Kallus, Devastation of Everblight

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Legion Warlock

The pattern for Kallus’ mind and body are indelibly imprinted upon his athanc shard, ensuring his restoration no matter what he undergoes. This was proven when Kallus endured the one act that could truly destroy him: being consumed by a dragon. What should have ended his existence instead made him evolve into something stronger. Kallus now butchers enemies with tooth and claw in a draconic form reminiscent of Everblight’s own.

Basic Info

Kallus2
Missing Info
Kallus2.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 7
STR {{{str}}}
MAT 7
RAT N/A
M.A. N/A
DEF 13
ARM 18
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 20
F. Field N/A
WJP {{{wjp}}}
WBP +28
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

Weapons

Spells

  • |-

|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Overrun ! style="border-top: 1px solid #A8A8A8;"| 2

! 6

! -

! -

! Turn

! No

|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|When target model in the spellcaster's battlegroup destroys one or more enemy models with an attack during its Combat Action, immediately after the attack is resolved one model in the spellcaster's battlegroup that is in its control range can make a full advance, then Overrun expires. A model can advance only once per turn as a result of Overrun. Overrun lasts for one turn.

  • |-

|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Battle Lust ! style="border-top: 1px solid #A8A8A8;"| 3

! 6

! -

! -

! Turn

! No

|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|Target friendly Faction warrior model/unit gains an additional die on melee damage rolls. Battle Lust lasts for one turn.

  • |-

|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Blazing Path ! style="border-top: 1px solid #A8A8A8;"| 2

! SELF

! Control

! -

! Upkeep

! No

|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|(1) While in the spellcaster's control range, friendly Faction models gain Immunity: Fire. (2) An enemy model that ends its activation within 2" of a friendly Faction model in the spellcaster's control range suffers the Fire continuous effect.

  • |-

|colspan=7 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff;"| |colspan=1 style="text-align:left; font-size:110%; border-right: 1px solid #fff; border-left: 1px solid #fff; border-bottom: 1px solid #fff;"| |- |style="text-align:left; font-size:110%; border-bottom: 1px solid #fff; border-left: 1px solid #fff;" rowspan=1| Brand of Fire ! style="border-top: 1px solid #A8A8A8;"| 3

! 10

! -

! 14 (Fire)

! -

! Yes

|style="border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"| |- |colspan=8 style="text-align:left; border-bottom: 1px solid #fff; border-right: 1px solid #fff; border-left: 1px solid #fff; border-top: 1px solid #fff;"|Brand of Fire deals fire damage. On a hit, the target model and the d3 nearest enemy models within 5" of it suffer the Fire continuous effect.

Feat - Dragon Breath

This feat has 3 effects:

  1. Enemy models currently inside Kallus' control range that are currently on fire immediately suffer an unboostable POW 12 fire damage roll.
  2. While in Kallus's control range, friendly Faction models can charge or power attack slam an enemy that is on fire without being forced ...
  3. ... and they gain +3" movement when they do so.

Dragon Breath lasts one turn.

Thoughts on Kallus2

Kallus2 in a Nutshell

Do you like fire? Do you like unparalleled threat ranges? Do you like dragon centaurs? Then Kallus, Devastation of Everblight may be just the guy for you. Kallus2 is quite a bit different than his original self, both in play style and in appearance. On his own, he's fast, boasts a reasonable defensive stat line, and a decent sword, meaning he can be a scary threat himself. With access to cavalry charges/impact attacks, he can contribute to the fight. He's no Butcher though, so don't go flinging him at random stuff; it's just nice to have a warlock with the ability to contribute if the need arises.

He supports his army well with Overrun and Battle Lust, two incredibly potent spells, that allow Kallus to play a good mix of infantry and battlegroup models well. Overrun gives his battlegroup flexibility, allowing his army to play very aggressive, or opt for hit and run tactics. Battle Lust just makes your infantry hit like a freight train - either buff weaker infantry by turning them into weapon masters for a turn, or make your weapon master infantry just plain silly.

