High Exemplar Cyrenia

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Protectorate Logo.jpg High Exemplar Cyrenia

Protectorate Exemplar Warcaster

High Exemplar Cyrenia is a cunning battlefield commander and skilled swordswoman who rouses her fellow Exemplar to feats of excellence. A luminary member of the Exemplar Order, she excels in defensive tactical strategies, coordinating the efforts of the knights under her command while inspiring them with the depth of her personal faith. Because of her diligence and peerless conviction to her duties, some whisper that she fights as if Menoth’s eyes were upon her.

Basic Info

Cyrenia1
Missing Info
Cyrenia1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR 6
MAT 8
RAT N/A
M.A. N/A
DEF 15
ARM 16
CMD N/A
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 16
F. Field N/A
WJP +28
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 : Vigilance of the Faithful

  1. While in Cyrenia’s control range, friendly Faction models gain +2 DEF.
  2. When one or more friendly Faction models are destroyed or RFP'd by an enemy attack while in Cyrenia’s control range at any time except while advancing, immediately after the attack is resolved one friendly Faction warrior model in Cyrenia’s control range can can advance up to 3˝. A model can only move once per turn as a result of Vigilance of the Faithful.
Vigilance of the Faithful lasts for one round.
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Tip !
Although the second part of her feat triggers from any type of model, only warrior models can get the free move.

Abilities

  • Battle Plan - This model can use one of the following plans at any time during its activation. A friendly Faction model/unit can be affected by only one plan each turn.
    • Desperate Mission - RNG 5. Target friendly living Exemplar model. If the model is in range, it gains Last Word. Desperate Mission lasts for one round. (Last Word - When a model with Last Word is disabled by an enemy attack at any time except while it is advancing, it can immediately advance up to 3" and make one basic melee attack. The model with Last Word cannot be targeted by free strikes during this movement.)
    • Heroic Call - RNG 5. Target friendly living Exemplar warrior model/unit. If the model/unit is in range, it gains Tough. Models are not affected while out of formation. Heroic Call lasts for one round.
    • Special Orders - RNG 5. Target friendly living Exemplar model/unit. If the model/unit is in range, it gains Reposition [3"] for one turn. (Reposition [3"] - At the end of an activation in which it did not run or fail a charge, a model with Reposition [3"] can advance up to 3", then its activation ends.)
  • Righteous Vengeance - If one or more friendly Faction warrior models were destroyed or removed from play by enemy attacks while within 5" of this model during the last round, during your Maintenance Phase this model can advance up to 3" and make one basic melee attack.

Weapons

Spells

COST RNG AOE POW DUR OFF
Dash

2 SELF - - Turn No
The spellcaster and friendly Faction warrior models activating in its control range gain +1 SPD. While in the spellcaster's control range, friendly Faction warrior models gain Parry. Dash lasts for one turn.
Hex Blast

3 10 3 13 - Yes
Enemy upkeep spells and animi on the model/unit directly hit by Hex Blast immediately expire.
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.
Positive Charge

2 6 - - Turn No
Target friendly Faction warjack gains +2 to melee attack and melee damage rolls. While within 3" of the affected warjack, friendly Faction models gain +2 on melee attack and melee damage rolls. Positive Charge lasts for one turn.
Rock Wall

2 Control - - Upkeep No
Place a wall template anywhere completely within the spellcaster's control range where it does not touch a model's base, an obstruction, or an obstacle. The wall is an obstacle that provides cover.

Theme Forces


Thoughts on High Exemplar Cyrenia

High Exemplar Cyrenia in a nutshell

Cyrenia's kit is devoted to making up for the shortcomings of Exemplars (speed, defensive) while increasing their offensive potential. Her feat, Battle Plans, and Dash makes her army fast and slippery, while her feat, Rock Wall, and Inviolable Resolve can allow them to hold out a bit longer. Positive Charge is an excellent force multiplier for warjacks and warrior models alike. While she isn't the most powerful warcaster in the game, or even in the faction, she's still an Exemplar and shouldn't be underestimated when it comes down to fight (although be careful not to overestimate her offensive potential or durability either).

Although designed with Exemplar Interdiction in mind (her Battle Plans only affect Exemplars), infantry of all stripes can appreciate her spells and feat.

