. When determining LOS or resolving attacks, this model ignores cloud effects and concealment granted from cloud effects.
  • Tactical Flexibility - This model can use one of the following special rules at any time during each of it's unit's activations. Each model in the unit gains the benefits listed.
    • Battle Maneuvers - Affected models gain Reposition [5"] while in formation this turn. (Reposition [5"] - At the end of an activation in which it did not run or fail a charge, a model with Reposition [5"] can advance up to 5", then its activation ends.)
    • Quiet Advance - Affected models gain Stealth while in formation for one round.
    • Red Tide - Affected models gain Overtake this activation. (Overtake - When a model with Overtake destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".)

Weapons

Death Whisper Carbine
Gun icon.jpg  RNG   ROF   AOE   POW 
8 1 - 6
  • Armor-Piercing - When calculating damage from this weapon, halve the base ARM stat of models hit.
Trench Blade (x2)
Sword icon.jpg  RNG   POW   P+S 
0.5 4 11
  • Magical dam symbol.jpg Damage Type: Magical
  • Combo Strike (★ Attack) - Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon. (Giving a total P+S = 15)
  • Grievous Wounds - A model hit by this weapon loses Tough and cannot have damage removed from it for one round.

Spells

COST RNG AOE POW DUR OFF
Inviolable Resolve

2 6 - - Upkeep No
Target friendly Faction model/unit gains +2 ARM and cannot be moved by a push or a slam. Models are not affected while out of formation.
Last Stand

2 6 - - Upkeep No
Target friendly Faction model/unit gains an additional die on its melee attack and damage rolls. If an affected model makes a melee attack, it is destroyed at the end of the turn.
Quicken

3 6 - - Upkeep No
Target friendly Faction model/unit gains +2 SPD, and +2 DEF against ranged and magic attack rolls.
Return Fire

1 6 - - Round No
When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one basic melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.
Lock the Target

2 10 - 10 (★) Yes
A model damaged by Lock the Target cannot run, charge, make slam power attacks, or be placed for one round.

Kommandos

Strakhov2 comes with two Kommandos. They are not Grunts, they are non-character troopers.

Kommando
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 6
MAT 7
RAT 6
M.A. N/A
DEF 13
ARM 14
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

  • Alchemical Mask
  • Smoke Bomb (★ Action) - Centre a 3" AOE cloud effect on this model. This AOE remains in play for one round.
  • Immunity: Corrosion
  • Immunity: Fire
  • Assault
  • Pathfinder

Weapons

Death Whisper Carbine
Gun icon.jpg  RNG   ROF   AOE   POW 
8 1 - 6
  • Armor-Piercing - When calculating damage from this weapon, halve the base ARM stat of models hit.
Trench Blade
Sword icon.jpg  RNG   POW   P+S 
0.5 4 10
  • Brutal Charge - This model gains +2 to charge attack damage rolls with this weapon.

Theme Forces


Thoughts on Strakhov2

Strakhov2 in a nutshell

Our second infantry caster to compete with Irusk2. Strakhov plays differently than his counterpart relying more on upkeep spells and his own personal threat to get work done than his counterpart.

Maximising his feat and spells

  • The combination of his feat and Inviolable Resolve can make for a +5 ARM swing for a single unit in addition to tough and feign death.
  • Quicken is very good at making fast units really fast. Iron Fang Uhlans and the Winter Guard Gun Carriage can run 20" with the spell. Greylord Outriders are even faster.
  • Last Stand is most economically used by units with Combined Melee Attack, since only the model actually rolling the attack gets removed.

