Difference between revisions of "Infernal Rulings"

From LOS Warmachine University
Jump to: navigation, search
m (Protectorate of Menoth: delete)
m (Protected "Infernal Rulings" ([Edit=Allow only autoconfirmed users] (indefinite) [Move=Allow only autoconfirmed users] (indefinite)))
(42 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{Error|This page hasn't been updated in months. [[User:Juckto|juckto]] ([[User talk:Juckto|talk]]) 18:41, 22 February 2017 (EST)
+
{{SamePage|* '''[[Infernal Rulings]]'''
 +
*: Official answers about how various different special rules interact. These rulings come from the game developers via their representatives on the official forums.
 +
* '''[[Infernal Rules]]'''
 +
*: Game rules for using models from the [[Infernals]] Faction.
 +
}}
  
19:55, 14 March 2017 (EDT) Update: Given that no one is updating this, I'm going to start removing rulings from this page as I put them on more specific areas of the College. For instance rulings about [[Gang]] will be moved to [[Template: RC Gang]]. Eventually I will delete this page. [[User:Juckto|juckto]] ([[User talk:Juckto|talk]])}}  
+
{{FH2|What is an Infernal Ruling?}}
  
=What is an Infernal Ruling?=
 
 
Privateer Press have an official subforum on their website dedicated entirely to players asking questions about how rules work that you can access [http://privateerpressforums.com/forumdisplay.php?92-WARMACHINE-amp-HORDES-Rules-Questions here]. (Note: The purpose of the forum is to help players understand how rules function and interact with each other ''in-game'', it's not the place to discuss general issues with the game, balance, or tactics). You can recognise an Infernal's post by their '''purple name'''
 
Privateer Press have an official subforum on their website dedicated entirely to players asking questions about how rules work that you can access [http://privateerpressforums.com/forumdisplay.php?92-WARMACHINE-amp-HORDES-Rules-Questions here]. (Note: The purpose of the forum is to help players understand how rules function and interact with each other ''in-game'', it's not the place to discuss general issues with the game, balance, or tactics). You can recognise an Infernal's post by their '''purple name'''
  
 
As part of that subforum they have an official team of "Infernals" that officially answer questions. Although these Infernals are volunteers they have a direct communication line to the actual designers of the game and thus '''any answer an Infernal gives is 100% official'''. These answers are referred to as "Infernal Rulings".
 
As part of that subforum they have an official team of "Infernals" that officially answer questions. Although these Infernals are volunteers they have a direct communication line to the actual designers of the game and thus '''any answer an Infernal gives is 100% official'''. These answers are referred to as "Infernal Rulings".
 +
{{Tipbox|You can find a list of Infernals on the Credits page of the main rulebook. Like I said, they're completely official}}
  
{{Tipbox|You can find a list of Infernals on the Credits page of the main rulebook. Like I said, they're completely official}}
+
{{FH2|What is this page then?}}
  
=What is this page then?=
+
This is a saved list of all Infernal Rulings as relevant to the '''core rules'''. For Rulings on a specific special rule, they are saved under that rule (For instance stuff relevant to Assault is saved on the [[Assault]] page).  
Following is a list of Infernal rulings in the Rules forum, including threads that are closed/locked. Only responses by Infernals (for rules questions), Judges (for organized play questions), or threads that are closed are counted (unless a thread is closed with an Infernal saying that they closed it without reading, which invalidates the thread being closed as counting for official answers). Any other responses may be informative, correct, or both, but are not offiically accepted answers to forum questions.
 
  
 +
Only responses by Infernals (for rules questions), Judges (for organized play questions), or threads that are locked are saved here. Any other responses may be informative, correct, or both, but are not offiically accepted answers to forum questions.
 
{{Impbox|The following summaries are interpretations only.''' We are human and misinterpretations can happen. Follow the links and read the responses for yourself to get the raw source. Do not link to this page in the rules forum to answer a rule question, as that will likely just make the Infernals irate.}}
 
{{Impbox|The following summaries are interpretations only.''' We are human and misinterpretations can happen. Follow the links and read the responses for yourself to get the raw source. Do not link to this page in the rules forum to answer a rule question, as that will likely just make the Infernals irate.}}
  
Dates are based on the CT (American Central Time) timezone. (Last check: 9:40 am CDT, 2016-08-17)
 
  
Threads that point out errors in War Room entries will have their references deleted as War Room is updated.
+
= Rules Basics =
 +
===Game Overview===
 +
<u>Summary of Play - What you need</u>
 +
* Wall templates are 4" x 0.75". ('''[http://privateerpressforums.com/showthread.php?255494-Walls&p=3599650&viewfull=1#post3599650 Infernal Ruling]''')
  
= Errata =
+
===Dice & Rounding===
When an errata is published, some Infernal rulings are deliberately changed, while others are codified into errata. When that happens, the rulings below will have anything clarified or reversed by the errata to a separate page to avoid confusion. These pages are for historical record only, and many of the rulings on them are no longer relevant due to the errata.
+
Placeholder
  
[[Infernal Rulings - Errata July 2016|Errata released 2016-07-18.]]  
+
=== General Guidelines ===
 +
<u>Game Terms, Model Names & Rules References</u>
 +
<br>Special rules may reference a model/unit by its name or special rules. ('''[https://privateerpressforums.com/showthread.php?257175-Units-with-mixed-model-types&p=3653371&viewfull=1#post3653371 Infernal Ruling]''')
 +
# A special rule could look for "Exemplar" and it could find that keyword in either the name or a rule on a model.
 +
#* For example, [[Doomshaper3]] has "Trollkin" listed under his rules, rather than under the name of his unit, because there is a non-Trollkin Pygmy in his unit.
 +
# When identifying a unit by its special rules, such as Undead or Construct, all models of the unit must possess that rule for it to be that type of unit. For example,
 +
#* Alexia Ciannor & the Risen are not an Undead unit while Alexia is still in play.
 +
#* A Mechanithrall unit with a Skarlock Commander and Brute Thralls attached to it is an Undead unit, due to every model possessing the Undead advantage.
 +
# The name of a unit never changes after army list creation.
 +
#* A Mechanithrall unit with a Skarlock Commander attached to it is still a Mechanithrall unit, even when every Mechanithrall model in the unit is destroyed.
 +
#* A Houseguard Halberdiers unit will still remain a Houseguard Halberdiers unit when a Soulless Escort is attached to it.
 +
# '''Units''' with '&' dividing two parts of the unit do not pass specific names between them. For example,
 +
#* A Cephalyx Mind Slaver & Drudges unit is made up a Cephalyx Mind Slaver and Drudge Grunts. The Cephalyx Mind Slaver does not inherit the Drudge keyword and the Drudges do not inherit the Cephalyx keyword.
 +
# '''Command Attachments''' with '&' between them specify both parts of the attachment have the preceding type keyword. For example,
 +
#* Both models in the Winter Guard Infantry Officer & Standard are Winter Guard Infantry models, for example.
  
----
+
{{RC Anytime}}
= "Checking" status =
 
The following questions are being checked by Infernals. '''Do not "bump" these threads or start new threads to ask about these questions.''' Some "Checking..." threads take weeks, months, or even years to resolve, but presumably the Infernals keep a list of all threads being checked, because they eventually get around to answering. This list is being kept to help avoid new threads with the same questions.
 
  
* [http://privateerpressforums.com/showthread.php?252720-casting-lightning-strike-after-killing-models&p=3561379&viewfull=1#post3561379 Lightning Strike: Can you cast it after killing a model and still have it trigger?]
+
===Rule Priority===
* [http://privateerpressforums.com/showthread.php?254725-Witch-Coven-of-Garlghast-amp-Reinforcing-Power-Field&p=3584184&viewfull=1#post3584184 The Witch Coven of Garlghast & Egregore: How does the Witch Coven interact with the Reinforcing the Power Field?]
+
Placeholder
* [http://privateerpressforums.com/showthread.php?253284-Powerful-Attack&p=3588788&viewfull=1#post3588788 Powerful Attack: Can you boost between rolls, and if so, which rolls are you allowed to boost between?]
 
* [http://privateerpressforums.com/showthread.php?255347-Mischief-and-multiple-results&p=3592851&viewfull=1#post3592851 Gremlin Swarm: Can different Gremlin Swarm "Mischief" roll results stack with each other?]
 
* [http://privateerpressforums.com/showthread.php?256338-quot-No-damage-from-ranged-attack-quot-vs-spell-that-grants-damage&p=3604490&viewfull=1#post3604490 Captain Gunnbjorn: How does Immunity to Damage from feat interact with abilities that do one point of damage when damage is not done?]
 
* [http://privateerpressforums.com/showthread.php?256976-forfeiting-movement&p=3612538&viewfull=1#post3612538 Are you allowed to forfeit your normal movement without a specific effect to invoke that forfeits movement?]
 
* [http://privateerpressforums.com/showthread.php?256798-Lamentation-and-Geomancy&p=3612544&viewfull=1#post3612544 Does Lamentation increase the base cost of spells with regards to Geomancy and Spell Slave, or would the spells able to be cast with those abilities be unaffected?]
 
* [http://privateerpressforums.com/showthread.php?259626-Zaal-s-Direct-Spirits-and-Soul-Taker&p=3650737#post3650737 How does Zaal's "Direct Spirits" ability interact with Soul Taker?]
 
* [http://privateerpressforums.com/showthread.php?259655-Corrupter-Psycho-Venom&p=3651546&viewfull=1#post3651546 Does a model that you take control of using the Corruptor's Psycho Venom attack activate on your turn?]
 
* [http://privateerpressforums.com/showthread.php?259686-Witch-Coven-Distilation&p=3651578&viewfull=1#post3651578 If the Corruptor uses a Distillation attack while in the Coven's battlegroup, who (if anyone) is healed?]
 
* [http://privateerpressforums.com/showthread.php?271237-Charge-interaction-question If a model is charging, suffers a Push, but is still in melee range of the charge target at the end of the push, does the push fail?]
 
----
 
  
= General Rules =
+
===Sportsmanship===
== Rules Basics ==
+
Placeholder
=== General Guidelines ===
 
Game Terms, Model Names & Rules References
 
* For a unit to be identified by a type of model, all models in the unit must have the identifying rule. [http://privateerpressforums.com/showthread.php?253653-Immortals-quot-Living-quot-with-Extoller-Advocate&p=3570781&viewfull=1#post3570781 Ref: Closed thread, 2016-06-16.]
 
* Houseguard Thanes cannot use abilities on Houseguard units that include a Soulless Escort. This is how it works at the moment [http://privateerpressforums.com/showthread.php?257175-Units-with-mixed-model-types&p=3651005&viewfull=1#post3651005 Ref: DarkLegacy, 2016-08-17], but it's being double-checked. [http://privateerpressforums.com/showthread.php?257175-Units-with-mixed-model-types&p=3651192&viewfull=1#post3651192 Ref: DarkLegacy, 2016-08-17]
 
* Necrosurgeons and Sephulcher can add grunts to Mechanithrall units that include a Skarlock Commander. This is maybe going to be errata'd. [http://privateerpressforums.com/showthread.php?257175-Units-with-mixed-model-types&p=3650185&viewfull=1#post3650185 Ref: DarkLegacy 2016-08-17]
 
  
Use of "Any Time" Special Rules
+
===Measuring Distances===
* You may not feat/cast spells after charging, before checking to see if the charge failed (and thus, after a charge fails). (Works the same as previous edition.) [http://privateerpressforums.com/showthread.php?253409-Failed-charge-amp-spell-casting-feat&p=3568080&viewfull=1#post3568080 Ref: FearLord, 2016-06-15.]
+
* You may use proxy bases to facilitate measurements however you wish (on your own clock when measuring). ('''[http://privateerpressforums.com/showthread.php?252948-Pre-measuring-Movement-and-Proxy-bases&p=3562829&viewfull=1#post3562829 Infernal Ruling]''')
Measuring Distances  
+
* Laser lines can be used to measure line-of-sight for anything at any time. ('''[http://privateerpressforums.com/showthread.php?254086-Premesuring-LoS-Laser-Line&p=3576933&viewfull=1#post3576933 Infernal Ruling]''')
* You may use proxy bases to facilitate measurements however you wish (on your own clock when measuring). [http://privateerpressforums.com/showthread.php?252948-Pre-measuring-Movement-and-Proxy-bases&p=3562829&viewfull=1#post3562829 Ref: FearLord, 2016-06-13.]
 
* Laser lines can be used to measure line-of-sight for anything at any time. [http://privateerpressforums.com/showthread.php?254086-Premesuring-LoS-Laser-Line&p=3576933&viewfull=1#post3576933 Ref: niceas, 2016-06-20.]
 
  
== Models ==
+
= Models =
== Base Stats, Current Stats & Modifiers ==
+
===Model Profiles===
 +
<u>Base Stats, Current Stats & Modifiers</u>
 
* The double, halve, add, reduce rules apply to spell costs as well. [http://privateerpressforums.com/showthread.php?253311-Doomshaper3-and-Mulg-Animus&p=3650132&viewfull=1#post3650132 Ref: DarkLegacy, 2016-08-16.]
 
* The double, halve, add, reduce rules apply to spell costs as well. [http://privateerpressforums.com/showthread.php?253311-Doomshaper3-and-Mulg-Animus&p=3650132&viewfull=1#post3650132 Ref: DarkLegacy, 2016-08-16.]
=== Base Size & Facing ===
 
* A model's facing is its shoulders only if it doesn't have markings on its base to designate where its 180° arc should be. [http://privateerpressforums.com/showthread.php?252663-Facing-and-fencing-stance&p=3560146&viewfull=1#post3560146 Ref: FearLord, 2016-06-12.]
 
 
== Preparing for War ==
 
=== Building Your Army ===
 
Field Allowance
 
* All Command Attachments should have the same FA as their units. Some Command Attachment FA values are incorrect and will be fixed. [http://privateerpressforums.com/showthread.php?253363-FA-for-Command-Attachments&p=3570451&viewfull=1#post3570451 Ref: DarkLegacy, 2016-06-15.]
 
Mercenaries
 
* In a multi-caster game, Partisans count as the main army's faction and not as Mercenaries (if playing a faction other than Mercaneries). [http://privateerpressforums.com/showthread.php?254508-2-warcaster-games-amp-Partisans&p=3581463&viewfull=1#post3581463 Ref: DarkLegacy, 2016-06-22.]
 
* Mercenary models with Battlegroup Controller can take Mercenary warjacks. Minion models with Lesser Warlock can take Minion warbeasts. Whatever restrictions on the Lesser Warlock, Battlegroup Controller, Mercenary warjacks, or Minion warbeasts will still apply. [http://privateerpressforums.com/showthread.php?254815-Merc-jrs-and-faction-warjacks&p=3603444&viewfull=1#post3603444 Ref: DarkLegacy, 2016-07-07.]
 
* Models with Selective and Mercenary can be used inside the Factions that Mercenary specifies without issue. [http://privateerpressforums.com/showthread.php?256177-2-caster-game-warcaster-attachments-and-Cephalyx&p=3625098&viewfull=1#post3625098 Ref: DarkLegacy, 2016-07-26.]
 
 
== Gameplay ==
 
=== Movement ===
 
Charge
 
* SPD penalties do not prevent a model from charging. [http://privateerpressforums.com/showthread.php?253683-Do-SPD-penalties-still-prohibit-charging&p=3571119&viewfull=1#post3571119 Ref: Closed thread, 2016-06-16.]
 
=== Combat Actions ===
 
Additional Attacks
 
* After making a Special Attack with a Ranged Weapon, you can purchase additional ranged attacks up to your Reload value. [http://privateerpressforums.com/showthread.php?255131-Thunderhead-Special-Attack-Reload&p=3588993&viewfull=1#post3588993 Ref: DarkLegacy, 2016-06-28.]
 
* You cannot make melee attacks at a model that is not inside your melee range. You cannot spend focus or be forced to make attacks if you don't have a model in melee range. [http://privateerpressforums.com/showthread.php?258591-Buying-melee-attacks-with-no-target&p=3650275&viewfull=1#post3650275 Ref: DarkLegacy, 2016-08-16.]
 
=== Line of Sight ===
 
* An intervening model the same size as the target and attacker cannot block line of sight by itself. [http://privateerpressforums.com/showthread.php?254804-Line-of-Sight-(LOS)-with-three-same-based-models-directly-lined-up&p=3593737&viewfull=1#post3593737 Ref: DarkLegacy, 2016-0-6-30.]
 
 
== Combat ==
 
=== Attack Roll ===
 
Back Strikes
 
* Back strikes give +2 to the attack roll. (Cleared up due to PP staff comment earlier with a different bonus amount.) [http://privateerpressforums.com/showthread.php?252659-2-to-Hit-on-Backstrike&p=3561279&viewfull=1#post3561279 Ref: Maudlin, 2016-06-12.]
 
* You must be in a model's back arc only when the attack is made to get the back strike bonus - no requirement to be in a model's back arc for your entire activation. [http://privateerpressforums.com/showthread.php?253708-Just-to-clarify-on-back-strike&p=3571394&viewfull=1#post3571394 Ref: Closed thread, 2016-06-17.]
 