Spell Thoughts

  • Besides the obvious defensive benefits of a wall, Rock Wall can be used to restrict the movement of your opponent's models. It will stop charges from models without Pathfinder, and a properly placed wall can prevent a Huge-based model from getting into your models, especially when combined with existing obstructions.
  • Dash allows your army to walk out of combat. You can use it to bypass jamming models, avoid free strikes, or walk into the back arcs of enemies if you have enough movement for the juicy backstrike bonus.
  • Positive Charge is great on warjacks that can move after they've completed their movement, such as the Dervish with Side Step or the Purifier with Overtake. It really lets you dig deep, allowing your warjack to destroy one model and repositioning into a different area to help other models out with its buff.
  • Inviolable Resolve is a nice ARM bonus for a model/unit that can counteract some control effects. It's best used on already tough models like Exemplar Cinerators or a warjack with a shield like the Indictor to make them even more difficult to remove.
  • Hex Blast is a costly AOE nuke that can remove enemy upkeeps. Although you won't use it every game, it's the spell you'll reach for when you need to remove Arcane Shield off an enemy model or a debuff like Crippling Grasp on your own troops.

Feat Thoughts

The timing of using feat can be tricky. You typically want to use it so when your opponent destroys models in the vanguard of your army you can move other models into a position to counter-attack the next turn.

The DEF buff provided by her feat, although not impressive, stacks with benefits such as Concealment or Cover; combining it with Rock Wall can let some of your models reach high levels both in melee and against shooting.

Drawbacks & Downsides

  • Cyrenia doesn't speed up her warjacks, making it easy for the rest of her army to leave them behind.
  • She can end up camping low due to how many spells she wants to get out every turn; although she has good defensive stats for a Protectorate warcaster, it might be a good idea to take a Shield Guard or two.

Tricks & Tips

  • Cyrenia can use her Battle Plans on herself. Although you'll probably be using Special Orders on her most of the time, Heroic Call can (theoretically) save her once.
  • Rock Wall is easily the most versatile spell on her card. Learn to position it so you can block off enemies from zones or reaching your own models.

List Building Advice

Strategy

Cyrenia specializes in getting the vanguard of her army up in the opponent's face to cause problems for the enemy, and then bringing the rest of her forces in to smash them via her feat and backed up by warjacks with Positive Charge on them. Although her army won't be as fast as Vindictus', it's more maneuverable due to Dash and her feat, hits harder, and she can personally deal with enemy upkeeps via Hex Blast. Her warjacks mainly play a supporting role, buffing her army through Positive Charge and providing a good mid-to-late game punch to deal with anything her infantry hasn't destroyed.

Cyrenia often favors a forward element to her army; she feats, rushes them into the enemy's face, and forces the opponent to destroy them, using her feat to move the slower portions of her army up the board.

Theme Thoughts

    The Faithful Masses    

Cyrenia really wants to have the Avartar of Menoth in her list, but also lots of good solos to support with her kit. Faithful Masses fits the bill exactly. Cyrenia's feat is slightly more useful in Faithful Masses than Exemplar Interdiction due to the higher base DEF of many of the models. Stacking Positive Charge atop the Hand of Vengeance bonus from the theme can turn any heavy warjack into a wrecking ball.

  • The Avatar of Menoth is an independent warjack that generates its own Focus and has strong synergy with Cyrenia's spells, especially with how Rock Wall combos with Gaze. You need a very compelling reason not to take the Avatar.
  • The various Paladin solos - Paladin of the Order of the Wall, Champion of the Order of the Wall, High Paladin Dartan Vilmon - can all make use of Cyernia's feat to bring them to a respectable DEF 15. Positive Charge also helps up their damage output.
  • Allegiant of the Order of the Fist - Shifting Sand Stance + feat makes him nigh unassailable for enemy attacks.
  • Initiates of the Order of the Wall are three Shield Guards that can't be knocked down, pushed, or placed while base to base with one another, and are ARM 21 while doing so and all of them are alive. Inviolable Resolve makes one unit ARM 23, and Positive Charge gives them a respectable offense.
  • You can run two Menite Archons here, see below.

    Exemplar Interdiction    

As an Exemplar and infantry-focused warcaster, Cyrenia is a natural fit for Exemplar Interdiction. She works well here, but she is better in Faithful MAsses with Paladins and Avatar.