Finally, his feat gives his entire army unmatched threat ranges - there is little else in the game that can rival an Angelius charging a burning target under his feat. In fact, even the longest range Cygnar guns will need to run or have Snipe active to even hope to shoot a SPD7 flyer charging their full distance. It's a bit of a tricky feat to utilize, however, and will require the right mix of models and order of activation plus a dash of luck to fully benefit.

Kallus2 looks like an excellent caster in terms of threat, damage, and maneuverability. He will require some finesse to maximize his potential (due in part to the nature of Continuous Fire and a few of his shortcomings such as his FURY stat), but those who are able to maximize his tool kit will not be disappointed.

Abilities thoughts

There's not too much special to Kallus2's traits and abilities, they pretty much just work, but there are a few things to remember:

  • Hyper Regeneration - Held over from his first version this a nice defensive tech if you take stray shots - something that is a concern with his large base. It also helps you out if you forgot to count your FURY right as he can always cut for at least one FURY ensure he heals it back.
  • Field Marshal: Hand of the Dragon - This is unfortunately not that great of a Field Marshal. It seems pretty good at a glance, as it gives you guaranteed sources of Continuous Fire for the feat... until you realize that you want stuff to already be on fire so your warbeasts can get their free, +3" charges.
    • If you build more exclusively for the feat, you can take some advantage of this Field Marshal. A unit or two of Blight Wasps are already fast enough on their own to get to hard targets and tag enemies with fire, letting your more expensive but slower beasts and units make the actual alpha strike.
  • Cavalry - Never forget that Kallus is a Cavalry model, which means he has access to Impact Attacks, and his Charge Attack rolls are automatically boosted. Since Mount attacks are considered melee attacks, if he uses Battle Lust on himself he gains additional damage dice on any Impact Attacks he makes as well.
    • This is equally true of Battle Lusted Raptors, so keep this in mind for their inclusion in a Kallus2 list as well.

Feat thoughts

This feat is probably why Ravagores lost the ability to light things on fire. There are three parts to Kallus2's feat. First, everything that's burning in his CTRL takes a POW12 fire damage roll. This is pretty neat, but each roll is unboosted, and at FURY6 he doesn't have the most impressive of control areas. The real money is the next two parts: first, everything charges and slams for free, provided their target is on fire. The target does not need to be in your CTRL for this to work - only your model. Finally, in addition to the free charge/slam, your models gain 3" of additional movement when charging/slamming. If that doesn't fill your blighted heart with glee, then reconsider your dedication to Everblight. With 3" additional movement:

  • Archangels charge 13", with a 2" melee range.
  • Angelius also charge 13", with 2" melee, and can be affected by Slipstream. That's a 17" threat range, just to be clear.
  • The Carnivean chassis can threat 12-13" depending on melee range, with +2" if you Slipstream them (pro tip: you should). Pretty impressive for SPD5 beasts.
  • Looking at infantry options:
    • Grotesque Raiders hit a 13.5" threat, and synergize very well with Battle Lust.
    • Swordsmen can reach targets 13" away if you can avoid any rough terrain.
    • Raptors take the cake with a whopping 16" of melee threat if they charge a burning target.

Be careful with this feat - you do need to activate it early enough in the turn that you can get enough work out of it, and you also don't want to waste too many activations trying to set up a lot of fire. Striking this balance is pretty important and will be key to securing the devastating alpha strike. Additionally, your feat is 100% dead against armies with access to Fire Immunity. This includes a lot of Menoth, and most Trollblood lists (Horgle2 and anyone who brings the Krielstone CA). On the flipside, Menoth and Horgle2 will also struggle against Kallus2 due to some of his other spells.

Spell thoughts

Kallus2's spell list is pretty flexible and answers a fair few questions, but with as many useful spells as he has, he has only enough FURY to cast a couple each turn, so plan each of his activations carefully. Expect Kallus to be low on transfers at any given point after the first turn.