=== Melee Attacks ===
 
Power Attacks
 
* Power Attacks are not Special Attacks. [http://privateerpressforums.com/showthread.php?258289-Can-Imperatus-Side-Step-from-a-Trample&p=3629618&viewfull=1#post3629618 Ref: DarkLegacy, 2016-07-29.]
 
 
=== Ranged Attacks ===
 
* If you ignore LOS, you can make a ranged attack against any target. [http://privateerpressforums.com/showthread.php?255365-Harrower-Wraith-Shot&p=3591839&viewfull=1#post3591839 Ref: DarkLegacy, 2016-06-30.]
 
Targeting a Model in Melee
 
* You cannot engage a friendly model, so if a missed shot is randomized to an engaged friendly model, it will get the +4 DEF bonus for being engaged even if right next to the model that is making the ranged attack. [http://privateerpressforums.com/showthread.php?259296-Assault-and-Quick-Work-and-Gunfighter-AKA-am-I-playing-Destors-wrong&p=3645414&viewfull=1#post3645414 Ref: DarkLegacy, 2016-08-11.]
 
Area-of-Effect (AOE) Attacks
 
* Models with Stealth or otherwise have "Automatically Miss" rules are still hit when covered by an AoE template, as the template just hits and doesn't specify "Automatically Hits" and thus the rules for Automatically Missing taking priority over Automatically Hitting don't apply. [http://privateerpressforums.com/showthread.php?252866-Blast-damage-and-stealth-models&p=3565498&viewfull=1#post3565498 Ref: Maudlin, 2016-06-14.]
 
* On a normal AOE attack, any model not directly hit suffers blast damage which is half the POW of the attack. When the AOE specifically states a damage roll, it is that damage. [http://privateerpressforums.com/showthread.php?258295-AOE-when-to-half-the-Pow&p=3629689&viewfull=1#post3629689 Ref: DarkLegacy, 2016-07-29.]
 
* Mentioning that the damage is "blast damage" does not mean that the ability is automatically halved, if a specific damage roll is mentioned. It just tells you that models immune to blast damage will not be damaged by it. [http://privateerpressforums.com/showthread.php?258295-AOE-when-to-half-the-Pow&p=3630157&viewfull=1#post3630157 Ref: DarkLegacy, 2016-07-29.]
 
  
Spray Attacks
+
===Model Special Rules===
* Dense Fog terrain type is still a cloud and thus will not stop spray attacks, as they are not considered having Line-of-Sight blocked by terrain. [http://privateerpressforums.com/showthread.php?254747-Spraying-over-a-cloud-template&p=3584348&viewfull=1#post3584348 Ref: DarkLegacy, 2016-06-24.]
 
 
 
=== Damage ===
 
Corpse & Soul Tokens
 
* Models removed from play before destroyed prevent token creation, but not models removed from play when destroyed. [http://privateerpressforums.com/showthread.php?252672-Removed-from-Play-and-Soul-Corpse-tokens-and-Reaving&p=3560326&viewfull=1#post3560326 Ref: Closed thread, 2016-06-12.]
 
* Models provide corpse & soul tokens when destroyed, including when Removed from Play after being destroyed. (Note, this is "destroyed" in the disabled-boxed-destroyed sequence.) [http://privateerpressforums.com/showthread.php?252816-Effects-that-RFP-on-destroyed&p=3562452&viewfull=1#post3562452 Ref: Maudlin, 2016-06-13.]
 
* Models that have an ability to collect souls from friendly models can collect souls of models slain by their own units, unless their rules say otherwise. [http://privateerpressforums.com/showthread.php?252821-Soul-Taker-and-killing-your-own-models&p=3583128&viewfull=1#post3583128 Ref: DarkLegacy, 2016-06-23.]
 
* There are some models with Soul Taker: Reclaim that cannot get souls from models killed by friendly models, or non-attack-damage effects such as electroleap. [http://privateerpressforums.com/showthread.php?254722-Soul-Taker-Reclaim-vs-other-Soul-Taker-abilities-re-friendly-attacks-etc&p=3584107&viewfull=1#post3584107 Ref: DarkLegacy, 2016-06-24.]
 
 
 
=== Special Combat Situations ===
 
Continuous Effects
 
* The Corrosion effect does Corrosion damage, and the Fire effect does Fire damage (as stated in Prime). [http://privateerpressforums.com/showthread.php?254172-Is-cont-Effekt-elemental-damage-still&p=3577139&viewfull=1#post3577139 Ref: DarkLegacy, 2016-06-20.]
 
* Knockdown and Critical Knockdown effects are not optional. [http://privateerpressforums.com/showthread.php?256065-Critical-knockdown-or-knockdown-do-you-have-to-use-it&p=3600532&viewfull=1#post3600532 Ref: DarkLegacy, 2016-07-05.]
 
 
 
 
 
== Anatomy of a Unit ==
 
=== Unit Components ===
 
Field Promotion
 
* If a unit leader is removed from the game when it cannot be Field Promoted, another model is selected as Unit Commander. Formation and orders (including Press Forward) will come from that new Unit Commander. [http://privateerpressforums.com/showthread.php?252731-Units-without-a-leader-and-Field-promotion&p=3560684&viewfull=1#post3560684 Ref: Closed thread, 2016-06-12]
 
=== Spells & Effects ===
 
* Applying an effect from a weapon hit does not apply Page 64's restriction on targeting with a spell or special rule. [http://privateerpressforums.com/showthread.php?258392-channeling-and-out-of-formation&p=3642287&viewfull=1#post3642287 Ref: DarkLegacy, 2016-08-09.]
 
 
 
 
 
== Spells & Spellcasting ==
 
=== Casting a Spell with FOCUS ===
 
Spell Statistics
 
* A range CTRL spell cannot be increased with abilities that increase spell range by X". [http://privateerpressforums.com/showthread.php?254643-Sylys-Spiritual-Conduit-will-it-work-on-RNG-Ctrl-as-well&p=3583121&viewfull=1#post3583121 Ref: DarkLegacy, 2016-06-23.]
 
 
 
 
 
== Terrain ==
 
=== Custom Terrain ===
 
Difficult Terrain
 
* Meant to be something discussed ahead of time regarding what models can enter it - only really applies to custom terrain. [http://privateerpressforums.com/showthread.php?252766-MK3-Difficult-Terrain-difficult-to-understand&p=3561023&viewfull=1#post3561023 Ref: Closed thread, 2016-06-12.]
 
 
 
== Appendix A: Timing ==
 
* "Immediate" doesn't have any rules relevance for timing in Mk3. [http://privateerpressforums.com/showthread.php?252713-Resoution-if-similtanous-immediate-effects&p=3560525&viewfull=1#post3560525 Ref: Closed thread, 2016-06-12.]
 
=== Attack Sequence ===
 
* You cannot use "anytime" abilities between an attack and a second attack that triggers directly from the first attack, such as ones from Berserk. (Mk2 difference.) [http://privateerpressforums.com/showthread.php?254570-Animi-are-Spells-now&p=3582051&viewfull=1#post3582051 Ref: DarkLegacy, 2016-06-23.]
 
* Overtake resolves before Berserk when both trigger, as Overtake resolves at step 12 of the Attack Sequence, and Berserk resolves at 14. [http://privateerpressforums.com/showthread.php?252713-Resoution-if-similtanous-immediate-effects&p=3560525&viewfull=1#post3560525 Ref: Closed thread, 2016-06-12.]
 
 
 
----
 
= Non-Model Specific Ability or Spell Rulings =
 
== Wall Templates ==
 
* Wall templates are 4" x 0.75". [http://privateerpressforums.com/showthread.php?255494-Walls&p=3599650&viewfull=1#post3599650 Ref: DarkLegacy, 2016-07-05.]
 
== Abilities ==
 
 
* Generally, effects that cause you to lose [Ability 1] don't ''prevent'' you from ''regaining'' [Ability 1] by using [Ability 2] or [Spell 2] or [Whatever]. <br>It has to explicitly state that you lose [Ability 1] <u>and</u> cannot regain it. ('''[http://privateerpressforums.com/showthread.php?259378-quot-Lose-quot-that-activation-vs-quot-Gain-quot-that-activation&p=3646504&viewfull=1#post3646504 Infernal Ruling]''')
 
* Generally, effects that cause you to lose [Ability 1] don't ''prevent'' you from ''regaining'' [Ability 1] by using [Ability 2] or [Spell 2] or [Whatever]. <br>It has to explicitly state that you lose [Ability 1] <u>and</u> cannot regain it. ('''[http://privateerpressforums.com/showthread.php?259378-quot-Lose-quot-that-activation-vs-quot-Gain-quot-that-activation&p=3646504&viewfull=1#post3646504 Infernal Ruling]''')
 
** Example: [[:Category: Spyglass|Spyglass]] makes a model lose Stealth for one round. But the affected model could have Occultation cast on them and regain Stealth.  
 
** Example: [[:Category: Spyglass|Spyglass]] makes a model lose Stealth for one round. But the affected model could have Occultation cast on them and regain Stealth.  
 
** Example: [[:Category: Marked for Death|Marked for Death]] makes models lose Incorporeal and Stealth for one round <u>and</u> prevents affected models from regaining them.
 
** Example: [[:Category: Marked for Death|Marked for Death]] makes models lose Incorporeal and Stealth for one round <u>and</u> prevents affected models from regaining them.
  
= Organized Play Rulings =
+
{| class="mw-collapsible mw-collapsed" style="float:center;" border="0"
Note: These are made by a Judge, not an Infernal.
+
| <u>Advantages</u> &nbsp; &nbsp; &nbsp;
== Steamroller 2016 ==
+
|-
* If two players simultaneously reach 5 CP, the game continues until one has more than the other. (Note that both are capped at recording 5 on their sheet for tiebreaker purposes.) [http://privateerpressforums.com/showthread.php?253756-Scenerio-scoring-questions&p=3571925&viewfull=1#post3571925 Ref: Mr. Golden Deal, 2016-06-16.]
+
| {{RC Advance Deployment}}
* You do not need to spend all of your Warjack points, but cannot play an army more than 4 points lower than the point level at which you are playing. [http://privateerpressforums.com/showthread.php?252778-MK3-Warjack-Points&p=3573080&viewfull=1#post3573080 Ref: niceas, 2016-06-17.]
+
{{RC Amphibious}}
* Terrain may be placed in such a manner as to block line of sight to a zone or flag from a deployment zone. [http://privateerpressforums.com/showthread.php?254030-SR-2016-objective-further-than-3-quot-from-forest-edge&p=3576952&viewfull=1#post3576952 Ref: niceas, 2016-06-20.]
+
{{RC Arc Node}}
* Ghetorix: The new model is tournament legal. The fact that one hand is open and it doesn't have a separate claw attack does not matter. [http://privateerpressforums.com/showthread.php?255217-New-Ghetorix-Model-Not-Tournament-Legal&p=3590036&viewfull=1#post3590036 Ref: DarkLegacy, 2016-06-29.] [http://privateerpressforums.com/showthread.php?255217-New-Ghetorix-Model-Not-Tournament-Legal&p=3645439&viewfull=1#post3645439 Ref: PPS_Hungerford, 2016-08-11.]
+
{{RC Assault}}
* Objectives are a friendly faction model to the player who owns them, and models with the repair skill can repair objectives. [http://privateerpressforums.com/showthread.php?255023-are-steamroller-objectives-friendly-faction&p=3593451&viewfull=1#post3593451 Ref: bulldog, 2016-06-30.]
+
{{RC Cavalry}}
* Any player may score at the end of any player's turn, starting with the second player's second turn. [http://privateerpressforums.com/showthread.php?256313-Flags-Zone-Control-Scoring&p=3603451&viewfull=1#post3603451 Ref: DarkLegacy, 2016-07-07.]
+
{{RC CMA}}
* If you are going so fast your opponent cannot verify your dice rolls, you need to slow down. You cannot speed up in such a way that it is unreasonable for them to check. If you roll the dice and then immediately switch the clock to your opponent, you will get a warning for sportsmanship. [http://privateerpressforums.com/showthread.php?256232-Tanith-Affliction-and-the-clock&p=3602915&viewfull=1#post3602915 Ref: DarkLegacy, 2016-07-07.]
+
{{RC CRA}}
* It is possible to get a tie in a game. [http://privateerpressforums.com/showthread.php?256485-Mangled-Metal-Death-of-a-Caster-and-Warjack&p=3605577&viewfull=1#post3605577 Ref: rydiafan, 2016-07-08.]
+
{{RC Construct}}
* If you forget to prey, and you and your opponent cannot agree on the resolution of such, it is lost for the game. [http://privateerpressforums.com/showthread.php?256617-Forgetting-Prey&p=3608368&viewfull=1#post3608368 Ref: LEJ, 2016-07-11.]
+
{{RC Eyeless Sight}}
* Flags are valid targets for chain lighting and e-leaps. [http://privateerpressforums.com/showthread.php?257272-SR2016-flags-amp-electro-leap&p=3616395&viewfull=1#post3616395 Ref: bulldog, 2016-07-18.]
+
{{RC Flight}}
* Steamroller objectives do not have an activation. [http://privateerpressforums.com/showthread.php?257311-Steamroller-2016-objectives-activating&p=3616556&viewfull=1#post3616556 Ref: DarkLegacy, 2016-07-18.]
+
{{RC Gunfighter}}
* Models not yet released cannot be used in organized play, including conversions. [http://privateerpressforums.com/showthread.php?259276-Converting-models-that-don-t-exist&p=3645374&viewfull=1#post3645374 Ref: LEJ, 2016-08-11.]
+
{{RC Incorporeal}}
* Theme forces in NQ are legal in pp organised play on the street date of the NQ issue. [http://privateerpressforums.com/showthread.php?259413-Kingmaker-s-Army-Theme-force-and-NQ-Warroom-releases&p=3647152&viewfull=1#post3647152 Ref: LEJ, 2016-08-13.]
+
{{RC 'Jack Marshal}}
* Arc Nodes are not weapons so you could remove them without falling foul of the official guidelines. [http://privateerpressforums.com/showthread.php?259613-Do-arc-node-bits-count-as-weapons-for-the-model-conversion-policy&p=3650516&viewfull=1#post3650516 Ref: LEJ, 2016-08-26.]
+
{{RC Officer}}
== Champions 2016 ==
+
{{RC Parry}}
* You can use the same FA:C model in multiple lists. [http://privateerpressforums.com/showthread.php?258058-Champions-2016&p=3626467&viewfull=1#post3626467 Ref: LEJ, 2016-07-26.]
+
{{RC Pathfinder}}
 +
{{RC Soulless}}
 +
{{RC Stealth}}
 +
{{RC Tough}}
 +
{{RC Undead}}
 +
|}
  
----
+
{| class="mw-collapsible mw-collapsed" style="float:center;" border="0"
= Faction-Specific Rulings =
+
| <u>Immunities</u> &nbsp; &nbsp; &nbsp;
== Khador ==
+
|-
=== Warcasters ===
+
| {{RC Cold}}
Karchev the Terrible
+
{{RC Corrosion}}
* Arcantrik Turbine cannot be used multiple times to increase movement multiple times. [http://privateerpressforums.com/showthread.php?253558-Karchev-Arcantrik-Turbine&p=3570133&viewfull=1#post3570133 Ref: Closed Thread, 2016-06-16.]
+
{{RC Electricity}}
* Karchev takes extra damage from the Jack Hunter rule like other Warjacks due to rules on his card. [http://privateerpressforums.com/showthread.php?255213-Does-Karchev-take-extra-damage-from-Mage-Hunter-Strike-Force&p=3589958&viewfull=1#post3589958 Ref: DarkLegacy, 2016-06-29.]
+
{{RC Fire}}
* Karchev cannot have damaged removed due to the Surplus rule on the Stockpile objective (Steamroller 2016). [http://privateerpressforums.com/showthread.php?256277-Karchev-and-Stockpile&p=3603037&viewfull=1#post3603037 Ref: DarkLegacy, 2016-07-07.]
+
|}
Koldun Kommander Aleksandra Zerkova (Zerkova 1)
 
* Grave Door - Only enemy models can be channeled through, and models must be boxed to have the rest of the ability applied to it (and the ability chosen to be used). [http://privateerpressforums.com/showthread.php?254180-Zerkova_1-Grave-Door&p=3577238&viewfull=1#post3577238 Ref: DarkLegacy, 2016-06-20.]
 
Kommander Andrei Malakov
 
* Can only use one Battle Plan per turn. [http://privateerpressforums.com/showthread.php?259108-Kommander-Malakov-Battle-Plans&p=3642227&viewfull=1#post3642227 Ref: DarkLegacy, 2016-08-09.]
 
* Battle Plan - Fighting Dirty (Ability) - Lasts for one turn. [http://privateerpressforums.com/showthread.php?258749-Fighting-dirty-battle-plan-duration&p=3642119&viewfull=1#post3642119 Ref: DarkLegacy, 2016-08-09.]
 
Kommander Oleg Strakhov (Strakhov 1)
 
* Iron Fist (Feat) - Models that charge or slam an enemy model and gain movement and Pathfinder will keep the Pathfinder for the rest of that turn. [http://privateerpressforums.com/showthread.php?254327-Strakhov-Feat-Pathfinder&p=3579062&viewfull=1#post3579062 Ref: DarkLegacy, 2016-06-21.]
 