  • Exemplar Cinerators - Cyrenia speeds them up with Dash and her Special Orders battle plan. Rock Wall gives them a respectable defense against shooting, while Positive Charge makes them hit as hard as Bastions. Inviolable Resolve is a nice ARM buff for them as well.
  • Exemplar Vengers - Dash lets them simply walk out of combat, useful in case they get jammed. Inviolable Resolve also helps them weather shooting and light melee, making them base ARM 20 before Battle Driven kicks in. With Positive Charge, their swords are hitting at POW 12 with three dice, POW 14 if they've been damaged, so jamming them up with durable models can be a difficult proposition. They can also sit behind her wall for DEF18 against shooting.
  • Knights Exemplar - Positive Charge makes them monsters when combined with Battle Driven, letting them hit at MAT 9 POW 15 Weapon Masters. Cyrenia's feat and Rock Wall can also help them get up the field. They obviously like Tough but Reposition when combined with cleave can allow them to cut deep to stay engaged even after finishing their attacks.
  • Scrutator Potentate Severius - Everyone appreciates a +1/+1 to their offensive stats, and Severius' warjack is a great Positive Charge target due to its extra movement from Road to War.
  • Exemplar Errants fill the role of a forward element. Additionally, Special Orders allows them to move up, shoot, and back away. Heroic Call makes them Tough; combined with Gravus' no-Knockdown bubble and Inviolable Resolve, you have a (somewhat) durable screening unit. Often being the frontline element of the army and the first to get engaged, Dash has a lot of uses for them. Not only does it extend their charge by one inch and their engagement run by two, but they can then use Parry to get out of the way of your counter charges, or move over to engage the enemy's second line and/or back strike his front line, which also makes quick work much more effective. While this trick can be used with any unit, Errants are the most obvious candidate because of their role and abilities (advanced deploy with pathfinder) and can still be made relatively durable (during feat turn they can be bumped to DEF14 ARM18 with no-knock-down-Tough, and can even be Unyielding and untargetable by magic)

    Guardians of the Temple    

Like Faithful Masses, Cyrenia's feat is most likely more useful here than Exemplar Interdiction due to the model's higher base DEF. As her spell list is a general force multiplier for infantry, it works just as well for Flameguard as it does any other infantry model.

  • Temple Flameguard - Cheap chaff unit that appreciates Dash, Positive Charge, and Rock Wall. Under her feat they become especially obnoxious to dislodge.
  • Daughters of the Flame - Fast AD/Ambushing troops that get even faster with Dash. Although they won't hit hard even with Positive Charge, they become a pain to get rid of under her feat.
  • Flame Bringers - Increased threat range with Dash and better accuracy/damage output with Positive Charge. Her feat can also help keep them alive.

    The Creator's Might    

Although Cyrenia is mainly an infantry warcaster, her spells are flexible enough to support a battlegroup. Additionally, since none of her spells are battlegroup specific, she can fully support the junior warcaster's warjacks. Additionally, the theme has access to some good solos, such as the Menite Archon and Exemplar Warder.

  • Both junior warcasters (Durant1 and Severius0) should be taken with Cyrenia; her low Focus precludes her from supporting a large battlegroup, and both offer good buffs for their warjacks.
  • The Avatar of Menoth is just as valuable in Creator's Might as it is in Faithful Masses.

    Support Models - Various themes    

  • Choir of Menoth - The basic yet versatile warjack support for Menoth. Take at least one.
  • The Vassal of Menoth helps her overcome her low FOCUS score, while a Vassal Mechanik can help keep your warjacks running.
  • Hierophant - Helps Cyrenia in casting and recasting her spells, as well as providing better range for Positive Charge. Taking a Hierophant should be the first thing you do when making a list for her. Cyrenia has a lot of spells she wants to cast, and Harmonious Exaltation helps her get them all out while allowing her to camp on some Focus. Spiritual Conduit might not seem like a big deal, but the added RNG to her spells helps her spread the buffs around without having to take a costly Arc Node.
  • Wrack - Cyrenia needs every bit of help she can get when it comes to her low FOCUS score. Take one or two.

    Mercenaries    

  • The Menite Archon, already a durable and powerful melee solo, becomes an holy terror under Cyrenia. With its native Ashen Veil, her feat and/or Rock Wall can bring its DEF up to obnoxious levels (as well as buffing the DEF of nearby friendly models against living enemies), while it benefits greatly from Dash, Positive Charge, and Inviolable Resolve. Being a warrior model, it can benefit from her feat, and combined with Righteous Fury gives it a massive non-linear threat range.
  • Rhupert or Saxon can hand out Pathfinder, which is one things Cyrenia can't do for her army. Take one if you're worried about terrain bogging your infantry up. While Saxon can be used to better hold flags, Rhupert can also provide you with a second source of Tough or extra defense for units that are currently not behind a rock wall.

