High Allegiant Amon Ad-Raza

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Protectorate Logo.jpg High Allegiant Amon Ad-Raza

Protectorate Warcaster

Emerging from behind temple walls to answer Menoth's call to war, High Allegiant Amon Ad-Raza takes his place at the forefront of the crusade. His amazing guidance of troops and warjacks is only equaled by his feats of martial prowess and instruction he performs as a member of Menoth's Order of the Fist.

Basic Info

Amon1
Missing Info
HighAllegiantAmonAdRaza.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 8
MAT 7
RAT N/A
M.A. N/A
DEF 16
ARM 14
CMD N/A
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 17
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.

Feat : Union

For each focus point Amon spends this activation, allocate 1 focus point to a warjack in his battlegroup that was in his control range when he spent the focus.

Abilities

Weapons

Spells

COST RNG AOE POW DUR OFF
Convection

2 10 - 12 - Yes
When Convection destroys a living enemy model, you can give 1 focus point to a warjack in the spellcaster's balttlegroup that is in its control range.
Flashing Blade

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

2 6 - - Upkeep No
Target warjack in the spellcaster's battlegroup gains +2 ARM. The affected model and any friendly model B2B with it cannot be knocked down, be pushed, or be moved by a slam.
Mobility

3 SELF - - Turn No
Models in the spellcaster's battlegroup that are currently in its control range gain +2 SPD and Pathfinder for one turn.
Synergy

2 SELF Control - Upkeep No
While in the spellcaster's control range, models in this model's battlegroup gain a +1 cumulative bonus on melee attack and melee damage rolls for each other model in the battlegroup that hit an enemy model with a melee attack this turn while in the spellcaster's control range. This cumulative bonus cannot exceed +3.

Theme Forces

Thoughts on Amon

Amon in a nutshell

Amon is the best jack caster in the Protectorate, bar none. He has fix for everything in his battlegroup:

  • Synergy for accuracy and damage
  • Mobility for speeding them up and negotiate rough terrain patches
  • Fortify for ARM boost and countering pushing/slamming tricks, and Field Marshal: Parry to exploit your increased mobility.

All that result in a very mobile, and hard-hitting and resilient battlegroup. He himself is an elusive, yet fragile caster. He has above-average defensive measures against the most common ways of getting around his high DEF, namely immunity against CRA/CMA and knockdown, but stationary effects, continuous fire and boosted blast damages are still valid dangers.

Feat thoughts

Bearing some resemblance with Nemo2's feat, this one gives one turn with incredible FOCUS efficiency. It allows you excellent piece trades and usually gets you ahead of the attrition game. To master this feat is to find the balance between the necessary resources to kill your target and overkill. It is a typical rookie mistake to get carried away, deplete Amon's FOCUS pool, and leave no focus for self-defence, while his jacks linger around with unspent FOCUS. Also, in some cases you are not allowed to, or not encouraged to spend FOCUS by casting spells (like Goreshade2's Arcane Consumption, Psychic Vampire, etc). In such cases just allocate, or buy/boost attacks. Special mention to Reznik1's feat, which counters FOCUS allocation, and sets you on fire, if you cast spells.

Spell thoughts

  • Convection - normally a dead spell on a caster's list, as spending 2 focus (sometimes 3 or 4 with boosting) for getting 1 back is rarely a good trade.
    Not with Amon's feat though; if you have focus to spare, 2 focus points will get you 2 to allocate, and one extra if you killed a living model with it.
  • Fortify
    • More than the ARM bonus, it stops your battle-line from getting slammed back.
    • Amon can still be damaged by the slam attack, even though he cannot be knocked down, but it is one less danger you must be aware of.
    • Keep in mind, that jacks can still be thrown, or placed.
  • Synergy - Your bread & butter spell. Cast it first turn and upkeep always. If dispelled, re-cast it at the first opportunity, unless you've run out of jacks. You don't know the pure destructive potential in this spell 'til you've seen it in action. One hit equals a Veteran Leader bonus for your battlegroup (for your damage rolls too). 2 is as if you put Prey on their targets. 3 is the combination of both. Add in the other jack supports of the Protectorate, and you're all set.
  • Mobility - Protectorate jacks bear notoriously low stats in terms of SPD and DEF; making them susceptible for SPD de-buff spells and rough terrains. With this spell you usually just laugh at those attempts.
  • Flashing Blade - Often combined with your Trip attack; knocking down a screening model which blocks your LOS, then hitting the ones behind with your next casting. With chain weapon and a good P+S it is great at killing infantry in Shield Wall/Wall of Steel. You'll rarely have focus for it, though, but is perhaps your best tool against jamming infantry.