Drawbacks & Downsides

  • Upkeep hate like Hex Blast, Purification or Lamentation makes Strakhov sad.
  • The Kommandos don't get much value out of Red Tide with their one and only melee attack.
  • Steady models, like Man-o-War Shocktroopers with the officer attachment and Iron Fangs with a Kovnik, have a skornergy with Feign Death. Which isn't too bad, since these units still appreciate the +3 ARM and Tough.
  • Unless Mission Critical is used on multi-wound models, Anatomical Precision and Sniper easily dispatch them. Since the buffs don't last into your next maintenance phase, so do Continuous Corrosion and Continuous Fire (which Strakhov himself is immune to at least.)
  • None of Strakhov's tools offer a way of handing out Pathfinder, possibly leaving his army at the mercy of a bad table edge or terrain placed by the opponent.
  • Second lowest WJP stat in the faction after Old Witch (and tied with Butcher3) to balance out his "free" Kommandos.

Tricks & Tips

  • Last Stand can be cast on warjacks, and Khador has some of the most point-efficient jacks in the game. Send in a juggernaut and watch the fireworks.
  • In a similar vein, the Unstable Berserker-chassis jacks make for nice Last Stand targets. They are really cheap, like ways to fix their low MAT and most importantly; should you use three focus, they have a 50% chance to explode for more damage. Which in this case, would be pure upside, since you're going to lose them anyways.
  • Last Stand can also be used by Strakhov himself, for surprise assassinations! Remember, even after swapping Quicken with Last Stand to extend your attack range, Strakhov can do three MAT 8 POW 11 attacks with an additional die to hit and damage thrown in. The drawback of Last Stand is barely relevant, since most failed assassination runs end in a game loss anyways.
  • While most commonly used on infantry, Inviolable Resolve can be used on Battlegroup models. An ARM 22 Colossal or ARM 25 Clamjack will do a fantastic job contesting a zone against most adversaries.

List Building Advice

Strategy

Most commonly and to good effect, Strakhov2 runs an infantry-focused melee army with high ARM to synergize with the buffs from feat and spell list to grind the opposing force into submission (and commonly win over scenario or attrition).

Without a way to hand out Blast Immunity, he's not as good at running frail infantry like Kayazy Assassins though.

Theme thoughts

    Legion of Steel    
High armor, good speed, hitting power, accuracy and an easy way to abuse Tough with Steady; Strakhov2 and Iron Fangs are best friends.

  • Pretty much any an all Iron Fang units and models in Legion of Steel. He runs them better than most other casters.

    Armored Corps    

  • Man-o-War Shocktroopers: With Inviolable Resolve, Mission Critical and Shield Wall, they go up to ARM 26. Which combined with their 8 boxes, is very difficult to kill, even for heavies.

    Mercenaries    

Battlegroup

Torch is his pet warjack that he can take in any theme.
  • Two Marauders will fill his WJPs exactly and will be a great deterrent against huge bases.
  • Berserkers become the ultimate fire-and-forget missile under Last Stand. Fully load one and send it in to wreck face, then let it blow up in the enemies face as it will die at the end of the turn anyway.
  • Rager - Normally used for protection, but if you feel like you don't need it anymore it's great Last Stand target as well with three initials.
  • If you play Legion of Steel, a Destroyer or two can bring the shooting you lack in theme, and as such is a great Return Fire target as well.
  • Torch - Not recommended. It's point cost is too high and it's Spray too short. Torch is better with Strakhov1 for Overrun shenanigans.
  • Devastator - With Inviolable Resolve it can reach ARM 25, so it can brick up along with your troops on feat turn.

Other

Trivia

  • Originally released 2017.03

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 : Armor-Piercing and/or Case Cracker     (Edit)

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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 : Combo Strike      (Edit)

  • You cannot make a Combo attack if the weapon is crippled. Refer "Crippled Systems" in the core rulebook.
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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 : Smoke Bomb      (Edit)

  • While this model is in the centre of the cloud, no one else can get concealment from the cloud.
  • Cloud radius = 1.5" = 38.1mm. Small base radius = 15mm. That leaves 23.1mm space, which is not enough for another small base.
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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 : Corrosion      (Edit)