  • Overrun - This spell is money in Legion. It can be leveraged for both offense and defense when used correctly, as both a way to increase the battlegroup's threat range and as a tool to back away after scalpeling a key target. There are a few important tricks with this spell; refer to the Rules Clarification at the bottom of the page to make sure you know all the ins and outs, as it requires a bit of finesse to use right.
    • The most important aspect of Overrun is that the model that triggers the effect and the model that moves don't need to be the same model, allowing you to set up charges from extreme safety/distances.
    • Kallus can move as a result of Overrun, and even trigger it himself, allowing you to set up unexpectedly long range personal assassinations, though this tactic is very fury intensive if you also want him to have Battle Lust. As always, it can also be a way to back off to safety.
  • Battle Lust - This spells is the main way Kallus2 is going to increase his army's damage potential, specifically his infantry. It's an expensive spell but worth its weight in gold.
    • While it's definitely tempting to turn Swordsmen into crazy murder machines, it's probably overkill. Kallus also doesn't bring much to help them survive on the way up the field. Consider cheap units like Grotesque Raiders who can capitalize more on the feat's movement bonus and are fearsome in their own right with the extra damage die.
    • In the late game, Kallus can buff himself with Battle Lust, becoming a POW15 weapon master and contribute to the fight.
  • Blazing Path - This is an interesting upkeep, that probably won't always be up, but may find some use with the right mix of models. The effect of this spell is very useful for enabling Kallus2's feat. The tricky part is that it's pretty easy for your opponent to bypass its effects by simply killing your models before a model is done activating.
    • Legion models aren't known for their resilience, so it's definitely going to be hard to ensure enemy models end their turn with something close enough to light it on fire.
    • High DEF jammers like Strider Blightblades and Scouts may be useful for trying to apply Blazing Path against enemy infantry, as they're cheap, mobile, and reasonably hard to hit for most other single wound models
    • Incubi may also be a relatively cheap option to trigger this spell. Either your opponent chooses to not kill your infantry and thus triggers Blazing Path, or kills the infantry and you place an Incubus in play instead. If it was the enemy model's last attack, Blazing Path will set them on fire instead since the Incubus comes into play immediately when the friendly model is destroyed (i.e. right before the enemy's activation ends).
    • Remember it grants your own models immunity to fire as well, so you can use it to easily line up Carnivean/Typhon/Zuriel sprays, Ravagore/Teraph/Blightbringer AOEs/blast damage, or even casts of Brand of Fire, effectively neutering low ARM chaff infantry the enemy may jam you with. It also allows your army to ignore effects like Cloak of Ash.
  • Brand of Fire - Another very expensive spell, and probably will be cast the least unless you're really hurting for ways to light stuff on fire since it will usually be more worth it to simply cast Overrun or Battle Lust twice. That said, it may have corner case uses with a Spell Martyr when you absolutely, 100% MUST set at least two guys ablaze.

Drawbacks & Downsides

  • Large Base with no active defensive tech. Kallus has the highest base ARM on a warlock in Legion, but only slightly above average DEF and his base size makes him hard to screen.
  • Kallus2 is easily FURY starved. Two Battle Lusts a turn leaves him with NO transfers, and one Lust and one Overrun leaves him with only one - none if he upkeeps Blazing Path. Strongly consider a Succubus or Protector as mentioned above, or abuse terrain to the best of your ability.
  • A feat that is hard countered by anything that can ignore continuous effects or fire.
  • Impressive feat and spells but a little finesse is required to use them fully - Kallus2 is not necessarily a point and click or newbie friendly caster.

Tricks & Tips

If you're planning on using Kallus, it would pay to brush up on the Cavalry rules, and how spellcasting interacts with Impact Attacks.