Kommander Sorscha (Sorscha 1)
 
* Tempest (Spell) - Does not do two damage rolls to the model directly hit by the attack, just the pow 12 damage roll done to all models hit. [http://privateerpressforums.com/showthread.php?256744-Ragnor-amp-Warhead&p=3625856&viewfull=1#post3625856 Ref: DarkLegacy, 2016-07-26.]
 
Supreme Kommandant Irusk (Irusk 2)
 
* Desperate Ground (Feat) - The "affected models" in the second sentence refers to the "Friendly Faction models" preceding it. [http://privateerpressforums.com/showthread.php?257351-Irusk-2-Feat-Interactions&p=3616982&viewfull=1#post3616982 Ref: DarkLegacy, 2016-07-18.]
 
  
=== Warjacks ===
+
===Weapon Qualities===
Behemoth
+
* If you have a weapon with a random ROF, you roll that when you declare you're attacking with the gun. <br>If you have ''multiple'' guns with random ROF, you roll ''all'' their ROF as soon as you declare an attack with any of them. Once you know how many attacks you get, you can make those attacks in any order (You don't need to do all the attacks with gun 1 before you start gun 2, you can switch back and forth). <br>('''[https://privateerpressforums.com/showthread.php?278141-Dawnguard-Trident-Combat-Action&p=3872033&viewfull=1#post3872033 Locked thread]''')
* Cannot use its Powerful Attack ability to boost attack & damage rolls outside of its normal activation. [http://privateerpressforums.com/showthread.php?254993-Powerful-Attack-Out-of-Activation&p=3587458&viewfull=1#post3587458 Ref: DarkLegacy, 2016-06-27.]
 
Devastator
 
* Rain of Death will have an errata like this: "Rain of Death (*Attack) - This attack does not need a target. Models B2B with this model suffer a POW 18 blast damage roll. Other models within 3˝ of this model suffer a POW 9 blast damage roll. This model is not affected by Rain of Death. When this model charges, instead of making a charge attack it can make a Rain of Death attack. Rain of Death damage is simultaneous. After a Rain of Death attack, this model can make additional melee attacks." [http://privateerpressforums.com/showthread.php?259076-Does-a-model-with-flak-field-hit-itself&p=3650345&viewfull=1#post3650345 Ref: DarkLegacy, 2016-08-16.]
 
  
=== Attachments ===
+
===Weapon Special Rules===
Koldun Kapitan Valachev
+
{| class="mw-collapsible mw-collapsed" style="float:center;" border="0"
* You cannot use a Special Action for a model until after the entire unit has completed movement. If you give the Press Forward order, Valachev cannot use a Special Action as he must run or charge. [http://privateerpressforums.com/showthread.php?259606-Koldun-Kapitan-Valachev-Zephyr-and-Charging&p=3650289&viewfull=1#post3650289 Ref: DarkLegacy, 2016-08-17.]
+
| <u>Weapon Qualities</u> &nbsp; &nbsp; &nbsp;
 +
|-
 +
| {{RC Blessed}}
 +
{{RC Buckler}}
 +
{{RC Chain Weapon}}
 +
{{RC Disruption}}
 +
{{RC Magical Weapon}}
 +
{{RC Open Fist}}
 +
{{RC Weapon Master}}
 +
|}
  
== Retribution of Scyrah ==
+
===Damage Capacity & Grids===
=== Warcasters ===
+
Placeholder
Dawnlord Vyros
 
* Perfect Execution (Feat) - Flank only requires another friendly faction warrior model to be within melee range, not engaged, per the other Flank/Gang/Gang Fighter changes. [http://privateerpressforums.com/showthread.php?257342-Bethayne-feat-and-flank&p=3616871&viewfull=1#post3616871 Ref: DarkLegacy, 2016-07-18.]
 
Elara, Death's Shadow
 
* Closing Darkness (Feat) - Will affect all Friendly models with the feat and Boundless Charge, not just Friendly Faction models. [http://privateerpressforums.com/showthread.php?259186-Elara2-and-Closing-Darkness&p=3650269&viewfull=1#post3650269 Ref: DarkLegacy, 2016-08-16.]
 
Garryth, the Blade of Retribution (Garryth 1)
 
* Vortex Lock (Feat) - Does not prevent warbeasts from forcing. [http://privateerpressforums.com/showthread.php?253776-Garryth-Feat-question-in-regards-to-warbeasts&p=3572111&viewfull=1#post3572111 Ref: DarkLegacy, 2016-06-16.]
 
  
=== Warjacks ===
+
===Base Size & Facing===
Griffon
+
* A model's facing is its shoulders only if it doesn't have markings on its base to designate where its 180° arc should be. [http://privateerpressforums.com/showthread.php?252663-Facing-and-fencing-stance&p=3560146&viewfull=1#post3560146 Ref: FearLord, 2016-06-12.]
* The shield is intended to have POW 1. [http://privateerpressforums.com/showthread.php?257884-Griffon-Shields&p=3625849&viewfull=1#post3625849 Ref: DarkLegacy, 2016-07-26.]
 
  
=== Retribution Solos ===
+
= Preparing for War =
Soulless Voidtracer
+
===Encounter Levels===
* Models suffer from each instance of Arcane Void the model is within. [http://privateerpressforums.com/showthread.php?255347-Mischief-and-multiple-results&p=3630039&viewfull=1#post3630039 Ref: DarkLegacy, 2016-07-29.]
+
Placeholder
* Several spells are target SELF but affect other models (for instance, [[Flashing Blade]]). In this case the spellcaster needs to be in the Voidtracer's CMD range and the location of the other models is irrelevant. [http://privateerpressforums.com/showthread.php?258899-Soulless-Voidtracer-and-Flashing-Blade&p=3639081&viewfull=1#post3639081 Ref: FearLord, 2016-08-08]
 
  
Houseguard Thane
+
=== Building Your Army ===
* Targeting a unit that includes a Soulless Escort : See Game Terms, Model Names & Rules References, [[Infernal_Rulings#Game_Terms.2C_Model_Names_.26_Rules_References|above]]
+
<u>Field Allowance</u>
 +
* All Command Attachments should have the same FA as their units. Some Command Attachment FA values are incorrect and will be fixed. [http://privateerpressforums.com/showthread.php?253363-FA-for-Command-Attachments&p=3570451&viewfull=1#post3570451 Ref: DarkLegacy, 2016-06-15.]
  
=== Retribution Attachments ===
+
<u>Mercenaries</u>
Houseguard Halberdier Officer & Standard
+
* In a multi-caster game, Partisans count as the main army's faction and not as Mercenaries (if playing a faction other than Mercaneries). [http://privateerpressforums.com/showthread.php?254508-2-warcaster-games-amp-Partisans&p=3581463&viewfull=1#post3581463 Ref: DarkLegacy, 2016-06-22.]
* When given the Shield wall order, the Shield Wall order affects the entire unit, giving it to every model in the unit that received the order. [http://privateerpressforums.com/showthread.php?254998-Houseguard-Halbedeer-Shield-Wall-with-Officer-and-UA&p=3587260&viewfull=1#post3587260 Ref: DarkLegacy, 2016-06-27.]
+
* Mercenary models with Battlegroup Controller can take Mercenary warjacks. Minion models with Lesser Warlock can take Minion warbeasts. Whatever restrictions on the Lesser Warlock, Battlegroup Controller, Mercenary warjacks, or Minion warbeasts will still apply. [http://privateerpressforums.com/showthread.php?254815-Merc-jrs-and-faction-warjacks&p=3603444&viewfull=1#post3603444 Ref: DarkLegacy, 2016-07-07.]
 +
* Models with Selective and Mercenary can be used inside the Factions that Mercenary specifies without issue. [http://privateerpressforums.com/showthread.php?256177-2-caster-game-warcaster-attachments-and-Cephalyx&p=3625098&viewfull=1#post3625098 Ref: DarkLegacy, 2016-07-26.]
  
Soulless Escort
+
===Setup & Deployment===
* May be attached to Cylena Raefyll & Nyss Hunters. [http://privateerpressforums.com/showthread.php?253132-Nyss-Hunters-and-Soulless-Escort&p=3565063&viewfull=1#post3565063 Ref: FearLord, 2016-06-14.]
+
Placeholder
* May be attached to Heavy Rifle Team, as they count as small-based models. [http://privateerpressforums.com/showthread.php?253405-Retribution-Heavy-Rifle-Team-amp-Soulless-Escort&p=3567941&viewfull=1#post3567941 Ref: Closed thread, 2016-06-15.]
 
* Targeting a unit that includes a Soulless Escort : See Game Terms, Model Names & Rules References,  [[Infernal_Rulings#Game_Terms.2C_Model_Names_.26_Rules_References|above]]
 
  
== Convergence of Cyriss ==
+
= Gameplay =
=== Warcasters ===
+
===The Player Turn===
 +
Placeholder
  
=== Warjacks ===
+
===Activating Models===
Prime Conflux & Ionization Servitors
+
<u>Forfeiting Normal Movement or Combat Actions</u>
* The "Ionization" bonus does not stack with multiple Servitors near a model. [http://privateerpressforums.com/showthread.php?254471-Stacking-Same-Name-effects-in-MK3&p=3580868&viewfull=1#post3580868 Ref: DarkLegacy, 2016-06-22.]
+
* A model can voluntarily forfeit movement or action, without it forfeiting it "for" something. ('''[https://privateerpressforums.com/showthread.php?256976-forfeiting-movement&p=3612538&viewfull=1#post3612538 Infernal Ruling]''')
 +
** See also "Forgetting to move before Combat Action", below
  
=== Battle Engines ===
+
=== Movement ===
 +
<u>Movement types</u>
 +
* [Movement] does not equate to [Normal Movement]. When a trigger is based off [Normal Movement], it will specify [Normal Movement]. If it is meant to be triggered on [any Movement], it will say [movement] or [advance]. ('''[https://privateerpressforums.com/showthread.php?261522-Does-quot-movement-quot-mean-quot-normal-movement-quot&p=3681354&viewfull=1#post3681354 Infernal Ruling]''') <br> Normal Movement is always a type of Movement, but not all Movement is Normal Movement.
  
=== Solos ===
+
<u>Forgetting to move before Combat Action</u>
 +
* If you don't move your model, but change its facing = It advanced.
 +
* If you don't move your model, and declare you're "forfeiting your Movement for [X]" or "using your Movement to Aim" = It did not advance.
 +
* If you don't move your model, but forget to declare anything = It did not advance. ('''[http://privateerpressforums.com/showthread.php?256976-forfeiting-movement&p=3650679#post3650679 Infernal Ruling]''')
  
 +
<u>Charge</u>
 +
* SPD penalties do not prevent a model from charging. ('''[http://privateerpressforums.com/showthread.php?253683-Do-SPD-penalties-still-prohibit-charging&p=3571119&viewfull=1#post3571119 Locked thread]''')
  
== Mercenaries ==
+
<u>Obstacles</u>
=== Warcasters ===
+
* Although you can't stop on an obstacle, you can "pause", change facing, and continue advancing. ('''[https://privateerpressforums.com/showthread.php?278191-Movement-Over-Obstacles Locked thread]''')
Captain Phinneus Shae (Shae 1)
 
* Coup de Main (Spell) - Coup de Main only affects Privateer models. Affected warjacks are only the Privateer warjacks. [http://privateerpressforums.com/showthread.php?257935-Heavy-jack-list-coup-de-main&p=3624802&viewfull=1#post3624802 Ref: DarkLegacy, 2016-07-26.]
 
=== Warjacks ===
 
Gallant
 
* Gallant can only be taken in a Mercenary or Cygnar army. [http://privateerpressforums.com/showthread.php?255461-Gallant-being-jack-marshaled-in-non-cygnar-and-non-merc-armies&p=3592988&viewfull=1#post3592988 Ref: DarkLegacy, 2016-06-30.]
 
Ghordson Avalancher
 
* Range of the Avalance Cannon confirmed to be 12, as War Room states. [http://privateerpressforums.com/showthread.php?253498-Avalancher-Range-reduction&p=3568907&viewfull=1#post3568907 Ref: DarkLegacy, 2016-06-15.]
 
  
=== Solos ===
+
{{RC Push}}
Eiryss, Angel of Retribution
 
* If the opponent chooses to allow an upkeep spell on a model hit by Eiryss's crossbow to drop, it will not gain an extra die of damage from Purgation as it drops before the damage roll step. [http://privateerpressforums.com/showthread.php?253723-Purgation-and-upkeep-removal&p=3571498&viewfull=1#post3571498 Ref: DarkLegacy, 2016-06-16.] [http://privateerpressforums.com/showthread.php?258219-Rules-interaction-Purgation-Spell-breaker&p=3628636&viewfull=1#post3628636 Ref: DarkLegacy, 2016-07-28.]
 
Master Gunner Dougal MacNaile
 
* Double Power Ration only works on Privateer models. [http://privateerpressforums.com/showthread.php?259425-Double-Powder-Ration&p=3647335&viewfull=1#post3647335 Ref: Closed thread, 2016-08-13.]
 
  
=== Attachments ===
+
=== Combat Actions ===
Madelyn Corbeau, Ordic Courtesan 
+
* ('''[https://privateerpressforums.com/showthread.php?276428-Choosing-to-Not-Make-Initial-Attacks&p=3862212&viewfull=1#post3862212 Infernal Ruling]''' for below):
* When attached to a Warcaster Unit, only affects the Warcaster and not other models in the unit. [http://privateerpressforums.com/showthread.php?253107-MK3-Hows-doe-Parlay-work-with-a-warcaster-unit&p=3565064&viewfull=1#post3565064 Ref: FearLord, 2016-06-14.]
+
** You do not need to make all your initial attacks.
* A model starting its charge movement outside of Madelyn's command area still cannot make attacks after completing the charge movement against her or the warcaster when ending within her command area. [http://privateerpressforums.com/showthread.php?253702-Charging-outside-of-parley&p=3571318&viewfull=1#post3571318 Ref: DarkLegacy, 2016-06-16.]
+
** You can buy additional attacks before finishing your initial attacks, but if you do so then you will forfeit any incomplete initials.
* You can target a non-Warcaster model in a Warcaster unit with a unit-wide ability while within the range of Madelyn's Parlay ability. [http://privateerpressforums.com/showthread.php?253753-Parley-warcaster-units-and-target-model-unit-attacks&p=3571900&viewfull=1#post3571900 Ref: DarkLegacy, 2016-06-16.]
+
** You can choose to make zero initial attacks, then buy additional attacks.
* When attached to the Witch Coven of Garlghast, the Parlay ability will prevent targeting any of the witches (but not the Egregore). [http://privateerpressforums.com/showthread.php?253147-Parlay-coven&p=3579090&viewfull=1#post3579090 Ref: DarkLegacy, 2016-06-22.]
+
** If you charge, you must make a melee attack. You can't choose to make zero initial attacks and then follow it up with zero additional attacks.  
* Madelyn can be attached to Cephalyx casters, if it is a non-Mercenary army using the Cephalyx caster in a multi-caster game. [http://privateerpressforums.com/showthread.php?256177-2-caster-game-warcaster-attachments-and-Cephalyx&p=3625101&viewfull=1#post3625101 Ref: DarkLegacy, 2016-07-26.]
 
  
=== Theme Forces ===
+
<u>Additional Attacks</u>
Operating Theater
+
* After making a Special Attack with a Ranged Weapon, you can purchase additional ranged attacks up to your Reload value. [http://privateerpressforums.com/showthread.php?255131-Thunderhead-Special-Attack-Reload&p=3588993&viewfull=1#post3588993 Ref: DarkLegacy, 2016-06-28.]
* Hyper-Aggressive and Ambush are added to the cards in War Room when using this theme, and are not normally on the cards. [http://privateerpressforums.com/showthread.php?254620-Operating-Theater-Theme-list-question&p=3582574&viewfull=1#post3582574 Ref: DarkLegacy, 2016-06-23.]
+
* You cannot make melee attacks at a model that is not inside your melee range. You cannot spend focus or be forced to make attacks if you don't have a model in melee range. [http://privateerpressforums.com/showthread.php?258591-Buying-melee-attacks-with-no-target&p=3650275&viewfull=1#post3650275 Ref: DarkLegacy, 2016-08-16.]
Kingmakers
 
* The Kingmaker's Theme Force can take Rangers as per WarRoom. It was missed in the NQ. [http://privateerpressforums.com/showthread.php?258743-Kingmaker-s-and-Rangers&p=3644362&viewfull=1#post3644362 Ref: DarkLegacy, 2016-08-10.]
 