Battlegroup

For the Battlegroup, Cyrenia likes to be able to spread Positive Charge around after she casts it on a warjack, so those who can move after their movement are great for her. The Dervish, with Side Step and Parry, is excellent for doing so. The Purifier has Overtake; although it moves a shorter distance than the Dervish, Ashen Veil stacks with her feat and can help protect other elements of her army, making it the more defensive choice.

  • Special mention goes to Severius0's warjack, capable of moving 3" due to Road to War. Since Positive Charge isn't exclusive to Cyrenia's battlegroup, it can be cast on his warjack for extra maneuverability in applying buffs.

An Arc Node can be helpful for getting her spells around but isn't strictly necessary.

If you want to take a heavy, Fire of Salvation is a great pick in Exemplar Interdiction. For non-character heavies, the Indictor and Templar are both durable and appreciate Positive Charge and Inviolable Resolve. Sanctifiers are also an option for a cheap, self-sufficient warjack; Ashen Veil makes them slightly more survivable, and you can buff their DEF further via Rock Wall and her feat.

If you want a anchoring piece, fire battery, and late-game sweeper, take a Colossal. Although it'll eat up a lot of her points and make applying Positive Charge difficult, she provides an ARM buff to it, and strategic use of Rock Wall can keep it safe from enemy models. It's also a model you can hide Cyrenia with in case you're worried about shots getting into her.

First Seven Purchases

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

  1. Warjack: Sanctifier
  2. Warjack: Dervish
  3. Warjack: Dervish
  4. Solo: Menite Archon
  5. Solo: Menite Archon
  6. Unit: Choir of Menoth
  7. Unit: Initiates of the Wall

Other

Trivia

  • Released in Exemplar Interdiction CID (2018.05)
  • She is the second (known) warcaster of Idrian descent in the Protectorate, the first being Amon.

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 : Weapon Master - None yet. (Edit)


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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 Plan      (Edit)

  • A model can issue a Battle Plan to itself (assuming it meets the 'model type' criteria).
  • 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 : Desperate Mission      (Edit)
Rules Clarification : Last Word - None yet. (Edit)

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Rules Clarification : Heroic Call      (Edit)
Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Special Orders      (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 : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • Vengeance is not an activation. It does not prevent the model/unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Units only
    • Out of formation models cannot make Vengeance moves nor Vengeance attacks.
    However if the unit commander uses their movement to bring the Grunts back into formation, then they can move and attack.
    • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
    • If you manage to spawn new models during the Maintenance Phase (such as with Reconstruction or Blood-Bound) then those new models can also make Vengeance attacks. (Infernal Ruling)
    • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
      • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
      • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
    • Granted [ Vengeance ]
      • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
      It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
      It is not "If you get damaged, you get Vengeance next turn."
      • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
  • Triggers
    • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
    • If a CA has Granted: Vengeance then only models in formation have it. However, models that are damaged while out of formation can trigger Vengeance, they just will not benefit from it. (Locked thread)


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Rules Clarification : Dash      (Edit)

  • Non-warrior casters (such as Skarre3) will benefit from the extra SPD, but not Parry.

Rules Clarification : Parry - None yet. (Edit)

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Rules Clarification : Hex Blast      (Edit)

  • If you miss and deviate onto a different target, no upkeeps or animi expire. You need a direct hit.
  • Anti-Upkeep vs a unit (Edit)
    • If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
    • It doesn't matter if the target is in formation or not. (Locked thread)
    • However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)

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

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Rules Clarification : Positive Charge      (Edit)

  • Positive Charge does not stack with itself. A warjack will only gain +2 attack/damage from the spell. (Infernal Ruling)
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Rules Clarification : Rock Wall      (Edit)

  • The size of the wall template is 0.75" by 4". (Infernal Ruling)
  • The upkeep spell is not "on" any model, not even the original caster.
    • It can't be dispelled by stuff that targets models (such as Dispel or Hex Blast).
    • It can be dispelled by stuff that doesn't target (such as Purification). But only if the template is in range of the Purification - the position of the original caster doesn't matter.