List Building Advice

Strategy

At the end of the day, Kallus2 is an armor cracking warlock. He doesn't have any hard board control,and lacks any sort of armor or defensive buff to increase his attrition and staying power directly, though Overrun can allow you to trade up in some cases when using it as a hit and run tool, which is a sort of "soft" attrition. Kallus wants, needs, and really must land a solid alpha strike, and utilizing his feat will be key in achieving that. You won't need a strong attrition presence when you rout the enemy on the first engagement.

As with most Legion lists (and really any army in the game), always be looking for the assassination as well. Utilizing another piece is always preferable, but Kallus has reasonable threat range on his own, and if the enemy exposes themselves he can do the job himself, even more so if you save his feat.

Always be mindful of his smaller CTRL range. While his Angelius may be able to charge 15" away, if you charge out of control range you'll be pretty disappointed. Instead, consider using your superior speed to keep your key beasts playing back further than they normally could, safe against other enemy charges. Sure, it can be fun to dive deep into the enemy's force and blow things up, but it may be much more valuable to carefully pre-position and use your threat ranges a little more defensively.

Kallus definitely wants a bit of mixed arms approach to list building, He needs a unit or two to cast Battle Lust on, but also a healthy battlegroup to take advantage of the incredibly potent and flexible Overrun spell. If you want to roughly double your threat ranges, or play an army with hit and run tactics like Vayl, Disciple of Everblight or casters with access to refuge, Overrun is an aggressive option to do so.

Theme Thoughts

3+ Themes

  • A couple Spell Martyrs can go a long way with Kallus to ensuring you can put Battle Lust or Overrun on the necessary models, and offers the threat of a laser precision Brand of Fire if you really need it.

Children of the Dragon

  • In a bit of an ironic twist, Azrael feels far more at home with Kallus2 than he does with his own mother, Kryssa. Azrael and Kallus are best buddies, as he offers two reasonably accurate and very powerful shots into the enemy, both of which will set his targets on fire. On top of that, his animus has a somewhat interesting bonus effect of preventing fire from going out on the enemy's turn.
    • The animus is a little less useful on Azrael himself, but may be useful with Kallus' slightly larger CMD. It won't be a synergy so good it must be used every turn, but it's not to be forgotten.
  • Zuriel is also a great enabler of Kallus2's feat, with a surprisingly accurate 8" spray that can light large groups of models on fire. The trade-off does mean he won't be able to capitalize on the feat himself, but the amount of stuff he can light up may be well worth the sacrifice.
    • Don't forget his Quick Work, which will let him get off two sprays a turn if you charge the right target. Make sure you're at max melee range and charge a wounded target, or a small clump of infantry, as he lacks gunfighter and must be out of melee after he kills his target to trigger the extra spray.
  • If Battle Lust lasted one round, Blighted Nyss Legionnaires might actually be an auto-include with Kallus2, as their Vengeance attacks would actually threaten most other infantry. That said, even on their own activation Combined Melee Attack and Battle Lust can put some serious hurt on the enemy. With okay ARM, these guys might just live long enough to work with Blazing Path. They probably aren't going to be your first infantry choice with Kallus2, but if you're looking for a reason to field them, he does give them some game. If they ever get any buffs (or a cost reduction), this unit has some serious potential with Kallus.
    • If you count the Vengeance movement a Legionnaire charging a burning enemy can threaten 16" away (nonlinear thanks to Vengeance), and if you used Battle Lust they're a POW10 weapon master with +1 for each guy you choose to CMA with.
    • If you bring Farilor and he initiates a CMA, the CMA will have four dice of damage at POW10+however many guys are in the CMA. This can be pretty legitimate.
  • Strongly consider Blighted Nyss Raptors with Kallus2. As noted above, if they charge a burning model they threaten enemies 16" away, and if they have Battle Lust, even their mounts gain the additional damage die, making their impact attacks very reliable (3d6+12). When they make it to their charge target, they roll boosted to hit (from Cavalry) and 5d6+10 for damage. All from 16" down the field.
    • If they're already in melee, don't forget that you still can attack with your mount, and it will still get the extra die of damage from Battle Lust.
  • A Succubus is probably worth it if you're banking on trying to use Blazing Path, as every point of FURY is precious to Kallus' game plan. In addition, he'll definitely appreciate the Blizzard cloud to help keep him a little safer against shooting.