  
 +
=== Line of Sight ===
 +
[[File: Spray LOS.jpg|thumb|Even though the spray template is blocked by the terrain, LOS is still achieved and so the attacker can spray the target.]]
 +
* If three equal-sized bases are on an exactly straight line, the middle one does not block LOS. Instead, LOS can be drawn along the tangent. ('''[http://privateerpressforums.com/showthread.php?254804-Line-of-Sight-(LOS)-with-three-same-based-models-directly-lined-up&p=3593737&viewfull=1#post3593737 Infernal Ruling]''')
 +
* The Large-base volume image in older versions of the rulebook is incorrect. It should show it to the outside edge of the base, not the inside edge. ('''[https://privateerpressforums.com/showthread.php?261741-Can-you-hit-someone-if-in-range-and-LOS-but-not-in-range-in-my-front-arc&p=3686928&viewfull=1#post3686928 Infernal Ruling]''')
 +
* LOS can measured independent of the weapon's range/template. So, even if the spray template is blocked by terrain, if LOS can be gotten another way the attack can be made. Refer image. ('''[https://privateerpressforums.com/showthread.php?277132-Spray-LOS-Obstruction Locked thread]''')
  
== Trollblood ==
+
===Measuring Range===
=== Warlocks ===
+
* There are two different uses for the word "within". ('''[https://privateerpressforums.com/showthread.php?277959-Deployment-AoE-Tangents-quot-Within-quot-or-not&p=3870748&viewfull=1#post3870748 Infernal Ruling]''')
Madrak Ironhide, World Ender (Madrak 2)
+
*# You can be within a distance, in which case being exactly X" away is being within X".  
* Desparate Hour (Feat) - A unit such as Fennblades, that has Cleave, needs to pick between Cleave and Berserk when they make an additional attack. Also, Overtake movement happens before Berserk attacks. [http://privateerpressforums.com/showthread.php?253655-eMadrak-feat-(Desperate-Hour)-and-fennblades&p=3570819&viewfull=1#post3570819 Ref: DarkLegacy, 2016-06-16.]
+
*# And you can be within an area, in which case you need to be overlapping the area so as to be within the area - even in cases where the area is defined as being exactly X" in diameter.
* Grim Salvation (Ability)
 
** Will not work against Spells, as they are not basic attacks. [http://privateerpressforums.com/showthread.php?254700-Clarification-on-Madrak2-Grim-Salvation-ruling&p=3583756&viewfull=1#post3583756 Ref: DarkLegacy, 2016-06-24.]
 
** Abilities tied to weapons making basic attacks will move to the new model, but special attacks will not move to a new model at all. [http://privateerpressforums.com/showthread.php?254670-Change-to-Grim-Salvation&p=3583682&viewfull=1#post3583682 Ref: DarkLegacy, 2016-06-24.]
 
** Grim Salvation will prevent Chain Attacks as a different model is being hit. [http://privateerpressforums.com/showthread.php?254670-Change-to-Grim-Salvation&p=3583859&viewfull=1#post3583859 Ref: DarkLegacy, 2016-06-24.]
 
** Combined Melee / Ranged attacks are basic attacks and can be moved to another model via Grim Salvation. [http://privateerpressforums.com/showthread.php?254670-Change-to-Grim-Salvation&p=3583859&viewfull=1#post3583859 Ref: DarkLegacy, 2016-06-24.]
 
** If a special attack makes additional attacks, these attacks are basic attacks and can be moved via Grim Salvation. [http://privateerpressforums.com/showthread.php?254752-Multi-fire-*Attack-bypass-Grim-Salvation&p=3628412&viewfull=1#post3628412 Ref: DarkLegacy, 2016-07-28.]
 
Ragnor Skysplitter, the Runemaster (Ragnor 1)
 
* Rumber: Warhead (Weapon Ability)
 
** Will not cause corrosion to those within the AoE, as it just does a blast damage roll and is not caused by an attack. [http://privateerpressforums.com/showthread.php?257975-Ragnor-with-Acid-touch&p=3626202&viewfull=1#post3626202 Ref: FearLord, 2016-07-26.]
 
** The model hit by the attack will also take a pow 10 roll from the Warhead ability during step 8 of attack resolution, in addition to the normal hit from the attack. [http://privateerpressforums.com/showthread.php?256744-Ragnor-amp-Warhead&p=3625095&viewfull=1#post3625095 Ref: DarkLegacy, 2016-07-26.]
 
  
=== Solos ===
+
= Combat =
Janissa Stonetide
+
===Making Attacks===
* Raise Earth does not provide cover. [http://privateerpressforums.com/showthread.php?258948-Raise-Earth&p=3639728&viewfull=1#post3639728 Ref: FearLord, 2016-08-08]
+
Placeholder
  
=== Units ===
+
=== Attack Roll ===
Krielstone Bearer & Stone Scribes
+
<u>Criticals</u>
* Attaching Weapon Attachments to the unit will count toward the maximum amount of fury that can be on the Krielstone. [http://privateerpressforums.com/showthread.php?258957-Krielstone-Bearer-and-Trollkin-Sorcerer&p=3639874&viewfull=1#post3639874 Ref: Closed Thread, 2016-08-07.]
+
* For an AOE to be a critical hit, it must directly hit its target '''and''' roll any two of the same number. ('''[https://privateerpressforums.com/showthread.php?265473-Indirect-AoE-critical-hits&p=3752101&viewfull=1#post3752101 Infernal Ruling]''')
 +
** In other words if it misses with two of the same number, then deviates onto a model, that is ''not'' a critical.  
  
=== Attachments ===
+
<u>Back Strikes</u>
Trollkin Runebearer
+
* Back strikes give +2 to the attack roll. (Cleared up due to PP staff comment earlier with a different bonus amount.) [http://privateerpressforums.com/showthread.php?252659-2-to-Hit-on-Backstrike&p=3561279&viewfull=1#post3561279 Ref: Maudlin, 2016-06-12.]
* Harmonious Exaltation can reduce a spell cost from 1 to 0. [http://privateerpressforums.com/showthread.php?253494-Reducing-spell-costs-to-zero&p=3568863&viewfull=1#post3568863 Ref: DarkLegacy, 2016-06-15.]
+
* You must be in a model's back arc only when the attack is made to get the back strike bonus - no requirement to be in a model's back arc for your entire activation. [http://privateerpressforums.com/showthread.php?253708-Just-to-clarify-on-back-strike&p=3571394&viewfull=1#post3571394 Ref: Closed thread, 2016-06-17.]
Trollkin Sorcerer
 
* Cannot be attached to Dannon Blythe & Bull, as the entire unit is not medium-based. [http://privateerpressforums.com/showthread.php?254337-Trollkin-Sorcerer-and-Dannon-Blythe-amp-Bull&p=3579126&viewfull=1#post3579126 Ref: DarkLegacy, 2016-06-21.]
 
  
 +
=== Melee Attacks ===
 +
<u>Power Attacks</u>
 +
* Power Attacks are not Special Attacks. [http://privateerpressforums.com/showthread.php?258289-Can-Imperatus-Side-Step-from-a-Trample&p=3629618&viewfull=1#post3629618 Ref: DarkLegacy, 2016-07-29.]
  
== Circle Orboros ==
+
=== Ranged Attacks ===
=== Warlocks ===
+
[[File: Spray LOS.jpg|thumb|Even though the spray template is blocked by the terrain, LOS is still achieved and so the attacker can spray the target.]]
Krueger the Stormlord (Krueger 2)
+
<u>Targeting</u>
* All models in his control area suffer -2 SPD, including ones immune to being pushed. [http://privateerpressforums.com/showthread.php?252805-MK3-eKrueger-s-feat&p=3561323&viewfull=1#post3561323 Ref: Closed thread, 2016-06-12.]
+
* If you ignore LOS, you can make a ranged attack against any target. ('''[http://privateerpressforums.com/showthread.php?255365-Harrower-Wraith-Shot&p=3591839&viewfull=1#post3591839 Infernal Ruling]''')
Krueger the Stormwrath (Krueger 1)
 
* Storm Ravager (Feat) - Every model in the AOE suffers a POW 10 and it is not halved. [http://privateerpressforums.com/showthread.php?258295-AOE-when-to-half-the-Pow&p=3629689&viewfull=1#post3629689 Ref: DarkLegacy, 2016-07-29.]
 
  
=== Warbeasts ===
+
<u>Targeting a Model in Melee </u>
 +
* You cannot engage a friendly model, so if a missed shot is randomized to an engaged friendly model, it will get the +4 DEF bonus for being engaged even if right next to the model that is making the ranged attack. ('''[http://privateerpressforums.com/showthread.php?259296-Assault-and-Quick-Work-and-Gunfighter-AKA-am-I-playing-Destors-wrong&p=3645414&viewfull=1#post3645414 Infernal Ruling]''')
  
=== Solos ===
+
===Area-of-Effect (AOE) Attacks===
Lord of the Feast
+
* Models with Stealth or otherwise have "Automatically Miss" rules are still hit when covered by an AoE template, as the template just hits and doesn't specify "Automatically Hits" and thus the rules for Automatically Missing taking priority over Automatically Hitting don't apply. ('''[http://privateerpressforums.com/showthread.php?252866-Blast-damage-and-stealth-models&p=3565498&viewfull=1#post3565498 Infernal Ruling]''')
* Cannot Thresher and use the Raven int he same activation. [http://privateerpressforums.com/showthread.php?255024-Can-Lord-of-the-Feast-use-Thresher-and-shoot-his-bird-in-the-same-activation&p=3587668&viewfull=1#post3587668 Ref: DarkLegacy, 2016-06-27.]
+
* On a normal AOE attack, any model not directly hit suffers blast damage which is half the POW of the attack. When the AOE specifically states a damage roll, it is that damage. ('''[http://privateerpressforums.com/showthread.php?258295-AOE-when-to-half-the-Pow&p=3629689&viewfull=1#post3629689 Infernal Ruling]''')
Tharn Ravager White Mane
+
* Mentioning that the damage is "blast damage" does not mean that the ability is automatically halved, if a specific damage roll is mentioned. It just tells you that models immune to blast damage will not be damaged by it. ('''[http://privateerpressforums.com/showthread.php?258295-AOE-when-to-half-the-Pow&p=3630157&viewfull=1#post3630157 Infernal Ruling]''')
* Two Tharn Ravager White Manes in close proximity will benefit from each other's veteran leader ability. [http://privateerpressforums.com/showthread.php?252869-Tharn-Ravager-Veteran-leadership&p=3561920&viewfull=1#post3561920 Ref: Closed thread, 2016-06-12.]
+
* For an AOE to be a critical hit, it must directly hit its target '''and''' roll any two of the same number. ('''[https://privateerpressforums.com/showthread.php?265473-Indirect-AoE-critical-hits&p=3752101&viewfull=1#post3752101 Infernal Ruling]''')
 +
** In other words if it misses with two of the same number, then deviates onto a model, that is ''not'' a critical.  
  
=== Units ===
+
===Spray Attacks===
Shifting Stones
+
* The way sprays interact with [[cloud]]s and LOS has been revised a couple of times. The current wording (as of 2019.02) is:
* Serenity can affect more than one warbeast from multiple stones. [http://privateerpressforums.com/showthread.php?258595-quick-serenity-question&p=3650285&viewfull=1#post3650285 Ref: DarkLegacy, 2016-08-16.]
+
*: ''Ignore cloud effect terrain when determining if the attacker’s line of sight is completely blocked to a model under a spray template.
 +
** This means stuff like Dense Fog and [[Breath of Corruption]] block LOS for most attacks, but not spray attacks. ('''[http://privateerpressforums.com/showthread.php?254747-Spraying-over-a-cloud-template&p=3584348&viewfull=1#post3584348 Infernal Ruling]''')
 +
* LOS can measured independent of the spray template. So, even if the spray template is blocked by terrain, if LOS can be gotten another way then the attack can be made. ('''[https://privateerpressforums.com/showthread.php?278353-Spraying-target-behind-forest-but-with-LoS-to-it-legal&p=3873572&viewfull=1#post3873572 Infernal Ruling]''')
 +
{{RC Hazard Cloud}}
  
 +
===Magic Attacks===
 +
Placholder
  
== Skorne ==
+
=== Damage ===
=== Warlocks ===
+
<u>Corpse & Soul Tokens</u>
Dominar Rasheth
+
* Models removed from play before destroyed prevent token creation, but not models removed from play when destroyed. [http://privateerpressforums.com/showthread.php?252672-Removed-from-Play-and-Soul-Corpse-tokens-and-Reaving&p=3560326&viewfull=1#post3560326 Ref: Closed thread, 2016-06-12.]
* Blood Mark (Spell) - You spend one fury to upkeep, you'll spend one fury to transfer. If it is a warbeast, you cannot transfer to it if it is full on fury. The transfer target must be in control range to transfer to it. [http://privateerpressforums.com/showthread.php?256181-Bloodmark&p=3609722&viewfull=1#post3609722 Ref: DarkLegacy, 2016-07-12.]
+
* Models provide corpse & soul tokens when destroyed, including when Removed from Play after being destroyed. (Note, this is "destroyed" in the disabled-boxed-destroyed sequence.) [http://privateerpressforums.com/showthread.php?252816-Effects-that-RFP-on-destroyed&p=3562452&viewfull=1#post3562452 Ref: Maudlin, 2016-06-13.]
Lord Arbiter Hexeris (Hexeris 2)
+
* Models that have an ability to collect souls from friendly models can collect souls of models slain by their own units, unless their rules say otherwise. [http://privateerpressforums.com/showthread.php?252821-Soul-Taker-and-killing-your-own-models&p=3583128&viewfull=1#post3583128 Ref: DarkLegacy, 2016-06-23.]
* Arcane Reaver (Feat): Cannot remove more tokens than what will take Hexeris to full on Fury. [http://privateerpressforums.com/showthread.php?253197-Lord-Arbiter-Hexeris-feat-quot-Any-number-quot&p=3582155&viewfull=1#post3582155 Ref: DarkLegacy, 2016-06-23.]
+
* There are some models with Soul Taker: Reclaim that cannot get souls from models killed by friendly models, or non-attack-damage effects such as electroleap. [http://privateerpressforums.com/showthread.php?254722-Soul-Taker-Reclaim-vs-other-Soul-Taker-abilities-re-friendly-attacks-etc&p=3584107&viewfull=1#post3584107 Ref: DarkLegacy, 2016-06-24.]
Supreme Aptimus Zaal (Zaal 1)
 
* Direct Spirits (Ability) - You cannot give the souls to enemy models, only friendlies. [http://privateerpressforums.com/showthread.php?257396-Soul-Converter-giving-to-enemies&p=3617612&viewfull=1#post3617612 Ref: DarkLegacy, 2016-07-18.]
 
Zaal, the Ancenstral Advocate (Zaal 2)
 
* Direct Spirits (Ability) - Confirmed to work with models with the Soul Vessel rule. [http://privateerpressforums.com/showthread.php?252693-Zaal-2-Direct-Spirits-and-Soul-Vessel&p=3561370&viewfull=1#post3561370 Ref: Maudlin, 2016-06-12.]
 
  
=== Warbeasts ===
+
=== Special Combat Situations ===
Agonizer
+
<u>Clouds</u>
* Agonies apply their sub-name for their effect, so you can be affected by Gnawing Pain and Spiritual Affliction at the same time, for example. [http://privateerpressforums.com/showthread.php?255347-Mischief-and-multiple-results&p=3629972&viewfull=1#post3629972 Ref: DarkLegacy, 2016-07-29.]
+
* Overlapping clouds do not merge. This means a model completely within two different clouds but not completely within either, will not benefit. ('''[http://privateerpressforums.com/showthread.php?258703-What-happens-when-2-forest-or-2-clouds-overlap&p=3651536&viewfull=1#post3651536 Infernal Ruling]''')
Basilisk Krea
 
* The Basilisk Krea will be affected by its own Animus, Force Aura, as it is always within 3" of itself. [http://privateerpressforums.com/showthread.php?253434-Krea-and-Force-Aura&p=3568099&viewfull=1#post3568099 Ref: Closed thread, 2016-06-15.]
 
Bronzeback Titan
 
* Superseded: ''If a non-Bronzeback Titan is within multiple Bronzeback Titans' Leadership [Titans] ability, they will only be able to use one instance of the effect. [http://privateerpressforums.com/showthread.php?253526-Bronzeback-Titan-Fury-Removal&p=3630072&viewfull=1#post3630072 Ref: DarkLegacy, 2016-07-29.]''
 
** Current version: A non-Bronzeback Titan that is with the command range of multiple Bronzeback Titans can remove a point of fury when it ends its activation for every Bronzeback Titan's command range it is within. [http://privateerpressforums.com/showthread.php?253526-Bronzeback-Titan-Fury-Removal&p=3680399&viewfull=1#post3680399 DarkLegacy 2016-09-16]
 
  
Scarab Pack
+
<u>Continuous Effects</u>
* Hunting Pack will be in the errata to be something similar to this: Hunting Pack - This model gains a +1 cumulative bonus to melee attack and damage rolls for each Aradus warbeast or other model in this unit that has the model it is attacking in their melee range. [http://privateerpressforums.com/showthread.php?257359-Gang-Flank-Hunting-pack&p=3650135&viewfull=1#post3650135 Ref: DarkLegacy, 2016-08-16.]
+
* The Corrosion effect does Corrosion damage, and the Fire effect does Fire damage (as stated in Prime). ('''[http://privateerpressforums.com/showthread.php?254172-Is-cont-Effekt-elemental-damage-still&p=3577139&viewfull=1#post3577139 Infernal Ruling]''')
 +
* Knockdown and Critical Knockdown effects are not optional. ('''[http://privateerpressforums.com/showthread.php?256065-Critical-knockdown-or-knockdown-do-you-have-to-use-it&p=3600532&viewfull=1#post3600532 Infernal Ruling]''')
  
=== Battle Engines ===
+
{{RC Take Control}}
Siege Animantarax
 
* Mount is intended to have RNG: 1. [http://privateerpressforums.com/showthread.php?254793-Siege-animantarax-mount-range&p=3585184&viewfull=1#post3585184 Ref: DarkLegacy, 2016-06-25.]
 