Drawbacks & Downsides

  • Vulnerable to Anti-Magic and Anti-Upkeep techs.
  • Feats, spells and abilities which counter/punish focus spending (Garryth, Doomie1, Goreshade2, Morghul1, Reznik1, etc.) and things that strip your FOCUS (Eiryss1) can shut down your feat.
  • VERY fragile. A buffed, charging heavy can often kill Amon in one hit, even with FOCUS reinforcement.
  • Minimal support outside his battlegroup.

Tricks & Tips

  • Synergy bonus works every turn, so you can build it up with Defensive Strikes and free strikes during the enemy turn. It resets to zero when your turn starts.

List Building Advice

Strategy

Amon's gameplay revolves around Synergy, boiling down to attrition - and in some cases, assassination. With it, your light jacks can efficiently threaten heavies, and a single heavy of yours can often finish off, or badly damage 2 enemy heavies. Building up a maximum Synergy bonus should be Amon's priority every turn. Identify the most important targets and attack them with your heavy jacks only once other warjacks have amassed the maximum bonus available. A synergy chain often begins with Amon hitting a target with Trip attack, setting them up for the rest of his army. Amon is a capable warrior himself, but be careful not to overextend him as he is fairly fragile. Every turn try to end your moves so he has some focus to spare, and so that he's

  • behind a wall of warjacks (preferably a Fortified warjack) or terrain, or
  • behind a Vigilant and B2B with it, or
  • in Shield Guard range, of a Devout

Theme thoughts

Amon is in a very lucky situation, as all the current theme forces offer a varying degree of support for warjacks; the main element of Amon's lists. He's so good at running warjacks that players often run him without any combat infantry or solos - but that makes scoring in SR2017 scenarios all the more difficult.

Various themes
Amon's army is almost unimaginable without support models, that are available in all/most themes.

  • Choir of Menoth - Under full Synergy and Hymn of Battle bonus light warjacks threaten serious damage to even the most heavily armoured enemies. Trampling around with heavies is just as dangerous. And giving the warjacks additional resistance to shooting or spells is even more important when there may be little more in the army than warjacks.
  • Vassal of Menoth - Amon's battlegroup can always use some additional focus. What's more, thanks to the Parry ability, Enliven works excellently as it denies enemy the free strike he would get when the target warjack leaves his Melee Range. Setting up Enlivened and Fortified heavy forward as bait is a good way to make the enemy make some tough decisions.
  • Wrack - Amon really needs all the additional focus he can get. Running a large battlegroup and casting important spells every turn is costly, even with the Hierophant's help.
  • Vassal Mechanik - Keep those jacks running.

The Creator's Might
Start the game with upkeeps in play, and have Reposition on your Choir members to keep them in a safe position. Also, it comes with the full spectrum of support solos are at your disposal, as well as access to three character warjacks: The Avatar of Menoth, Blessing of Vengeance, and Scourge of Heresy, although you're only likely to want to use Scourge. (Blessing only really sings with Severius, while none of Amon's battlegroup spells will affect the Avatar.)

  • Hierophant - Though Madelyn can be appealing due to her Parlay to counter melee assassinations, the spare focus from Harmonious Exaltation and the occasional healing leaves few room for measuring.
  • The Covenant of Menoth - Defend your battlegroup from stationary, and spread Amon's knockdown immunity to them.
  • Exemplar Warder - A nice Shield Guard you can take as a requisition option. Besides being a solo that will stick around, having one Bodyguard Amon will increase his DEF in melee to 18, meaning even many boosted elite-level attacks will miss him.
  • Severius0 - Although his warjack won't benefit from Synergy or Fortify, Eye of Menoth is a serious buff to warjacks, allowing you to start a Synergy chain off at a higher starting point while within his CTRL.