Ravens of War

  • As mentioned above Grotesque Raiders are a good inclusion with Kallus2. Under Battle Lust they become MAT7 POW12 weapon masters if they're getting the Gang bonus. On top of that, they're cheaper, faster and easier to maneuver than Swordsmen (who are probably overkill as targets for the spell anyways). They bring enough bodies to even maybe catch a few enemies with Blazing Path, and die easily enough to trigger Incubi if you chose to try that strategy.
    • A Grotesque Assassin will of course help keep them safe of course, and does reasonable work as a solo hunter.
  • Blighted Nyss Raptors, mentioned above, can also be taken in this theme.

Primal Terrors

  • What better to bring with a dragon centaur, then an army of hard hitting long threat ogrun dragontaurs, battles lust makes Chosen of Everblight already hard hitting attack hit like heavies on the charge, pow 15+4d6 charge attacks and pow 14+3d6 impact attacks can cripple most heavies quite easily if you get a couple on. also having such durable units threat a potential 15" gives you a very strong and reliable alpha, and even adds to the assassination threat of Kallus2's already formidable potential.
  • Along with Primal Terror's character warbeast Golab most casters are going to opt to stay out of the possible 21" nonlinear threat range that overrun provides. Hide Golab behind a forest overrun into charge or walk range kill sprint out, or have golab charge something then combine overrun and sprint to be 15" away from the model you just killed.
  • Chosen and Golab also add a very good staying presence through rapid healing and carrion feast to setup extremely difficult to handle scenario presence.

Battlegroup

  • Blight Wasps are cheap and fast enough that they might be justified as throwaway models to light enemies on fire with Kallus' Field Marshal. In Ravens of War, they count towards the free solo bonus as well.
    • Kallus2 can run in Ravens of War fairly well, as it runs with many things he likes.
  • Like his first incarnation, Kallus2 might make some use of the Blightbringer. You want to bring a solid infantry base for Battle Lust, so they will synergize well with his STR/ARM gun effect. Additionally, his gun is fire damage, meaning it works well with your fire-immune army to land the 5" AOE exactly where you want it.
    • While the Blightbringer can't move from Overrun due to his nature as a Gargantuan, he CAN trigger it and allow your other models to move. With eyeless sight and a high POW, long range AOE shot, it's not too hard to kill even a few infantry models or a stray solo to get the rest of your battlegroup moving. Bear in mind if you destroy multiple enemies from a single shot, you still only get to move one other warbeast.
  • Like the Blightbringer, Ravagores can also bring a welcome artillery presence to a Kallus2 list, and can also be solid targets to enable Overrun. You can choose to move a Ravagore with it as well, effectively increasing the range of his gun by 5", allow it to benefit from the aiming bonus, or let it back off after it makes a key shot.
    • Teraphs are a slightly cheaper option as long as there are flimsy enough targets for them. As a side bonus, they have Continuous Fire on critical hits. Not 100% reliable but can come in handy.
  • Since he often won't be camping a lot of FURY, a Nephilim Protector can go a long way toward keeping Kallus safe against shots and even in melee, upping his survival rate greatly.
  • The Archangel has critical fire on his gun, high native SPD and POW, and his animus is actually pretty good for setting stuff up for the feat. He can't benefit from Overrun but can trigger it at least.

Minions

  • Croak Raiders are pretty expensive, but can light a lot of things on fire for the rest of the army.