  
=== Solos ===
+
= Anatomy of a Unit =
 +
===Field Promotion===
 +
* If a Leader model is removed from play then a Grunt model cannot be Field Promoted. Choose a remaining Grunt model or Weapon Attachment model to be the new unit commander. Formation and orders (including Press Forward) will come from that new unit commander. ('''[http://privateerpressforums.com/showthread.php?252731-Units-without-a-leader-and-Field-promotion&p=3560684&viewfull=1#post3560684 Locked thread]''')
 +
* What happens when a Leader model is killed by a guy in his own unit (such as via Berserk), and you Field Promote the guy ''doing'' the attacking ... is being checked. ('''[https://privateerpressforums.com/showthread.php?278173-Field-promotion-amp-changing-facing Infernal Checking]''')
  
 +
{{RC Unique Leader Model|Hide_Cat=}}
  
== Legion of Everblight ==
+
===Models out of formation (oof)===
=== Warlocks ===
+
* Unlike spells and buffs, applying an effect from a weapon doesn't follow Page 64's restriction on "targeting oof models with a spell or special rule". ('''[http://privateerpressforums.com/showthread.php?258392-channeling-and-out-of-formation&p=3642287&viewfull=1#post3642287 Infernal Ruling]''')
Bethayne, Voice of Everblight & Belphagor
 
* Bethayne owns all of the upkeeps when unmelded, Belphagor does when melded. [http://privateerpressforums.com/showthread.php?255000-Bethayne-Belphagor-and-upkeep-spells&p=3587290&viewfull=1#post3587290 Ref: DarkLegacy, 2016-06-27.]
 
* Symbiosis (Feat) - Flank only requires another friendly faction warbeast to be within melee range, not engaged, per the other Flank/Gang/Gang Fighter changes. [http://privateerpressforums.com/showthread.php?257342-Bethayne-feat-and-flank&p=3616871&viewfull=1#post3616871 Ref: DarkLegacy, 2016-07-18.]
 
* Bephalgor is a character model. [http://privateerpressforums.com/showthread.php?257427-Belphagor-and-Bloodseer&p=3618648&viewfull=1#post3618648 Ref: DarkLegacy, 2016-07-19.]
 
Lylyth, Reckoning of Everblight (Lylyth 3)
 
* The Reaping (Feat) - Applies to shots made by Lylyth as well after the feat is used. [http://privateerpressforums.com/showthread.php?256008-Lylyth3s-feat-am-I-reading-it-wrong&p=3599761&viewfull=1#post3599761 Ref: DarkLegacy, 2016-07-05.]
 
Rhyas, Sigil of Everblight (Rhyas 1)
 
* Rapport (Spell) - Does not stack with Extended Control Range, as both simply state to double the Control Range. [http://privateerpressforums.com/showthread.php?252883-Rapport-Extended-Control-Range&p=3565046&viewfull=1#post3565046 Ref: Maudlin, 2016-06-14.]
 
* Tide of Blood (Feat) - Movement from the feat is resolved before a model is removed from the table when they are damaged. [http://privateerpressforums.com/showthread.php?256284-Question-regarding-timing-for-quot-after-damage-quot-effects&p=3603078&viewfull=1#post3603078 Ref: DarkLegacy, 2016-07-07.]
 
Vayl, Consul of Everblight (Vayl 2)
 
* Dark Miracles (Feat) - Vayl can cast each animi for free, once no matter the number of warbeasts carrying the animus. [http://privateerpressforums.com/showthread.php?252975-Vayl-2-Feat-and-Animi&p=3605202&viewfull=1#post3605202 Ref: Macallan, 2016-07-08.]
 
  
=== Warbeasts ===
+
=Warjacks & Warbeasts=
Archangel
+
{{RC Warjack}}
* The only way the Archangel can move outside its normal movement is through use of Deceptively Mobile. [http://privateerpressforums.com/showthread.php?257355-Archangel-and-Deceptively-Mobile&p=3617022&viewfull=1#post3617022 Ref: DarkLegacy, 2016-07-18.]
+
{{RC Warbeast}}
Blight Wasps
 
* Hunting Pack will be in the errata to be something similar to this: Hunting Pack - This model gains a +1 cumulative bonus to melee attack and damage rolls for each other model in this unit that has the model it is attacking their melee range. [http://privateerpressforums.com/showthread.php?257359-Gang-Flank-Hunting-pack&p=3650135&viewfull=1#post3650135 Ref: DarkLegacy, 2016-08-16.]
 
  
=== Solos ===
+
=Warcasters & Warlocks=
Incubus
+
{{RC Warcaster}}
* If there is no place to put the model, (due to for example a flying model taking a free strike while over another model and then dying, triggering Host) you cannot place the Incubus. [http://privateerpressforums.com/showthread.php?252810-Incubi-spawned-by-a-free-strike-while-overlapping-an-enemy-model&p=3561450&viewfull=1#post3561450 Ref: Maudlin, 2016-06-12.]
+
{{RC Warlock}}
  
=== Units ===
+
= Spells & Spellcasting =
Hellmouth
+
<u>Spell Statistics</u>
* When a tentacle uses Grip, the model hit is pushed directly towards the unit's officer Hellmouth. When it gets there, the Hellmouth (notice the lack of capital t) gets to make a basic melee attack against it. The weapon is with the Maw. [http://privateerpressforums.com/showthread.php?256712-Hellmouth-model-reference&p=3650708&viewfull=1#post3650708 Ref: DarkLegacy, 2016-08-16.]
+
* A range CTRL spell cannot be increased with abilities that increase spell range by X". [http://privateerpressforums.com/showthread.php?254643-Sylys-Spiritual-Conduit-will-it-work-on-RNG-Ctrl-as-well&p=3583121&viewfull=1#post3583121 Ref: DarkLegacy, 2016-06-23.]
  
== Minions ==
 
=== Warlocks ===
 
Dr. Arkadius
 
* Monster Mayhem (Feat) - You may target a model knowing the charge will not be successful (such as behind a wall), so long as the model can be targeted. [http://privateerpressforums.com/showthread.php?253614-Arkadius-Feat-and-Models-that-Cannot-be-Charged&p=3570578&viewfull=1#post3570578 Ref: DarkLegacy, 2016-06-16.]
 
Helga the Conqueror
 
* Grand Finale (Feat) - Weaponmaster and charge damage roll boosts will apply to hits affected by Grand Finale. [http://privateerpressforums.com/showthread.php?253796-Helga-s-Feat-Grad-Finale&p=3588709&viewfull=1#post3588709 Ref: DarkLegacy, 2016-06-28.]
 
Sturm & Drang
 
* Psychic Apocalypse (Feat) - Only prevents allocating, not Empowering or Power Up. Avatar of Menoth would also receive foucs as normal. [http://privateerpressforums.com/showthread.php?254733-DarkLegacy-Reveive-Gain-Allocation-the-same-amp-Reznik-1-Feat&p=3584297&viewfull=1#post3584297 Ref: DarkLegacy, 2016-06-24.]
 
  
=== Solos ===
+
= Terrain =
Croak Hunter
+
===Terrain Features===
* You do not add the base STR to the thrown spear, just modifiers. The base STR is already included in the P+S of the weapon. [http://privateerpressforums.com/showthread.php?258896-Croak-Hunter-and-Thrown&p=3639066&viewfull=1#post3639066 Ref: Closed Thread, 2016-08-06.]
+
* <u>Open Terrain</u>
Feralgeist
+
** Dense Fog, Burning Earth, and Trenches are Open Terrain. ('''[https://privateerpressforums.com/showthread.php?278125-Defining-Open-Terrain&p=3871936&viewfull=1#post3871936 Infernal Ruling]''')
* If two Feralgeists controlled by two different players are near a beast when it is destroyed, the Active player will trigger first for Spirit Bind. [http://privateerpressforums.com/showthread.php?253657-Two-feral-geist-within-range-who-takes-the-beast&p=3570863&viewfull=1#post3570863 Ref: DarkLegacy, 2016-06-16.]
+
* <u>Difficult Terrain</u>
* Any continuous effects on the beast remain when a Feralgeist uses Spirit Bond. [http://privateerpressforums.com/showthread.php?253657-Two-feral-geist-within-range-who-takes-the-beast&p=3570912&viewfull=1#post3570912 Ref: DarkLegacy, 2016-06-16.]
+
** Not to be confused with Rough Terrain.
  Gremlin Swarm
+
** Meant to be something discussed ahead of time regarding what models can enter it - only really applies to custom terrain. ('''[http://privateerpressforums.com/showthread.php?252766-MK3-Difficult-Terrain-difficult-to-understand&p=3561023&viewfull=1#post3561023 Locked thread]''')
* Mischief is the name of the ability that is applied, independent of which ability is rolled. Mischief cannot stack. [http://privateerpressforums.com/showthread.php?255347-Mischief-and-multiple-results&p=3629972&viewfull=1#post3629972 Ref: DarkLegacy, 2016-07-29.]
+
{{RC Hazard Cloud}}  
 +
{{RC Enters}}
  
=== Units ===
+
===Standard Terrain===
Gatorman Posse
+
<u>Forests</u>
* Offerings to Kossk lasts one turn. (Will be errata'ed.) [http://privateerpressforums.com/showthread.php?258804-Gatorman-Posse-Offerings-to-Kossk-Duration&p=3650199&viewfull=1#post3650199 Ref: DarkLegacy, 2016-08-16.]
+
* Overlapping forests do not merge. This means a model completely within two different forests but not completely within either, will not benefit. ('''[http://privateerpressforums.com/showthread.php?258703-What-happens-when-2-forest-or-2-clouds-overlap&p=3651536&viewfull=1#post3651536 Infernal Ruling]''')
  
----
+
<u>Hills</u>
= Unsorted Rulings =
+
* Hills, by default, do not provide cover for models behind them. ('''[https://privateerpressforums.com/showthread.php?258948-Raise-Earth&p=3639909&viewfull=1#post3639909 Infernal Ruling]''')
* You can choose to not make initial or additional attacks, ''unless'' you charge. Then you must make at least one. ('''[https://privateerpressforums.com/showthread.php?276428-Choosing-to-Not-Make-Initial-Attacks&p=3862212&viewfull=1#post3862212 Infernal Ruling]''')
 
* When you Frenzy, it is with the highest POW-melee weapon with range to the target. This will be in the errata. [http://privateerpressforums.com/showthread.php?p=3724055#post3724055 ]
 
* A cloud effect that has the text for hazard within it (Eruption, Eruption of Ash, Breath of Corruption, and Murder of Crows) are both clouds and terrain. A spray will be blocked by a cloud effect that is also a hazard per the normal terrain rules for terrain blocking LOS. Dense Fog is a terrain effect so it will block LOS for sprays. [http://privateerpressforums.com/showthread.php?254747-Spraying-over-a-cloud-template&p=3736611&viewfull=1#post3736611]
 
* Something about "Replace" abilities vs "Place" abilities, in the '''checking''' status [http://privateerpressforums.com/showthread.php?264944-Replace-vs-Place-revisited&p=3742486&viewfull=1#post3742486]
 
* You can't 'get rid of' focus to make melee attacks if no one is in melee range. [http://privateerpressforums.com/showthread.php?258591-Buying-melee-attacks-with-no-target/page2&p=3650275#post3650275]
 
* You can't get a critical on an AOE that misses, even if it still hits someone after deviating. [http://privateerpressforums.com/showthread.php?265473-Indirect-AoE-critical-hits&p=3752101&viewfull=1#post3752101]
 
* They're checking the intention of Bounding Leap [http://privateerpressforums.com/showthread.php?265992-Shadowhorn-Satyr-Teleport-amp-Bounding-Leap&p=3763071&viewfull=1#post3763071]
 
  
== Rulings from between 9th August & 17th August ==
+
<u>Obstacles</u>
===DarkLegacy===
+
* Although you can't stop on an obstacle, you can "pause", change facing, and continue advancing. ('''[https://privateerpressforums.com/showthread.php?278191-Movement-Over-Obstacles Locked thread]''')
* [http://privateerpressforums.com/showthread.php?259239-Errata-after-July-2016&p=3644364#post3644364 July Errata]<br>
 
  
* If you don't suffer damage, you don't take damage from Blight Storm [http://privateerpressforums.com/showthread.php?256338-quot-No-damage-from-ranged-attack-quot-vs-spell-that-grants-damage&p=3650703#post3650703 DL 2016.08.17]
+
= Appendix A: Timing =
* Powerful Attack must be declared before making any attack rolls, or not get it at all for that attack. [http://privateerpressforums.com/showthread.php?253284-Powerful-Attack&p=3650697&viewfull=1#post3650697 DL 2016.08.17]
+
* "Immediate" doesn't have any rules relevance for timing in Mk3. [http://privateerpressforums.com/showthread.php?252713-Resoution-if-similtanous-immediate-effects&p=3560525&viewfull=1#post3560525 Ref: Closed thread, 2016-06-12.]
** If there is no attack roll but there are damage rolls (for instance you targeted an AOE at someone out of range) then you must declare Powerful Attack before making any damage rolls, or not get it at all for that attack. [http://privateerpressforums.com/showthread.php?253284-Powerful-Attack&p=3650713&viewfull=1#post3650713 DL 2016.08.17]
+
=== Attack Sequence ===
* If you forget to move your model, but don't declare you "forfeit movement", then: Not moving and not changing facing = not advancing. Changing facing = advancing. [http://privateerpressforums.com/showthread.php?256976-forfeiting-movement&p=3650679#post3650679]
+
* You cannot use "anytime" abilities between an attack and a second attack that triggers directly from the first attack, such as ones from Berserk. (Mk2 difference.) [http://privateerpressforums.com/showthread.php?254570-Animi-are-Spells-now&p=3582051&viewfull=1#post3582051 Ref: DarkLegacy, 2016-06-23.]
* A model with Dual Attack can make the attacks in any order. If they charge, they can do either melee or ranged first. If you charge and do ranged first, it doesn't change the fact that your first melee attack is the charge attack.[http://privateerpressforums.com/showthread.php?259300-Dual-Attack-order-Mele-Ranged-AMele-OR-Mele-AMele-Ranged&p=3650677#post3650677]
+
* Overtake resolves before Berserk when both trigger, as Overtake resolves at step 12 of the Attack Sequence, and Berserk resolves at 14. [http://privateerpressforums.com/showthread.php?252713-Resoution-if-similtanous-immediate-effects&p=3560525&viewfull=1#post3560525 Ref: Closed thread, 2016-06-12.]
* If an ability says you can ignore LOS through [X], you always ignore LOS though [X]. The "can" is not optional and it doesn't let you "opt out" to try and force a free strike or some other weird advantage [http://privateerpressforums.com/showthread.php?257385-Wording-on-Tactician-post-errata&p=3650571#post3650571]
 
* With Spell Slave, the model that casts the spell is the spellcaster [http://privateerpressforums.com/showthread.php?259619-Who-s-the-spellcaster-Mortenebra-or-Deryliss-Musings-about-Overrun&p=3650496#post3650496]
 
* "Stuff" about units including mixed model types (such as Mechanithralls + Skarlock Commander) [http://privateerpressforums.com/showthread.php?257175-Units-with-mixed-model-types&p=3650208#post3650208]
 
* You cannot repair forcefields, but you can spend focus to remove damage [http://privateerpressforums.com/showthread.php?258288-Helynna-s-Feat-Force-Fields-Damage-Grids-and-War-Room&p=3650251#post3650251]
 
* Darius's Crane doesn't work on himself [http://privateerpressforums.com/showthread.php?257787-Can-Captain-Darius-use-Crane-on-himself&p=3650260#post3650260]
 
* Temporal Distortion does not stack with itself. [http://privateerpressforums.com/showthread.php?257936-Haley3-Temporal-Distortion&p=3650253#post3650253]
 
* Overlapping Forests & Clouds do not merge. This means a model completely within two different clouds, but not completely within either, will not benefit. [http://privateerpressforums.com/showthread.php?258703-What-happens-when-2-forest-or-2-clouds-overlap&p=3651536&viewfull=1#post3651536]
 
* Wild Growth's movement restrictions expire the moment the spell expires. [http://privateerpressforums.com/showthread.php?253504-Wild-Growth-Movement-Restriction&p=3650170#post3650170]
 
* Despoiler doesn't affect the cost of "non focus/fury" payments (such as spending souls to upkeep spells) [http://privateerpressforums.com/showthread.php?253864-Marketh-and-Naaresh-vs-Despoiler-s-animus&p=3650160#post3650160]
 
* Geomancy and Spell Slave do not interact with Lamentation [http://privateerpressforums.com/showthread.php?256798-Lamentation-and-Geomancy&p=3650157#post3650157]
 