The Faithful Masses
Bring some chaff Idrian Skirmishers, Deliverer Skyhammers, or Holy Zealots to sacrifice their lives for the greater good, and enjoy Hand of Vengeance upon their demise. Combining HoV with Synergy makes an absolute murder machine even from the weakest heavy warjack, making them hitting with the strength of a Colossal.

  • Allegiant of the Order of the Fist - A fluffy choice for Amon, and also great for contesting scenario elements far away.
  • Initiates of the Order of the Wall - A durable unit of Shield Guards that are immune to most control effects. They're great at protecting your warjacks from shots, blocking charge lanes, scoring zones, and dying to trigger Hand of Vengeance. Since they're free with requisition points, you need a compelling reason not to take them.
  • Hand of Silence - Bring him around to collect the souls of the infantry to convert into Focus for your warjacks.

Guardians of the Temple
A less appealing theme, where you have to give up on the Hierophant, the Wracks and the Book, but it gives you access to three character warjacks (Blood of Martyrs, Eye of Truth, Hand of Vengeance), as well as cheap jamming infantry that don't need warcaster support.

  • Reclaimer Gatekeeper - Both Future Sight and Ashen Veil are very useful for Amon and his jacks.
  • Hand of Silence - Fulfills the same purpose in Guardians as he does in Faithful Masses.
  • Blood of Martyrs - Essentially a super-Dervish. Getting Parry from Amon's Field Marshal solves the problem of it taking free strikes off of Side Step, and Hand of Vengeance ups both its accuracy and hitting power. Additionally, it's one of the few models in faction with Grievous Wounds.
  • Eye of Truth - An expensive warjack, but comes with plenty of tricks. Its high ARM is supplemented with Oracular Vision and Ashen Veil, while Holy Light essentially grants Blessed to all models within 5" of it. Already hard-hitting, Synergy will allow it to one-round most enemy models. Pricy, but definitely worth considering.

Exemplar Interdiction
Blessed ensures, that not even buffed models will survive your Synergy-enhanced jacks. However, as a mostly infantry-focused theme, Amon will do little to support Exemplar models. However, it does allow both Fire of Salvation and Severius0 to be taken.

  • Fire of Salvation - Essentially a souped-up Crusader. For four extra points, you get MAT 8, SPD 5, a 3" move if any infantry were destroyed within 5" of it, and Dispel on hit, as well as Relentless Charge. If you're running Amon in Interdiction for some reason, there's really no reason not to take Fire of Salvation.
  • Exemplar Warder - Serves the same purpose as it does in Creator's Might.
  • Severius0 - Serves the same purpose as he does in Creator's Might.

Battlegroup

All warjacks become excellent with numerous buffs he provides to his battlegroup, but there are some that deserve special mention.

  • Dervish - A warjack often associated with Amon. Despite being very cheap it has incredible damage potential: with full Synergy bonus, Choir of Menoth Hymn of Battle and Combo Strike his P+S is considerably higher than ARM of a Khador heavy!
  • Purifier - Thanks to Parry and with the Mobility bonus it can run 14" deep into the enemy formation, not caring about free strikes and spreading fire to everything it touches on the way. Slightly more survivable against living enemy models because of Ashen Veil, and Overtake allows it a bit of maneuverability.
  • Crusader - One of the cheapest heavies in the game, Amon improves its sluggish SPD and average MAT, and since it's already hard-hitting at a base POW of 18, it will reliably kill other heavies under both Battle and a full Synergy chain.
  • Castigator - Relatively cheap but very powerful under Amon's spells, this heavy is also useful as it may kill enemy infantry jamming your lines with Combustion. Once again Parry and Mobility let it go much deeper into the enemy formation than it would be able to without those bonuses.
  • Vigilant - Staying alive is much easier for Amon if he can hide behind this little jack, as the cover bonus it provides is enough to put Amon's DEF in the "absurd" category.
  • Devout - Shield Guard with Defensive Strike, as well as Spell Barrier, make it a great bodyguard for Amon.