Other

Trivia

Released 2017.02

Theme Forces

Template:Legion warlock themes

Other Legion Models

Legion Logo.jpg       Legion Index       (Edit)            
Battlegroup & Similar
Warlocks

Absylonia1 - Absylonia2 - Anamag - Bethayne1 - Bethayne2 - Fyanna2 - Kallus1 - Kallus2 - Kryssa - Lylyth1 - Lylyth2 - Lylyth3 - Lylyth4 - Rhyas1 - Saeryn1 - Saeryn2 & Rhyas2 - Thagrosh1 - Thagrosh2 - Vayl1 - Vayl2

Other Warbeast Controllers

Beast Mistress - Blight Archon - Thagrosh0

Lesser Blight Wasps - Shredder - Harrier - Mekanoshredder - Stinger
Light Afflictor - Naga Nightlurker - Nephilim Bloodseer - Nephilim Bolt Thrower - Nephilim Protector - Nephilim Soldier - Raek - Teraph
Heavy

Angelius - Azrael - Carnivean - Golab - Neraph - Proteus - Ravagore - Scythean - Typhon - Seraph - Zuriel

Gargantuans Archangel - Blightbringer
Units, Solos, & Battle Engines
Units

Blackfrost Shard - B.N. Archers - B.N. Hex Hunters - B.N. Legionnaires - B.N. Raptors - B.N. Scather Crew - B.N. Swordsmen - B. Rotwings - B.O. Warmongers - B.O. Warspears - Chosen - Grotesque Banshees - Grotesque Raiders - Hellmouth - Ice Witches - Strider Blightblades - Strider Scouts - Spawning Vessel - Virtue Host

Solos

Ammok - Annyssa Ryvaal - Beast Mistress - Blight Archon - B.N Shepherd - B.N. Sorceress - B.N. Warlord - Craelix - Forsaken - Fyanna1 - Grotesque Assassin - Incubi - Spell Martyr - Strider Deathstalker - Succubus - Thagrosh0 - Virtue Champion - B.O. Warmonger War Chief - Yssylla

Battle Engines Throne of Everblight
Theme Forces
Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War
Minions
Refer to Who Works for Whom and/or Category: Legion of Everblight Minion
This index was last updated: 2021.11

Video Battle Reports

Rules Clarifications

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 : Flame Burst      (Edit)

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)
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Rules Clarification : Knockdown      (Edit)

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


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.


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

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

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

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

Rules Clarification : Soulless - None yet. (Edit)
Rules Clarification : Hyper-Regeneration - None yet. (Edit)

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Rules Clarification : Reposition      (Edit)

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


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Rules Clarification : Overrun      (Edit)

  • You can cast Overrun multiple times per turn to get multiple moves. The limitation is on how many times any given model can benefit from the free move, not how many free moves you can have in total. (Infernal Ruling)
  • Overrun can trigger from any kind of attack, including magic attacks (spells).
  • Overrun won't trigger if you kill someone with collateral damage (such as a slam or throw).
  • Colossals/Gargantuans cannot move via Overrun, even if cast on themselves, because they can only move during their "normal movement".
  • You cannot trigger Overrun in the middle of an attack - for instance if you are Thresher-ing, then you must complete all attack rolls and all damage rolls, before triggering Overrun.
  • Once Overrun is triggered, you may move any model in the battlegroup (it doesn't have to be the one the Overrun spell was on).
  • Overrun is being errata'd so that it doesn't work on Impact Attacks. (Infernal Ruling)
  • Forfeiting movement
    • A model moved by Overrun spell can still forfeit it's movement during its normal activation.
    • A model affected by a "must forfeit it's movement during its normal activation" effect (such Death Chill) can still move via Overrun. (Knocked down models, obviously, can't Overrun because Knockdown has additional restrictions).
    • If a model forfeits its movement for the aiming bonus, it can still move via Overrun, and will still retain the aiming bonus even after this movement.

Rules Clarification : Battle Lust - None yet. (Edit)
Rules Clarification : Blazing Path - None yet. (Edit)
Rules Clarification : Brand of Fire - None yet. (Edit)