* (Mulg and Doomshaper3) If multiple abilities affect the cost of upkeeps and spells, then you first double then add. Or double twice. [http://privateerpressforums.com/showthread.php?253311-Doomshaper3-and-Mulg-Animus&p=3650132#post3650132]
 
* How Coven's Power Field works: [http://privateerpressforums.com/showthread.php?254725-Witch-Coven-of-Garlghast-amp-Reinforcing-Power-Field&p=3650117#post3650117]
 
 
 
== Rulings from between 16th September & 23rd September ==
 
===DarkLegacy===
 
* Rampager is not an activation [http://privateerpressforums.com/showthread.php?261847-Rampager-and-chain-strike&p=3687123&viewfull=1#post3687123]
 
* If Berserk triggers at the same time as another "attack generating" ability, Berserk means you must make an attack. But it can be either a Berserk attack or the other one. [http://privateerpressforums.com/showthread.php?260582-Cleave-ability&p=3686769&viewfull=1#post3686769]
 
* Direct Spirits does not allow a Soul Taker to gain souls that it couldn't normally gain. [http://privateerpressforums.com/showthread.php?259626-Zaal-s-Direct-Spirits-and-Soul-Taker&p=3686786&viewfull=1#post3686786]
 
** A model at its soul limit cannot gain extra souls via Direct Spirits [http://privateerpressforums.com/showthread.php?259626-Zaal-s-Direct-Spirits-and-Soul-Taker&p=3686905&viewfull=1#post3686905]
 
* The Large-base volume image in the rulebook is incorrect [http://privateerpressforums.com/showthread.php?261741-Can-you-hit-someone-if-in-range-and-LOS-but-not-in-range-in-my-front-arc&p=3686928&viewfull=1#post3686928]
 
* Stuff about Ground Pounder [http://privateerpressforums.com/showthread.php?252854-Brisbane-vs-Wurmwood]
 
* Swamp Gobber River Raiders can benefit from Hawk's buff to their Hand Weapons [http://privateerpressforums.com/showthread.php?255016-First-Mate-Hawk-amp-Sea-Gobber-River-Raiders&p=3686818&viewfull=1#post3686818]
 
* Double damage from Decapitation before reducing it by spending focus. [http://privateerpressforums.com/showthread.php?259821-Mage-hunter-assassin-decapitation&p=3686793&viewfull=1#post3686793]
 
* When you cast Ritual Sacrifice, you roll the d6 immediately (not when Skarre1 activates) [http://privateerpressforums.com/showthread.php?260474-Ritual-Sacrifice-d6-timing-with-pSkarre&p=3686776&viewfull=1#post3686776]
 
** Casting Ritual Sacrifice multiple times has no benefit. You keep the d6 result from the first casting. [http://privateerpressforums.com/showthread.php?256294-Pirate-Queen-Skarre-and-Multiple-Instances-of-Ritual-Sacrifice&p=3686784&viewfull=1#post3686784]
 
* When a mannikin spends fury from the Sentry Stone, it is the model spending fury for stuff like Asphyxious3's feat. [http://privateerpressforums.com/showthread.php?261828-Asphyxious-3-and-sentry-stones&p=3686773&viewfull=1#post3686773]
 
* A Titan can benefit from multiple Bronzeback Titan's leadership effects (reversal of earlier ruling) [http://privateerpressforums.com/showthread.php?253526-Bronzeback-Titan-Fury-Removal&p=3680399&viewfull=1#post3680399]
 
* "Normal Movement" and "Movement" are not the same thing. "Normal Movement" is a subset of "Movement". [http://privateerpressforums.com/showthread.php?261522-Does-quot-movement-quot-mean-quot-normal-movement-quot&p=3681354&viewfull=1#post3681354]
 
* 'Retroactively applied' triggers (such as a model gaining Sprint after it has already killed a model) are being "Checked". [http://privateerpressforums.com/showthread.php?252720-casting-lightning-strike-after-killing-models&p=3560576&viewfull=1#post3560576] [http://privateerpressforums.com/showthread.php?261513-Greater-Destiny-and-Resurrection&p=3681243&viewfull=1#post3681243]
 
  
=== FearLord ===
+
=Appendix B: Faction-Specific Rules=
* When Self-Sacrifice is used it is SS which destroys a model, not the original attack. Thus it prevents stuff like Black Spot and Berserk from triggering [http://privateerpressforums.com/showthread.php?261835-Errants-Berserk-Now-add-Black-Spot&p=3686760&viewfull=1#post3686760]
+
Placeholder
* If a model with Sentry has different Attack Types, it can choose which to use [http://privateerpressforums.com/showthread.php?261777-Sentry-and-weapon-types&p=3686107&viewfull=1#post3686107]
 
** For the Blightbreather, the shot will have no extra effects applied because "reasons" [http://privateerpressforums.com/showthread.php?261777-Sentry-and-weapon-types&p=3686553&viewfull=1#post3686553]
 
* Gallant can only be taken in Mercenary or Cygnar forces. [http://privateerpressforums.com/showthread.php?261770-Can-Gallant-be-taken-outside-of-faction-(eg-Cryx)&p=3686098&viewfull=1#post3686098]
 
* Alten Ashley vs melded Bethyane is being checked [http://privateerpressforums.com/showthread.php?261629-Bethayne-vs-Alten-Ashley&p=3686068&viewfull=1#post3686068]
 
* Whether Wurmwood's feat stays centred on him after he has teleported is being checked [http://privateerpressforums.com/showthread.php?261616-Wurmwoods-feat-and-porting]
 
* Dodge will trigger if an AOE misses, even if the original model is still hit by the deviated AOE. [http://privateerpressforums.com/showthread.php?261640-Dodge-and-AoEs&p=3683751&viewfull=1#post3683751]
 
* Consume works vs Incorporeal models [http://privateerpressforums.com/showthread.php?261655-Eating-Incorporeal-models&p=3683803&viewfull=1#post3683803]
 
* Radiance of Morrow's range is being checked [http://privateerpressforums.com/showthread.php?261589-Does-Radiance-of-Morrow-have-a-RNG-or-Target]
 
  
==Rulings from 3 Nov 2016==
+
=Appendix C: Warcaster/Warlock Rules=
* Deathbound on the Revenant Crew has been clarified to specify the "Leader" instead of the "unit leader" which means if the Leader is RFP'd no field promotion occurs and Deathbound is lost for the rest of the game. [http://privateerpressforums.com/showthread.php?260414-Revenant-Crew-and-leader-RFP&p=3724042&viewfull=1#post3724042 Link].
+
Refer above. We have combined them together for this page.
* The Corruptor's Psycho Venom does not let you activate your meat node. [http://privateerpressforums.com/showthread.php?259655-Corrupter-Psycho-Venom&p=3724049&viewfull=1#post3724049 Link].
 
* The Corruptor's Distillation will heal one of the three Witches in the Coven. It doesn't divide up. [http://privateerpressforums.com/showthread.php?259686-Witch-Coven-Distilation&p=3724050&viewfull=1#post3724050 Link].
 
* Egregore will not lose a point of focus when hit by Energy Siphon. However, the model using Energy Siphon will gain a focus. (Yay for breaking focus conservation laws!) [http://privateerpressforums.com/showthread.php?259004-Energy-Siphon-and-the-Egregore&p=3724060&viewfull=1#post3724060 Link].
 
* Aiakos can cast spells and use abilities before resolving his Assault ranged attack if his charge is successful. If it is not, no abilities or spells can be used. [http://privateerpressforums.com/showthread.php?259871-Aiakos-Assault-White-Squall-Question-(The-Flying-Dutchman)&p=3724067&viewfull=1#post3724067 Link].
 
* Aiakos can use abilities and spells before using Jump (the same is true for Bounding Leap). [http://privateerpressforums.com/showthread.php?259871-Aiakos-Assault-White-Squall-Question-(The-Flying-Dutchman)&p=3724067&viewfull=1#post3724067 Link].
 
* Lightning Strike is retroactive but spells like Synergy are not. You cannot benefit from actions that would trigger the benefit before the spell is cast when the spells effects are not limited to a single activation. [http://privateerpressforums.com/showthread.php?252720-casting-lightning-strike-after-killing-models&p=3724058&viewfull=1#post3724058 Link].
 
* Frenzy is always resolved with the highest POW melee weapon that has range to the target. Never a ranged weapon. Ranged weapons are pretty much always higher POW than melee weapons so warbeasts with ranged weapons that could be used on a charge would have to have been used during a frenzy. [http://privateerpressforums.com/showthread.php?259675-Frenzy-with-Dual-Attack-Gunfighter-Gargantuan&p=3724055&viewfull=1#post3724055 Link].
 
* Eruption of Faith (Protectorate battle engine) is unboostable. [http://privateerpressforums.com/showthread.php?260104-Vessel-of-Judgement-amp-Eruption-of-Faith-Destructive-Power&p=3724051&viewfull=1#post3724051 Link].
 

Revision as of 19:02, 4 May 2019

SamePageIcon.jpg

  • Infernal Rulings
    Official answers about how various different special rules interact. These rulings come from the game developers via their representatives on the official forums.
  • Infernal Rules
    Game rules for using models from the Infernals Faction.

What is an Infernal Ruling?

Privateer Press have an official subforum on their website dedicated entirely to players asking questions about how rules work that you can access here. (Note: The purpose of the forum is to help players understand how rules function and interact with each other in-game, it's not the place to discuss general issues with the game, balance, or tactics). You can recognise an Infernal's post by their purple name

As part of that subforum they have an official team of "Infernals" that officially answer questions. Although these Infernals are volunteers they have a direct communication line to the actual designers of the game and thus any answer an Infernal gives is 100% official. These answers are referred to as "Infernal Rulings".

Tip lightbulb.png

Tip !
You can find a list of Infernals on the Credits page of the main rulebook. Like I said, they're completely official

What is this page then?

This is a saved list of all Infernal Rulings as relevant to the core rules. For Rulings on a specific special rule, they are saved under that rule (For instance stuff relevant to Assault is saved on the Assault page).

Only responses by Infernals (for rules questions), Judges (for organized play questions), or threads that are locked are saved here. Any other responses may be informative, correct, or both, but are not offiically accepted answers to forum questions.

Ambox warning orange.png

Important
The following summaries are interpretations only. We are human and misinterpretations can happen. Follow the links and read the responses for yourself to get the raw source. Do not link to this page in the rules forum to answer a rule question, as that will likely just make the Infernals irate.


Rules Basics

Game Overview

Summary of Play - What you need

Dice & Rounding

Placeholder

General Guidelines

Game Terms, Model Names & Rules References
Special rules may reference a model/unit by its name or special rules. (Infernal Ruling)

  1. A special rule could look for "Exemplar" and it could find that keyword in either the name or a rule on a model.
    • For example, Doomshaper3 has "Trollkin" listed under his rules, rather than under the name of his unit, because there is a non-Trollkin Pygmy in his unit.
  2. When identifying a unit by its special rules, such as Undead or Construct, all models of the unit must possess that rule for it to be that type of unit. For example,
    • Alexia Ciannor & the Risen are not an Undead unit while Alexia is still in play.
    • A Mechanithrall unit with a Skarlock Commander and Brute Thralls attached to it is an Undead unit, due to every model possessing the Undead advantage.
  3. The name of a unit never changes after army list creation.
    • A Mechanithrall unit with a Skarlock Commander attached to it is still a Mechanithrall unit, even when every Mechanithrall model in the unit is destroyed.
    • A Houseguard Halberdiers unit will still remain a Houseguard Halberdiers unit when a Soulless Escort is attached to it.
  4. Units with '&' dividing two parts of the unit do not pass specific names between them. For example,
    • A Cephalyx Mind Slaver & Drudges unit is made up a Cephalyx Mind Slaver and Drudge Grunts. The Cephalyx Mind Slaver does not inherit the Drudge keyword and the Drudges do not inherit the Cephalyx keyword.
  5. Command Attachments with '&' between them specify both parts of the attachment have the preceding type keyword. For example,
    • Both models in the Winter Guard Infantry Officer & Standard are Winter Guard Infantry models, for example.
  • 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)

Rule Priority

Placeholder

Sportsmanship

Placeholder

Measuring Distances

  • You may use proxy bases to facilitate measurements however you wish (on your own clock when measuring). (Infernal Ruling)
  • Laser lines can be used to measure line-of-sight for anything at any time. (Infernal Ruling)

Models

Model Profiles

Base Stats, Current Stats & Modifiers

Model Special Rules

  • Generally, effects that cause you to lose [Ability 1] don't prevent you from regaining [Ability 1] by using [Ability 2] or [Spell 2] or [Whatever].
    It has to explicitly state that you lose [Ability 1] and cannot regain it. (Infernal Ruling)
    • Example: Spyglass makes a model lose Stealth for one round. But the affected model could have Occultation cast on them and regain Stealth.
    • Example: Marked for Death makes models lose Incorporeal and Stealth for one round and prevents affected models from regaining them.
Advantages      
RC symbol.png

Rules Clarification : Advance Deployment      (Edit)

  • Sometimes you can attach a WA or CA that doesn't have AD to a unit that does have AD. If you do, the attachment effectively gains AD and they can all advance deploy together. (Locked Thread)

Rules Clarification : Amphibious - None yet. (Edit)

RC symbol.png

Rules Clarification : Channeler  and/or Arc Node     (Edit)
General

  • It is possible to channel a spell with a range of CTRL. The control range is still measured from the caster though, so channeling it has zero effect ... unless you've got something like Empowered Arc Node or Reaction Drive. Stuff like that can trigger. (Infernal Ruling)

Channeling in melee

  • A channeler that is engaged by an enemy model can not channel.
  • A channeler that is engaging an enemy model can channel. (For example, the channeler is standing in the enemy's back arc.)

Channeler - LOS

  • You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
    • If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS (but not to the DEF bonus).

Caster - Attack roll

  • You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
    • If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the dice roll (but not to the LOS).

Stealth - It affects both LOS and the attack roll

  • Since Stealth has both a LOS modifier (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed) things get a little complicated.
  • If only the channeler ignores stealth, then all stealth models count as intervening models and block LOS, but the caster will auto-miss models more than 5" from the channeler.
  • If only the caster ignores stealth, then only models within 5" of the channeler block LOS, but the caster won't auto-miss no matter what you target.
  • If both channeler and caster ignore Stealth, it works as you'd expect.
  • Stealth Examples     [Show/Hide]
    • Caster has Eyeless Sight, channeler does not.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model does not count as an intervening model, as per the normal Stealth rules.
        • Attack roll - If you attack it then you don't auto-miss, as the attacking model has Eyeless Sight.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model doesn't block LOS
        • Attack roll - Doesn't auto-miss
     
    • Caster hasn't got Eyeless Sight, channeler does.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model counts as an intervening model, because the model drawing LOS ignores Stealth.
        • Attack roll - If you attack it then you will auto-miss, as the attacker doesn't ignore Stealth.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model blocks LOS, so you can't target the rear model.
        • Attack roll - N/A
RC symbol.png

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)
Tip lightbulb.png

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).
RC symbol.png

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

Mount Weapon
  • Although the core rulebook specifies mount weapons have 0.5" range, this doesn't "overwrite" models that have a longer mount range listed on their card. (Infernal Ruling)
  • Mount Weapons are melee weapons. (Infernal Ruling) This means:
    • Mount Attacks can benefit from any buffs that affect "melee weapons" (such as Acidic Touch and Elasticity) or "melee attacks" (such as Battle Lust).
    • Mount Weapons can be used to make free strikes.
    • If the model doesn't have any regular melee weapon (such as the Gun Carriage) then it does have a melee range, can engage enemy models, and can make free strikes; anyway.
    • Despite being a melee weapon, you cannot use a Mount's special attack on the same activation you charge. (Infernal Ruling)
      • Exception: If you have Trampling Hooves, because that allows you to make charge attacks with your mount when you charge.
  • Mount attacks will trigger "Melee attack" stuff like Battle Wizard.
  • You can purchase additional attacks with your Mount Weapon. (Infernal Ruling)

Impact Attacks - Movement

  • Impact Attacks "pause" your charge move, and as such don't normally trigger "ends an advance" abilities (such as Countercharge).
    • The exception is if your Impact Attacks include your charge target, then you have to end the charge movement and turn to directly face the charge target before rolling any dice. In this case, stuff like Countercharge will get triggered before you get to roll your Impact Attacks.
  • You cannot "pause" in an illegal position to carry out Impact Attacks. For instance: a Pathfinder cavalry model pausing halfway over an obstacle; a flying cavalry model pausing while it 'overlaps' other models; or any cavalry model pausing halfway through an Incorporeal model.

Impact Attacks - The attack(s)

  • You resolve stuff that occurs "after the attack is resolved" (such as Battle Wizard) before continuing with your charge movement.
  • If you have an ability that boosts your "first" melee attack (such as Stir the Blood), then only one attack will be boosted even though you're making multiple simultaneous attacks.
  • If you choose to make any impact attacks, you make all attacks against all models in the Mount's melee range (even friendly models).(Infernal Ruling)
  • Impact Attacks cannot be boosted, refer core rulebook.
  • You cannot buy additional attacks while resolving Impact Attacks. Additional attacks can only be bought during your Combat Action, after resolving your initial melee attack(s) / special melee attack.