In general a good mix of light and heavy warjacks is the way to go, ones with SPD5 or movement tricks (Side Step and Beat Back) being especially interesting as they are able to out-threat many enemy heavies instead of just breaking even against their threat ranges.

Other

Trivia

  • Released in Warmachine: Apotheosis (2005)
  • He is the one of the few warcasters (the others being Vlad and Harbinger) without a steam pack. He is powered by the strength of his faith instead.

Video Battle Reports

Other Protectorate models

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

Amon - Cyrenia - Durant2 - Durst - Feora1 - Feora2 - Feora3 - Feora4 - Harbinger - Kreoss1 - Kreoss2 - Kreoss3 - Malekus - Reclaimer1 - Reclaimer2 - Reznik1 - Reznik2 - Severius1 - Severius2 - Thyra - Vindictus

Warcaster attachments Hierophant - Madelyn Corbeau (Mercenary)
Other Warjack Controllers BGC Durant1 - Severius0
Marshals Bastion Seneschal - Reclaimer Gatekeeper
Light

Blessing of Vengeance - Dervish - Devout - Purifier - Redeemer - Repenter - Revenger - Vigilant

Heavy

Avatar of Menoth - Blood of Martyrs - Castigator - Crusader - Eye of Truth - Fire of Salvation - Guardian - Hand of Judgment - Indictor - Reckoner - Sanctifier - Scourge of Heresy - Templar - Vanquisher

Colossal Judicator - Revelator
Units, Solos, Battle Engines, & Structures
Units

Choir of Menoth - Daughters of the Flame - Deliverer Sunburst Crew - Deliverer Skyhammers - Exemplar Bastions - Exemplar Cinerators - Exemplar Errants - Exemplar Vengers - Flame Bringers - Flameguard Cleansers - Holy Zealots - Idrian Skirmishers - Initiates of the Wall - Knights Exemplar - Temple Flameguard - Visgoth Juviah Rhoven & Honor Guard
Ranking Officer CA: Attendant Priest

Solos

Allegiant of the Order of the Fist - Champion of the Order of the Wall - Covenant1 - Covenant2 - Deliverer Arms Master - Exemplar Warder Elias Gade - Exemplar Warder - Exemplar Bastion Seneschal - Exemplar Errant Seneschal - Hand of Silence - Hierophant - High Exemplar Gravus - High Paladin Dartan Vilmon - Initiate Tristan Durant - Knights Exemplar Seneschal - Menite Archon - Nicia, Tear of Vengeance - Paladin of the Order of the Wall - Pyrrhus, Flameguard Hero - Reclaimer Gatekeeper - Scrutator Potentate Severius - Vassal Mechanik - Vassal of Menoth - Wrack

Battle Engines & Structures Vessel of Judgment (BE) - Shrine of the Lawgiver (Structure)
Theme Forces
Exemplar Interdiction - Guardians of the Temple - The Creator's Might - The Faithful Masses - Warriors of the Old Faith
Mercenaries
Refer to Who Works for Whom and/or Category: Protectorate of Menoth 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.")

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

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Rules Clarification : Trip      (Edit)

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


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Rules Clarification:  : Warcaster      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)


  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Parry - None yet. (Edit)

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Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Field Marshal      (Edit)

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

Rules Clarification : Preternatural Reflexes - None yet. (Edit)

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Rules Clarification : Steady      (Edit)

  • If you are hit by a knockdown effect during your own turn then ... nothing happens. Unless it was a Slam or a Throw that knocked you down.
    In that situation, there is a core rule that says "models immune to knockdown that become knocked down from a slam or throw must forfeit either movement or action when they activate". But that core rule doesn't apply to other knockdowns (lots of players assume it does)
  • Steady models are still susceptible to other effects of knock-down attacks (if there are any). For instance, a Head Butt attack causes damage and knockdown - a Steady model would still take the damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
  • Steady models who make a tough check during an advance can continue advancing. (Locked Thread)