  • If you deploy in corrosion hazard terrain (Acid Pool), then you get corroded 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.
  • A weapon can inflict continuous corrosion without itself being a corrosion damage weapon (for example, the Acidic Touch animus). In this case, the attack can hurt models with Immunity: Corrosion it just won't apply the continuous effect.
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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:  : Assault      (Edit)
(Click Expand to read)

General

Step 1: Declare the charge

  1. Are you in already melee? With any enemy, not just your charge target?
    • If yes, you don't get an Assault attack at all (Refer to the latest Errata). Instead it's just a normal charge.
    • If no, continue to Step 2.
  2. Note: You cannot be "in melee" with a stationary/knocked down target. Feel free to declare charges (and Assault shots) in this case.
    • You can even charge a knocked down model you're in B2B with, advance 0", and get your ranged attack and your melee attack(s).

Step 2: Move the charging model

  1. As soon as the movement is finished, determine whether it was a successful charge or not.
    • Do this before resolving anything that triggers on "Ends Movement" (like Admonition, Countercharge).
    • Do this before resolving your Assault attack.
  2. Did you make a successful charge? You get the ranged attack even though you're "in melee" (not yet though).
  3. Did you fail the charge? You will get the Assault shot anyway (not yet though).
    • Did you fail the charge, but end your movement in melee with someone different to your charge target? You get the ranged attack even though you're "in melee" (not yet though). (Infernal Ruling)
  4. Now that you've figured out whether the charge successful, you resolve "Ends Movement" effects (such as Countercharge) before the Assault attack. (Infernal Ruling).
    • If something happens at this point that changes whether a model is in/out of melee range, it does not retroactively change a failed charge into a successful charge or vice versa.
  5. If your charge was successful you may use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)
  6. If you fail your charge, you may not use "any time" abilities before or after making the Assault attack. (Infernal Ruling)
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Tip !
Assault is not a "triggered ability" and it will never trigger simultaneously with another ability that triggers/resolves at "ends movement". Instead, the other ability is always resolved before the Assault shot.

You can make an Assault shot even if you charged less than 3".

Step 3: Make the ranged attack

  1. The ranged attack is optional.
  2. Since the Assault attack is outside your Combat Action, you can only do a basic ranged attack. CRA & Special ranged attacks are only allowed during your Combat Action, you can't do them. (Infernal Ruling CRA & Special Attack)
  3. Did you move at least 3" during the charge movement? Who cares, that is irrelevant to the Assault attack!
  4. Make your ranged attack vs your charge target
    • If the charge target is already dead (which can happen when units charge) then you don't get to redirect your Assault attack vs 'someone else'. You simply don't get an Assault attack. (Infernal Ruling)
    • A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as an Assault attack. (Infernal Ruling)
    • If your ranged attacks triggers other attacks/damage that occur "after the attack" (such as Drag or Electro Leap) then those will resolve as per normal, regardless of whether you had a successful charge or not. (Infernal Ruling)
  5. Is the target in melee with the shooter?
    • If yes, then you ignore the +4 DEF bonus (as per the 3rd paragraph of "Targeting a Model in Melee" (TMM) rules)
    • If no, resolve the ranged attack exactly the same as if it were a normal ranged attack.

Step 4: After finishing the Assault attack

  1. If it was an unsuccessful charge, your activation now ends.
  2. If it was a successful charge, and your charge target is ...
    • still alive, then you get your charge attack (as per the charge rules)
    • dead, then you get your initial melee attack(s) vs anyone still in your melee range (as per the charge rules).
  3. Either way, you don't get to make more ranged attacks (other than the obvious exceptions like Gunfighter, of course).