Impact Attacks - Other

  • You cannot use "any time" abilities while resolving Impact Attacks. Because Impact Attacks occur during movement; and you can only use 'any time' abilities before moving or after moving, but not during movement. (Infernal Ruling)
    • Exception: If your Impact targets 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.

Cavalry unit

  • If you have a unit of Cavalry, charge them and do impact attacks, remember you interrupt movement to do impacts, but you have to resolve all movements before doing any charge attacks. So for example it would go:
    • Cavalry model A charges enemy X, and contacts model M. Stop and make impact attacks against M. Then continue movement to X.
    • Cavalry model B charges enemy Y, and contacts model N. Stop and make impact attacks against N. Then continue movement to Y.
    • Cavalry model C charges enemy Z, and contacts model O. Stop and make impact attacks against O. Then continue movement to Z.
    • Resolve model A's charge attack vs X, B's vs Y, and C's vs Z. (This can be done in any order, as per normal)

Other interactions

  • Cavalry model with no melee weapon
    • If you have a Mount weapon but no regular Melee weapon (such as the Efaarit Scout), you can still declare a charge. (Locked thread)
    • You can make Impact Attacks along the way.
    • Once you get to the charge target, however, you can't make a melee attack against it. Because you can't use the mount weapon for a charge attack, due to the way the Cavalry rules are written. (Unless you have a rule like Trampling Hooves.)
    • If you don't charge, the mount attack can be used as an initial melee attack.
  • Countercharge & Cavalry ( Edit )
    • A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
  • 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.
  • Flight on a Cavalry model (Edit)
    • Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
RC symbol.png

Rules Clarification : Combined Melee Attack      (Edit)

  • Each CMA only counts as a single attack, no matter how many participants are involved. This means, for example, that if Satyxis Raiders damage a warjack and trigger their Feedback ability, the enemy warcaster will only take 1 damage total, not 1 for every Raider.
  • Any bonuses (such as back strike) or penalties (such as intervening terrain) are determined according to the model leading the CMA (the attack leader).
    • If the participants have buffs/debuffs but the attack leader doesn't ... then the CMA doesn't because only the attack leader matters. Simple as that.
  • A single unit can perform multiple CMAs, utilising different groupings of models. eg a unit with 10 models could make one 10-man CMA, or two 5-man CMAs, or five 2-man CMAs, or etc.
  • CMA for units that have more than one melee weapon (the short version)
    • Once you have more than one melee weapon, charging becomes a bit complicated. There are two important rules:
      1. A model which charges must use its first attack to make a charge attack. It can't "skip ahead" to contributing its second non-charge attack before it's resolved its first attack.
      2. For a CMA to gain the charging bonus, then all contributors must be contributing a charge attack.
    • These two rules have a few, slightly confusing implications. Click the expand box below for a full breakdown.
CMA for units with more than one weapon (the long version) (Edit)
The following example is about Satyxis Raiders, but is equally applicable to other units with two CMA:
  • Each Raider gets two attacks. Both, one, or neither can be a CMA as you choose.
  • If you are doing two CMA in a row, then you should note that the second CMA doesn’t have to use the same “primary attacker” or the same “participants” as the first CMA.
    • For instance, you could have the first CMA with raider A being the "primary attacker" and raider B being the "participant",
    • then for the second CMA have raider B the "primary attacker" and raider A the "participant".
    • Or leave A alone for a moment and use B plus C. Whatever takes your fancy.
  • Primary attackers and participants don't have to use the same weapon. So, continuing with the above example, you could have primary A use lash and participant B use horns, then primary B use lash and participant A use horns. Effectively granting you two lash attacks with CMA bonuses!
  • Combined Melee Attack and charging
    • Remember the 2 rules above?
    • Rule 1 means you cannot contribute your second, non-charge attack before you have resolved/contributed your first attack.
    • Rule 1 means you cannot "skip ahead" to resolving your second, non-charge attack before you have resolved/contributed your first attack.
    • but wait, there's more!
    • However, thanks to the "Units with Combined Melee Attack ignore the rule that one trooper's combat action cannot begin until the previous model's combat action ends" rule, you can "pause" your second attack if you want to do a CMA with it later. For example:
      • Model A performs its charge attack.
      • Model B performs its charge attack. (Interrupting A)
      • Model C performs its charge attack. (Interrupting B)
      • CMA using A, B & C's remaining attack.
RC symbol.png

Rules Clarification : Combined Ranged Attack      (Edit)

  • CRA cannot target models in melee ... unless the target is a huge-based model or the attacker has War-Tempered.
  • If you give the attack-leader a buff to their attack (such as Guidance) then that buff applies to the combined attack (even though the other participants don't have the buff). (Locked thread)
  • 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)

Rules Clarification : Construct - None yet. (Edit)

RC symbol.png

Rules Clarification : Eyeless Sight      (Edit)

  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
  • Blind vs Eyeless Sight (Edit)
    • If a model is Blinded, and then given Eyeless Sight, then that model ignores Blind ... but it is technically still Blinded. So if you somehow later lose Eyeless Sight (for instance walking out of the range of Menoth's Sight), it will immediately go back to suffering the effects of Blind. (Infernal Ruling)
    • Also this means stuff that only works vs Blind models (ie Hidden Blade) will still trigger vs a "Was Blinded but then got Eyeless" model.
  • Anti-Cloud abilities vs Burning Earth (Edit)
If you make a piece of terrain "Burning Earth" it counts as a cloud effect in addition to it's original type. This has 2 odd rulings:
  1. If any part of the terrain piece is "hit" by an ability that makes clouds expire (such as Gale Winds) then the entire terrain piece is taken off the table. (Infernal Ruling)
  2. If a model can ignore clouds but not the original terrain type, they don't ignore the terrain. For instance if you have a burning forest, then Eyeless Sight can't see through the forest. (Infernal Ruling)
RC symbol.png

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

 
  • Flight doesn't ignore:
    • Impassable terrain.
    • Most hazards. The exception is they do ignore Acid Bath and Burning Earth as long as they don't land in them.
    • Templates that stay in play and do damage to models moving through them (such as a Scather).
    • Free strikes.
  • Trampling with a flying model (Edit)
    • Flight allows you to trample "over" medium- and larger-bases.
    • Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
      • Unless, of course, you have an exception like Blade Rush.
  • Flight on a Cavalry model (Edit)
    • Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
RC symbol.png

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

General
  • You cannot Aim if you start your activation in melee. (Infernal Confirmation)
  • A free strike with a ranged weapon still gets the +2 to hit and boosted damage (I'm pretty sure - I'd like to double check it though).
  • If you have a Gunfighter stuck in melee and the Gunfighter wants to shoot a friendly model, then you can only do so if that friendly is within the Gunfighter's melee range. Also, if that friendly model is engaged by an enemy, that friendly model will always get the +4 DEF bonus (because the point of origin of the attack, the Gunfighter, is not "in melee" with the friendly model).

Targeting

  1. Outside of melee
    • If the Gunfighter isn't in melee, and didn't charge this turn, then it shoots just the same as a normal model.
  2. In melee, but didn't charge
    • If it didn't charge, it can target anyone it's "in melee" with.
    • This can be any model in the Gunfighter's melee range, plus any models that have the Gunfighter in their melee range.
    • If a Gunfighter kills all the enemies it is in melee with, and still has the ability to make more ranged attacks, then those attacks just follow the normal Ranged Attack rules. (Infernal Ruling)
  3. Charged into melee
    • If it did charge, its initial attacks can only target models that are in the Gunfighter's melee range.
    • If all models in the Gunfighter's melee range are killed before it makes its initial attacks, it loses any unspent initial attacks. (Infernal Ruling)
    • However if it can purchase additional attacks (via Reload for instance) and/or get free attacks (via Black Spot for instance), then those non-initial attacks can target anyone it's "in melee" with, as per #2 above.
  4. Other targeting notes
    • Remember, you can never be "in melee" with a friendly model, so a Gunfighter can pretty much never choose to target a friend while it's in melee.
    • If the gunfighter is unengaged, it can still shoot a friendly model, which would just be a normal ranged attack.
    • Gunfighter doesn't change the RNG of your gun, it just provides you an ability to use it while in melee and imposes some targeting restrictions.
      • If you're affected by a debuff that reduces your RNG to 1", that will further limit who you can target.
      • If you're affected by a debuff that reduces your RNG to 0", you cannot make attacks (refer 'Weapon Statistics', page 19 of rulebook).

Attack Roll

  • You use the Gunfighter's RAT for the attack roll.
  • Gunfighters do not ignore the Cover/Concealment bonus. (Infernal Ruling)
  • How the +4 DEF bonus for "being in melee" works with Gunfighters is:
    • they always ignore it vs enemies, because the "point of origin of the attack is in melee with the target".
    • they never ignore it vs friendlies, because you cannot be in melee with a friendly target.

Incorporeal Gunfighters

  • Note that enemy models without magic weapons can't hurt you in melee, but they can engage you.
  • If they engage you then you're in melee and your target selection is limited to just models in melee (as explained above).

Gunfighter + an AOE weapon

  • If you miss then the AOE will deviate as per the normal AOE rules. Not very far, though, considering the max distance you'll be apart is 2".
  • If you use an AOE weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the blast template.

Gunfighter + a spray weapon

  • Who you can target with the spray is limited as described above, but you get to put the whole spray template down and potentially hit models well outside the melee.
  • If you use a spray weapon to make a free strike, you get the +2 to hit and you get boosted damage against everything under the spray template.

Units of Gunfighters

  • If a unit of Gunfighters successfully charge, but someone else in their unit kills their charge target before they get a turn to attack, then they may redirect their attack.
  • Redirected attack:
    • If they're still engaged, their initial attack (s) must be vs someone in their melee range.
    • If they're still engaged, but no one is in their own melee range, they don't get any initial attacks.
    • If they're unengaged, they are now free to shoot anyone within the gun's normal range.

Other interactions

  • Gunfighter vs Point Blank (Edit)
    • If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
    • These two abilities are subtly different, but it's an important difference.
    • Gunfighter allows you to make ranged attacks while in melee.
    • Point blank allows you to make melee attacks with your ranged weapon.
      • Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
      • Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
    • Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
      • Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
      • Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.
  • Gunfighter vs RNG modifiers (Edit)
    • Unlike what most people might tell you, Gunfighter doesn't have a "range", it just lets the model make ranged attacks while in melee. The gun's actual RNG is unaffected though, until you put something like Windstorm (-5 RNG) on it. Then what happens is:
    1. If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
    2. If the gun is RNG 6, Windstorm will reduce it to 1". Thus you can only make Gunfighter attacks vs models within 1" (if you can - charging Gunfighters may be more limited).
    3. If the gun is RNG 5, Windstorm will reduce it to 0". Thus you can't make any attacks as per 'Weapon Statistics' (page 19 of the core rulebook).
    (Infernal Ruling)
RC symbol.png

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

Damage & Debuffs
  • All spells do magical damage. Refer to the latest errata.
  • If a weapon or spell does multiple types of damage (such as Chain Lightning doing Electricity damage), then you'll still be hurt by the spell. "Incorporeal" is not the same as "has immunity to all damage types". (Infernal Ruling)
  • "Mundane" weapons can still apply debuffs to Incorporeal models, even though they can't damage them. For instance, an Ironclad could hit an Incorporeal model with a Tremor Attack and knock the incorporeal model down; Small-based Incorporeal models can be Consumeed, etc. (Infernal Ruling)

Incorporeal models moving

  • If an incorporeal model declares a charge, then they stay incorporeal until they actually make an attack. So, for example:
    • If they're Countercharged after finishing their own charge movement, they will be Incorporeal while resolving the Countercharge attack.
    • If they fail the charge, they will stay Incorporeal.
  • Entering hazards: "Enters or ends its activation" can only be triggered once each turn.
    • If the Incorporeal model begins its activation outside the hazard, moves into the hazard and loses Incorporeal, it would not take any damage from ending its activation in the hazard.
    • If the Incorporeal model begins its activation inside the hazard, stays inside the hazard, and loses Incorporeal, it would take damage from ending its activation in the hazard.
    • (Infernal Ruling)
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.


Moving through an Incorporeal model

  • A model that is pushed into an Incorporeal model will go all the way through, only if the push is large enough to get all the through. If the push is too short, the moving model will "bounce back" to where they first started overlapping the incorporeal model. (Infernal Ruling)
  • The core rules that allows models to be pushed through the Incorporeal model will override any ability/spell that uses the phrase "is pushed until it contacts a model" (such as Grip, Drag, and Catch). (Infernal Ruling)
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.

Other

  • Incorporeal models can engage enemy models. They can't make free strikes or bodyblock enemies, but they do prevent enemy models making ranged attacks, and everyone gets the 'Target in Melee' bonus.
  • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
RC symbol.png

Rules Clarification : 'Jack Marshal      (Edit)

  • If a warjack gets a marshal benefit (such as Crush) but then moves out of the marshal's CMD range, it keeps the benefit. (Infernal Ruling)
  • Marshals can control character warjacks. (Closed thread)
  • Although they never get the Power Up bonus, a marshaled warjack can gain focus via other means (such as Accumulator, Empower, Spirit Harvester, etc).
    • They can do this even after the Marshal dies and they become autonomous.
  • 'Jack Marshal & Ranking Officer (Edit)
    • If a Ranking Officer joins a unit with the 'Jack Marshal ability, then they can still only take Mercenary warjacks - they don't gain access to Faction warjacks. (Infernal Ruling)
    • They can control that mercenary warjack as normal, even though they're technically no longer the same faction as the jack. (Infernal Ruling)
  • See also this article for the Autonomous warjack rules and how to re-control them.
RC symbol.png

Rules Clarification : Officer      (Edit)

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

Rules Clarification : Parry - None yet. (Edit)

RC symbol.png

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Soulless - None yet. (Edit)

RC symbol.png

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.

Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Undead - None yet. (Edit)

Immunities      
Rules Clarification : Cold - None yet. (Edit)
RC symbol.png

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.
RC symbol.png

Rules Clarification : Electricity      (Edit)

  • When electricity arcs/leaps, you ignore models with Immunity:Electricity. The arc "skips" them.
  • If you attack a model with Immunity:Electricity, the arc/leap won't go anywhere at all. The arc is "grounded".
  • Incorporeal models do not have Immunity: Electricity (they just ignore non-magical damage). As such electricity can arc/leap to and from incorporeal models.
RC symbol.png

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)

Weapon Qualities

  • If you have a weapon with a random ROF, you roll that when you declare you're attacking with the gun.
    If you have multiple guns with random ROF, you roll all their ROF as soon as you declare an attack with any of them. Once you know how many attacks you get, you can make those attacks in any order (You don't need to do all the attacks with gun 1 before you start gun 2, you can switch back and forth).
    (Locked thread)

Weapon Special Rules

Weapon Qualities      
RC symbol.png

Rules Clarification : Blessed and/or Creator's Wrath     (Edit)

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

Rules Clarification : Shield and/or Buckler     (Edit)

  • The only time you lose the Shield bonus is when the weapon is crippled, or if the attack originates in your back arc. (Infernal Ruling)
    • In other words, you still get the Shield bonus while knocked down or stationary.
  • You don't get the Shield bonus vs stuff originating in your back arc. This includes stuff that "leaps" off models in your back arc, such as Electro Leap. (Locked thread)

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

RC symbol.png

Rules Clarification : Disruption      (Edit)

  • If a model is disrupted, it cannot get focus for any reason. Whether the rule says 'allocate', 'gain', 'receive' or 'give' ... Disruption stops it all. (Infernal Ruling)
  • Despite being unable to channel spells, a warjack can still be the target of spells just fine.
RC symbol.png

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.")
RC symbol.png

Rules Clarification : Open Fist  (aka, Power Attack Throw)     (Edit)

  • Throw ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.
  • Collateral Damage
    • Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
      • It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
      • It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
      • It doesn't matter if the attacker has crippled weapon systems or aspects.
  • Throw - Power Attack
    • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
    • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
    • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
    • Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
    • Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.

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

Damage Capacity & Grids

Placeholder

Base Size & Facing

  • A model's facing is its shoulders only if it doesn't have markings on its base to designate where its 180° arc should be. Ref: FearLord, 2016-06-12.

Preparing for War

Encounter Levels

Placeholder

Building Your Army

Field Allowance

  • All Command Attachments should have the same FA as their units. Some Command Attachment FA values are incorrect and will be fixed. Ref: DarkLegacy, 2016-06-15.

Mercenaries

  • In a multi-caster game, Partisans count as the main army's faction and not as Mercenaries (if playing a faction other than Mercaneries). Ref: DarkLegacy, 2016-06-22.
  • Mercenary models with Battlegroup Controller can take Mercenary warjacks. Minion models with Lesser Warlock can take Minion warbeasts. Whatever restrictions on the Lesser Warlock, Battlegroup Controller, Mercenary warjacks, or Minion warbeasts will still apply. Ref: DarkLegacy, 2016-07-07.
  • Models with Selective and Mercenary can be used inside the Factions that Mercenary specifies without issue. Ref: DarkLegacy, 2016-07-26.