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Rules Clarification : Convection      (Edit)

  • A warjack can benefit from Convection multiple times.
  • A warjack cannot go over its normal focus limit (which is 3 for most jacks) as a result of Convection. Refer to the Cortex rules.
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Rules Clarification : Flashing Blade      (Edit)

  • Flashing Blade is an unlimited spell.
  • Flashing Blade is optional.
  • All attacks generated are basic attacks.
  • Flashing Blade will not hit friendly models.
  • Simultaneous melee attack (Edit)
There are several abilities/spells that allow a model to make simultaneous melee attacks vs everything in range (Blood Reaper, Cyclone, Flashing Blade, High-Impact, Thresher)
      Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all of these abilities:   [Show/Hide]
Targeting/Timing
  • To make a multi-melee-attack (MMA) you have to make individual melee attacks vs every model, and this means you need to target every model with a melee attack. If a model "may not be targeted by melee attacks" (such as Una2's feat) then you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • The attacks are effectively multiple separate attacks.
    • If you have a buff to your "next attack" (such as Tune Up) then it only works vs the first model you roll dice against, not vs every enemy. (Infernal Ruling).
  • The attacks are simultaneous.
    • If a model is out of LOS when you start the MMA, then you may not attack it during the MMA (even if the MMA kills what is blocking your LOS).
    • You need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens from destroyed models (for instance the Cryx Harrower that collects souls), it cannot collect any tokens until all MMA are resolved.
Charging
  • If you charge and cast a spell to generate MMA, then none of those MMA count as a charge attack. You've "paused" your charge. If the charge target survives the spell, then you get to make a normal charge attack vs it.
  • If your MMA is simply tied to your weapon, then only the damage roll against your charge target is automatically boosted - other models caught in the MMA suffer an unboosted damage roll (although you can spend focus/fury to boost it)
Triggering other abilities
  • Most abilities that give the attacker a bonus move/attack tend to use the phrase "destroy one or more enemy models with a melee attack" and as such you'll only trigger this ability once. For example Berserk, Quick Work, Black Spot, etc
  • Other abilities, that trigger on "hit" or "damage", can be triggered from every attack in the MMA.
Many abilities only trigger off a basic melee attack, so don't work with special MMA (like Thresher). But if your MMA is basic (like High-Impact), things might get a bit complicated. In particular:
  • If you have Beat Back on the attacker, it is resolved after the attack. Every model that survives the MMA is eligible to be Beat Back-ed, and the attacker chooses the order. Pick one, push it and follow it, then decide if you want to Beat Back another survivor. Each push will recenter the directly away / directly toward part of the push. (Infernal Ruling)
  • If you have Electro-Leap on the attack, it is resolved after all attack rolls but before any damage rolls. The models that you just attacked will have electo-leaps bounce between them (as they will generally be the closest to each other). After the Electro damage is resolved, you can roll melee damage vs any models that survived the electric damage. (Infernal Ruling)
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Rules Clarification : Fortify and/or Bracer     (Edit)

  • If an attack causes a push/throw/etc, it may still target a Fortified model. All damage and effects will still occur as normal, except the movement.
  • Place effects (such as Telekinesis) can still move Fortified models.
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Rules Clarification : Mobility      (Edit)

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Rules Clarification : Synergy      (Edit)

  • Synergy is not retroactive. Synergy must be cast (or upkept from the previous cast) before any attacks will start adding to the bonus. (Infernal Ruling)
  • You gain +1 bonus per model that hits. Not +1 per attack that hits.
  • The Synergy bonus affects other battlegroup models. The currently active model doesn't benefit from any bonus that it earns.
  • Frenzy attacks can contribute to the Synergy bonus.
  • It is possible to earn Synergy bonuses during the opponent's turn, if they're letting you get lots of free strikes.
  • If you have lots of out-of-activation attacks (such as the aforementioned free strikes), you may create a bookkeeping nightmare thanks to the "only get bonuses from other model's attacks" rule. Good luck!