Units

  • Move all models in the unit before making any Assault attacks. (Infernal Ruling)
  • Make all Assault attacks before making any Charge attacks. (Infernal Ruling)
  • Each model in the unit is effectively "stalled" while you move/shoot the other models. This "stall" does not create an opportunity to use "any time" abilities. (Infernal Ruling)
  • If a trooper's target dies before they make their Assault shot, they don't get to redirect it. You just skip their Assault shot. (Infernal Ruling)
  • You cannot make Assault attacks while out of formation, as per the regular formation rules about making attacks.
  • Assault & CRA (Edit)
    • You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)

Other

  • Warbeasts
    • Warbeasts cannot use Assault during a Frenzy. Refer to the latest errata.
  • Assault vs Countercharge ( Edit )
  • Assault & Drag ( Edit )
    • You determine whether a charge was successful or not before making the Assault attack.
    • If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
      • It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
      • You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
      • Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
      • You won't be able to purchase additionals (because your activation ended).
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Rules Clarification : Pathfinder      (Edit)

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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.
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Rules Clarification : Alchemical Mask      (Edit)

  • Although a "hazardous cloud" (such as Breath of Corruption) sounds like it would be a gas, it isn't and you don't ignore it. Stuff is gas only if it says it's gas.
  • Alchemical Mask ignores clouds for LOS and the +2 DEF concealment bonus, but a target in a cloud still 'has' concealment so the target can get Prowl to work. (Infernal Ruling)
  • Alchemical Mask does not ignore Syvestro's "Super Stealth" that he gets via Impenetrable Haze. (Infernal Ruling)
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Rules Clarification : Prayers and/or Follow the Leader and/or Tactical Flexibility and/or Witchcraft     (Edit)

  • All models get the benefit, regardless of whether they're in formation or not.
  • Sometimes this rule is put on the whole unit, and yet specifically mentions "the Leader model" as the one that uses the ability (for instance the Gatorman Posse). As a result, if the Leader gets RFP'd you can't use the ability. See Unique Leader Model for a fuller explanation.
  • 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 : Battle Maneuvers      (Edit)

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Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • End of Activation (Edit)
You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
  • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
  • If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
  • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
  • See also the training article: LPG - End of Activation.
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Rules Clarification : Quiet Advance      (Edit)

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Rules Clarification : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
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Rules Clarification : Red Tide      (Edit)

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Rules Clarification : Swift Hunter and/or Overtake     (Edit)

  • The free move must be resolved before other abilities that involve attacks (such as Quick Work or Berserk). Refer Step 12 vs 14 in Appendix A.
  • This ability does not trigger off special attacks, only basic ones.
  • An important difference:
    • Swift Hunter can be triggered by any attack, including out-of-activation attacks.
    • Overtake only works on attacks during your Combat Action. Even stuff like Impact Attacks won't trigger it.
  • If you make a free strike during your Combat Action (for instance the enemy used a special rule to move during your Combat Action) you can trigger Overtake on that free strike. It still counts as being during your Combat Action. (Infernal Ruling)

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Feign Death      (Edit)

  • "Cannot be targeted" is not the same as "cannot be hit". You can still be hit by AOEs, Sprays, etc that target someone else.
  • You cannot use Gunfighter vs models Feigning Death, because Gunfighter is still a ranged attack.
  • However, you can use Point Blank, because that lets the attacker make a melee attack with a ranged weapon.

Rules Clarification : Inviolable Resolve - None yet. (Edit)

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Rules Clarification : Last Stand      (Edit)

  • If you make a CMA, only the attack leader is destroyed. The attack participants didn't actually make an attack.
  • If a model triggers Last Stand, then you make the upkeep expire (for example casting it on a different unit), then that model is destroyed despite the spell expiring. (Infernal Ruling)
  • If a model triggers Last Stand, then you kill it yourself and resurrect it in the same turn (for example with the Supreme Guardian), then is not destroyed because effects expire on models when they're destroyed. (Infernal Ruling)
  • I thought the two rulings above conflicted with each other but apparently they don't; essentially because "you don't track triggered effects on models that aren't on the table". (Infernal Ruling)
  • End of Turn Abilities (Edit)

Rules Clarification : Quicken - None yet. (Edit)

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Rules Clarification : Return Fire      (Edit)

  • When you resolve Return Fire, you don't need to attack the same model that attacked you.

Rules Clarification : Lock the Target - None yet. (Edit)