Setup & Deployment

Placeholder

Gameplay

The Player Turn

Placeholder

Activating Models

Forfeiting Normal Movement or Combat Actions

  • A model can voluntarily forfeit movement or action, without it forfeiting it "for" something. (Infernal Ruling)
    • See also "Forgetting to move before Combat Action", below

Movement

Movement types

  • [Movement] does not equate to [Normal Movement]. When a trigger is based off [Normal Movement], it will specify [Normal Movement]. If it is meant to be triggered on [any Movement], it will say [movement] or [advance]. (Infernal Ruling)
    Normal Movement is always a type of Movement, but not all Movement is Normal Movement.

Forgetting to move before Combat Action

  • If you don't move your model, but change its facing = It advanced.
  • If you don't move your model, and declare you're "forfeiting your Movement for [X]" or "using your Movement to Aim" = It did not advance.
  • If you don't move your model, but forget to declare anything = It did not advance. (Infernal Ruling)

Charge

  • SPD penalties do not prevent a model from charging. (Locked thread)

Obstacles

  • Although you can't stop on an obstacle, you can "pause", change facing, and continue advancing. (Locked thread)
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
    • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)

Combat Actions

  • (Infernal Ruling for below):
    • You do not need to make all your initial attacks.
    • You can buy additional attacks before finishing your initial attacks, but if you do so then you will forfeit any incomplete initials.
    • You can choose to make zero initial attacks, then buy additional attacks.
    • If you charge, you must make a melee attack. You can't choose to make zero initial attacks and then follow it up with zero additional attacks.

Additional Attacks

  • After making a Special Attack with a Ranged Weapon, you can purchase additional ranged attacks up to your Reload value. Ref: DarkLegacy, 2016-06-28.
  • You cannot make melee attacks at a model that is not inside your melee range. You cannot spend focus or be forced to make attacks if you don't have a model in melee range. Ref: DarkLegacy, 2016-08-16.

Line of Sight

Even though the spray template is blocked by the terrain, LOS is still achieved and so the attacker can spray the target.
  • If three equal-sized bases are on an exactly straight line, the middle one does not block LOS. Instead, LOS can be drawn along the tangent. (Infernal Ruling)
  • The Large-base volume image in older versions of the rulebook is incorrect. It should show it to the outside edge of the base, not the inside edge. (Infernal Ruling)
  • LOS can measured independent of the weapon's range/template. So, even if the spray template is blocked by terrain, if LOS can be gotten another way the attack can be made. Refer image. (Locked thread)

Measuring Range

  • There are two different uses for the word "within". (Infernal Ruling)
    1. You can be within a distance, in which case being exactly X" away is being within X".
    2. And you can be within an area, in which case you need to be overlapping the area so as to be within the area - even in cases where the area is defined as being exactly X" in diameter.

Combat

Making Attacks

Placeholder

Attack Roll

Criticals

  • For an AOE to be a critical hit, it must directly hit its target and roll any two of the same number. (Infernal Ruling)
    • In other words if it misses with two of the same number, then deviates onto a model, that is not a critical.

Back Strikes

  • Back strikes give +2 to the attack roll. (Cleared up due to PP staff comment earlier with a different bonus amount.) Ref: Maudlin, 2016-06-12.
  • You must be in a model's back arc only when the attack is made to get the back strike bonus - no requirement to be in a model's back arc for your entire activation. Ref: Closed thread, 2016-06-17.

Melee Attacks

Power Attacks

Ranged Attacks

Even though the spray template is blocked by the terrain, LOS is still achieved and so the attacker can spray the target.

Targeting

  • If you ignore LOS, you can make a ranged attack against any target. (Infernal Ruling)

Targeting a Model in Melee

  • You cannot engage a friendly model, so if a missed shot is randomized to an engaged friendly model, it will get the +4 DEF bonus for being engaged even if right next to the model that is making the ranged attack. (Infernal Ruling)

Area-of-Effect (AOE) Attacks

  • Models with Stealth or otherwise have "Automatically Miss" rules are still hit when covered by an AoE template, as the template just hits and doesn't specify "Automatically Hits" and thus the rules for Automatically Missing taking priority over Automatically Hitting don't apply. (Infernal Ruling)
  • On a normal AOE attack, any model not directly hit suffers blast damage which is half the POW of the attack. When the AOE specifically states a damage roll, it is that damage. (Infernal Ruling)
  • Mentioning that the damage is "blast damage" does not mean that the ability is automatically halved, if a specific damage roll is mentioned. It just tells you that models immune to blast damage will not be damaged by it. (Infernal Ruling)
  • For an AOE to be a critical hit, it must directly hit its target and roll any two of the same number. (Infernal Ruling)
    • In other words if it misses with two of the same number, then deviates onto a model, that is not a critical.

Spray Attacks

  • The way sprays interact with clouds and LOS has been revised a couple of times. The current wording (as of 2019.02) is:
    Ignore cloud effect terrain when determining if the attacker’s line of sight is completely blocked to a model under a spray template.
  • LOS can measured independent of the spray template. So, even if the spray template is blocked by terrain, if LOS can be gotten another way then the attack can be made. (Infernal Ruling)
  • Hazardous Clouds (Edit)
    • A hazard, by definition, is a terrain effect. If a template is both a cloud and a hazard it will not block sprays as per the errata (2017.09) to spray attacks. (Infernal Ruling)

Magic Attacks

Placholder

Damage

Corpse & Soul Tokens

  • Models removed from play before destroyed prevent token creation, but not models removed from play when destroyed. Ref: Closed thread, 2016-06-12.
  • Models provide corpse & soul tokens when destroyed, including when Removed from Play after being destroyed. (Note, this is "destroyed" in the disabled-boxed-destroyed sequence.) Ref: Maudlin, 2016-06-13.
  • Models that have an ability to collect souls from friendly models can collect souls of models slain by their own units, unless their rules say otherwise. Ref: DarkLegacy, 2016-06-23.
  • There are some models with Soul Taker: Reclaim that cannot get souls from models killed by friendly models, or non-attack-damage effects such as electroleap. Ref: DarkLegacy, 2016-06-24.

Special Combat Situations

Clouds

  • Overlapping clouds do not merge. This means a model completely within two different clouds but not completely within either, will not benefit. (Infernal Ruling)

Continuous Effects

  • The Corrosion effect does Corrosion damage, and the Fire effect does Fire damage (as stated in Prime). (Infernal Ruling)
  • Knockdown and Critical Knockdown effects are not optional. (Infernal Ruling)
Taking Control of an Enemy Model (Edit)   [Show/Hide]

General

  • Several abilities start with the sentence "Take control of a model" then a full stop, then a bunch of stuff you can do with that model. You can't uncouple the first sentence from the rest of the "do stuff" sentence(s), in other words if you want to "do stuff" then you have to "Take control". (Infernal Ruling)
  • Taking control of a model means it is now friendly to you, and will immediately be engaged by it's erstwhile allies.
    • This will limit your ability to make ranged attacks.
    • If you get to make an advance with the controlled model, this can allow the original owner to take free strikes against his own model. He doesn't have to take these, of course.
  • The controlled model does not have a proper Activation, so stuff like Chain Strike won't apply.
  • You can use abilities on the controlled model, as long as they're not restricted to "during its activation" or "during its Combat Action". For example, you can use Mental Force. (Infernal Ruling)
  • Buffs and effects:
    • The controlled model counts as a "friendly model" and will benefit from any "while within" (aura) buffs that your own models are handing out (such as Mark Target), (assuming the controlled model meets the criteria for the buff).
    • If the controlled model has already been hit by a "currently within" (pulse) debuff, then it will keep that debuff while under your control. Even if that pulse only affected enemy models (such as Deneghra1's feat) - temporarily changing who is friendly/enemy doesn't change who was/wasn't affected by the pulse.
    • If your opponent is the same faction, then the controlled model will count as a "friendly faction model" and even more buffs are potentially available (such as Veteran Leader).
  • Theme abilities:
    • If a model gains an ability via a Theme Force rule, and then the opponent takes it over, it keeps the theme ability. (Infernal Ruling)

Movement

  • You can advance a model into an area and force them to take damage (like an acid cloud, or a Razor Wall template), but they only take damage once per advance (ref Prime rulebook pg 65). Thus you cannot keep moving them micro-millimetres in and out of said area to inflict infinite damage.
  • The model is friendly while under your control, so you can't force free strikes by walking it past your own models. You can, however, walk it past your opponent's models and politely ask if they want to take free strikes against their own model.

Attacks

  • Many "Take Control" abilities allow a basic melee attack. Some allow a basic attack. Gunfighters cannot make a ranged attack unless they're allowed the later.
  • Point Blank attacks cannot be made with temporarily controlled models, as Point Blank is only allowed 'during activation.'
  • With reference to the attack sequence (appendix A) your control of the model doesn't expire until after Step 14. So you can potentially trigger abilities like Snacking (Step 11.4).
    • As long as it's not limited to "during combat action" or "during activation".

Destroying the Controlled model
If the model is destroyed or RFP'd while under your control (for instance you walked it into a hazard), this has two consequences:

  1. It is considered to be under your control at the moment it is taken off the table:
    • Your opponent can't reave fury off a warbeast destroyed this way, because it is an enemy warbeast when it is taken off the table.
    • Your opponent can't trigger stuff that depends on a "Friendly model" being destroyed (such as Righteous Vengeance).
    • You can't trigger stuff that depends on an "Enemy model" being destroyed (such as Cull Soul).
  2. It returns to the original owner once it's off the table:
    • Your opponent can use Spirit Bond to get fury from the dead warbeast.
    • Your opponent can use Return To Play abilities to get it back on the table (assuming it wasn't RFP'd).

Taking control of an enemy Trooper (member of a unit)

  • A trooper you take control of becomes an independent model. Thus:
    • It will not benefit from any bonuses that it gets from its comrades (such as Gang, Shield Wall, etc).
    • It will not benefit from any bonuses that rely on the trooper being "in formation" (such as Granted and Tactics abilities).
    • Spells on a unit are considered to be on the "unit", not on the "models that make up the unit". So a controlled trooper will not benefit from any spells on the unit.
    • If you take control of the last survivor of a unit then the "unit" ceases to exist for the duration of the control. This means that any spells on the "unit" will expire. Woo, free dispel! (Infernal Ruling)

Anatomy of a Unit

Field Promotion

  • If a Leader model is removed from play then a Grunt model cannot be Field Promoted. Choose a remaining Grunt model or Weapon Attachment model to be the new unit commander. Formation and orders (including Press Forward) will come from that new unit commander. (Locked thread)
  • What happens when a Leader model is killed by a guy in his own unit (such as via Berserk), and you Field Promote the guy doing the attacking ... is being checked. (Infernal Checking)


RC symbol.png

Rules Clarification : Unique Leader Model      (Edit)

Sometimes a special rule is on the Leader & the Grunts, but is worded so it only works on the Leader (for example Deathbound on the Revenant Crew of the Atramentous).
Either way, if you fail to trigger Field Promotion then you lose the Leader model and you lose the ability. There are two ways to fail Field Promotion:
  1. If the Leader model is RFP'd before it reaches destroyed.
  2. If the Leader model dies while under your opponent's control.
  • When that happens, you choose a Grunt model to become the unit commander but it does not become a Leader model.

Models out of formation (oof)

  • Unlike spells and buffs, applying an effect from a weapon doesn't follow Page 64's restriction on "targeting oof models with a spell or special rule". (Infernal Ruling)

Warjacks & Warbeasts

RC symbol.png

Rules Clarification : Warjack      (Edit)

  • The Cortex/Induction core rule means a warjack cannot have more than 3 focus at any time (maybe 4 if they're really special).
    • Many abilities give out focus and don't state an upper limit (such as Convection and Empower). Despite not stating an upper limit, they are always "hard-limited" by the core rule.
    • A warjack can have more than 3 focus during a turn, though. For instance, a knocked down warjack can Power Up and be Allocated 2 focus, then spend 1 to shake knockdown, then another model could Empower it back up to 3.
  • Warjacks cannot spend focus outside of their activation. For instance, they can't boost free strikes or trigger Powerful Attack on Broadsides. (Infernal Ruling)

Inert warjacks

  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.
RC symbol.png

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

See also the Warbeast page for a recap of the core warbeast rules.
  • Forcing
    • If an ability doesn't specify how much it costs to force, it costs 1. (Infernal Ruling)
  • Animi
    • A single Animus can be on several models at the same time. (Infernal Ruling)
    • Unlike in Mk2, in Mk3 if a model has an animus on it from any source and then another animus is cast on that model, it will lose the first instance of an animus and will be replaced by the second. It does not matter if either the first animus or the second animus is from a warlock or warbeast. (Infernal Ruling)
    • An animi cast by a warlock is an animi and a spell. (Infernal Ruling)
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
  • Frenzy (Edit)
    • You cannot trigger optional abilities (such as Cleave or Sprint). (Infernal Ruling)
    • You must trigger compulsory abilities (such as Consume) ... except for compulsory abilities that also generate an extra attack (such as Berserk). In that case, you don't get the Berserk attack. (Infernal Ruling)
    • A warbeast may not make an Assault shot as part of a Frenzy activation.
    • If the closest target to a warbeast resolving a Frenzy cannot be charged, then the warbeast will forfeit movement and action (as per the rules of having to charge and not being able to). (Infernal Ruling)
    • If a frenzying warbeast can't reach its charge target (because the charge lane is blocked by terrain, etc) then it will make a failed charge and end its activation. (Locked thread)
    • If a frenzying warbeast has two melee weapons with the same POW, it can choose which one to use. (Infernal Ruling)

Warcasters & Warlocks

RC symbol.png

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.


RC symbol.png

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).
RC symbol.png

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.
RC symbol.png

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

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury 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 warlocks 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 Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • 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.


RC symbol.png

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).
RC symbol.png

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.

Spells & Spellcasting

Spell Statistics


Terrain

Terrain Features

  • Open Terrain
    • Dense Fog, Burning Earth, and Trenches are Open Terrain. (Infernal Ruling)
  • Difficult Terrain
    • Not to be confused with Rough Terrain.
    • Meant to be something discussed ahead of time regarding what models can enter it - only really applies to custom terrain. (Locked thread)
  • Hazardous Clouds (Edit)
    • A hazard, by definition, is a terrain effect. If a template is both a cloud and a hazard it will not block sprays as per the errata (2017.09) to spray attacks. (Infernal Ruling)
  • Templates that do damage (Edit)   [Show/Hide]
    • Most templates that do damage to models that walk into them are defined as "Hazards" (such as Burning Ground) but there are a few that aren't Hazards (such as Creeping Barrage and Wall of Fire). The differences are:
      • A hazard is a terrain element
      • Damage from a hazard template is never considered to be from the model or weapon/spell that put it into play. So hazards never gain special rules of the weapon/spell (such as a Damage Type or Poison), nor does it gain special rules of the model (such as Hand of Fate).
      • Damage from a non-hazard template is considered to be from the model that put it in play. So non-hazards do get stuff like Hand of Fate. (Infernal Ruling)
      • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance)
      • Damage from a non-hazard is also not from an attack. Instead it will be a Special Action (Covering Fire), or a "instead of making an attack, place a template" (Creeping Barrage), or etc.
     
    • Damage templates from spells is complicated:
      • (Infernal Ruling)
      • Spells that leave templates that are not hazards (such as Razor Wall) do Damage Type: Magical.
      • Spells that leave templates that are hazards (such as Breath of Corruption) follow the rules for hazards, which are most likely not magical damage but it varies by the hazard.
      • The initial damage when you place the template, if any, is Damage Type: Magical.
      • For example, Breath of Corruption's initial POW 12 corrosion damage roll is Damage Type: Magical in addition to Damage Type: Corrosion. But the hazard that is put into play from Breath of Corruption is not Damage Type: Magical, just Damage Type: Corrosion.
     
    • By default, when you put a template into play it doesn't do damage to models they overlap. The exceptions are templates that are created by an AOE weapon, and templates that explicitly say they do damage when they're placed.
    • A model which is "placed" also counts as "entering" an area, so the template will damage any one who teleports/spawns into it, too.
    • If two templates are overlapping, a model that enters them will take two points of damage.

Standard Terrain

Forests

  • Overlapping forests do not merge. This means a model completely within two different forests but not completely within either, will not benefit. (Infernal Ruling)

Hills

  • Hills, by default, do not provide cover for models behind them. (Infernal Ruling)

Obstacles

  • Although you can't stop on an obstacle, you can "pause", change facing, and continue advancing. (Locked thread)

Appendix A: Timing

Attack Sequence

  • You cannot use "anytime" abilities between an attack and a second attack that triggers directly from the first attack, such as ones from Berserk. (Mk2 difference.) Ref: DarkLegacy, 2016-06-23.
  • Overtake resolves before Berserk when both trigger, as Overtake resolves at step 12 of the Attack Sequence, and Berserk resolves at 14. Ref: Closed thread, 2016-06-12.

Appendix B: Faction-Specific Rules

Placeholder

Appendix C: Warcaster/Warlock Rules

Refer above. We have combined them together for this page.