Krueger the Stormlord

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Circle Logo.jpg Krueger the Stormlord

Circle Blackclad Warlock

Mk4 icon.png
Prime
This model is available in one Prime Army, Secret Dominion. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

Note that the rest of this page is about the model's Mark III rules.

Krueger knows that greatness comes not as a reward for humility or silent dedication. He will rattle the Circle Orboros like a creaky house caught in a storm. He promises to return the Circle to its primordial roots, where the weak make way for the strong and druids are free to drink deeply of nature’s unchecked power. He brings lightning and storm, blood and battle, the crashing power of the earth, and the chance to make Caen tremble beneath their tread.

Basic Info

Krueger2
Missing Info
Krueger the Stormlord.png
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 5
MAT 6
RAT 6
M.A. N/A
DEF 15
ARM 15
CMD 9
ESSENCE {{{essence}}}
FOCUS N/A
FURY 7
THRS N/A
HP 16
F. Field N/A
WJP {{{wjp}}}
WBP +27
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

Warlock - All warlocks come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat:Hurricane

Enemy models currently in Kreuger's control range are pushed 3" directly away from Kreuger in the order you choose. Affected models suffer -2 SPD for one round.

Abilities

Weapons

Lightning Bolt
Gun icon.jpg  RNG   ROF   AOE   POW 
10 1 - 12
  • Magical dam symbol.jpg Damage Type: Magical
  • Electricity dam symbol.jpg Damage Type: Electricity
  • Reload [2] - This model can spend fury to make up to 2 additional ranged attacks with this weapon during its Combat Action. It can make one additional attack for each fury spent.
  • Sustained Attack - During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
Wurmtongue
Sword icon.jpg  RNG   POW   P+S 
2 7 12

Spells

COST RNG AOE POW DUR OFF
Gallows

3 10 - 13 - Yes
When an enemy model is hit by this attack, it can be pushed d6" directly towards Gallows' point of origin.
Lightning Storm

3 8 3 10 (Electric) - Yes
Models hit suffer a POW 10 electrical damage roll. This spell's AOE is a hazard that remains in play for one round. Models entering or ending their activations in the AOE suffer a POW 10 electrical damage roll.
Rebuke

2 10 - - Upkeep Yes
Target model/unit cannot give orders, receive orders, or make power attacks or special attacks.
Telekinesis

2 8 - - - (★)
Place target model completely within 2" of its current location. When Telekinesis targets an enemy model, it is an offensive spell and requires an attack roll. A model can be placed by Telekinesis only once per turn.
Windstorm

3 SELF Control - Round No
(1) While in the spellcaster's control range, enemy models' range weapons with a RNG greater than 8 suffer -5 RNG on affected ranged attacks to a minimum of 8. (2) When an enemy AOE ranged attack deviates from a point in this model's control range, after determining the deviation distance, you choose the deviation direction. (3) Windstorm lasts for one round.

Theme Forces


Thoughts on Krueger2

Krueger2 in a nutshell

Krueger is a strong control warlock. He protects from shooting with windstorm, messes heavies up with Telekinesis and Gallows, changes threat ranges, and generally disrupts the enemy including with a nasty control feat. He's an effective warlock and frustrating to play against, with answers to most threats but suffers a little against colossals/gargantuans. His party-piece is scalpeling out enemy heavies from in their ranks with a mix of Telekinesis and Gallows to defeat the enemy a few at a time.

And messing up the enemy's positioning is always fun!

Maximising his feat and spells

Feat - that's a fairly intense scenario threat, and very good at preventing the enemy hitting back properly.

  • Windstorm - is the enemy going to be shooting at you? If so this is an obvious spell to cast, but is no longer nearly as good as it was as they can always shoot 8". It also leaves Krueger open to assassinations as most enemies who start in his control area can reach the 8" mark and thus might be able to shoot him.
  • Telekinesis is an amazing spell. On your guys it's an auto-hitting threat extender. On the enemy you need to roll to hit and it either moves them towards you so you can hit them hard, or moves them away to prevent retaliation. More importantly you can turn the enemy round so you both get a to hit bonus and they can't charge you.
  • Gallows is your big threat extender even if less reliable than Telekinesis.
  • Lightning Storm is Krueger's anti-infantry spell; the small templates it leaves behind stop enemy infantry charging through them - but not yours.
  • Rebuke is an excellent spell, again shutting down a melee unit.

Drawbacks & Downsides

  • No damage buffs.
  • Be afraid of jacks and beasts with guns with a more than 14" range (either natively as in the Defender, via Far Strike as in the case of the Titan Cannoneer or via Snipe or Fire Group) as if you can shoot Krueger he goes down fairly easily.
  • You can't push or place Colossals/Gargantuans meaning that he has little to affect enemy Gargossles and can't play threat extender for the WoldWrath.

Tricks & Tips

  • On feat turn, use Telekinesis and push a heavy with a long threat range even further back. Getting them essentially 7" back will place many heavies out of the game for a turn
  • Don't forget about Krueger's ranged assasination potential. Thanks to flight, he can usually get LOS, boost the first hit, then boost damage afterward. 3 boosted 12's (2 autohitting) can be the end of a squishy caster, or any that have taken a bit of damage.
  • The push on his feat is not optional. Factor that in if you planned on charging something.
  • Sheltering Hand can protect your infantry from your own lightning storms. And Nemo3.
  • Try to get a feel for when you want to go first vs. going second - going second can enable a stronger scenario game, but going first with Krueger in Bones of Orboros lets you get Krueger 18" up the board on turn one (7" deploy, 2" TK, 9" charge), which lets him project a lot of threat with his feat, spells, and battlegroup in subsequent turns.


List Building Advice

Strategy

He slowly takes the enemy apart, scalpeling out key enemy pieces and making sure he engages favorably. If the enemy tries to play around his threat ranges, you can use drags, TKs, and feat to take them apart piecemeal and cheat trades, or get up on scenario (Krueger can easily score 3+ points on feat turn). If they try to ram models down his throat to avoid this, try to remove the forward elements, then feat to prevent effective retaliation.

Krueger is mostly concerned about strong magic denial (think Bestial) which can prevent his shenanigans, and he can have a hard time with bricks/box skew that go beyond his ability to effectively control and/or remove. He's also not a huge fan of spell assassination.

Being a debuff caster, Krueger works well with most things. That said, he has some favourites such as ranged models - if you're feating and telekenisising the enemy back it works best if you shoot and get an extra turn of shooting.

Theme thoughts

He can work well with anything, but especially well with heavy warbeasts and triply well with Woldwardens. So he'll often be in Secret Masters, but can be played competitively in Bones of Orboros as well.


    Secret Masters    
Most of the models here can be taken in other themes as well, but Secret Masters is the only theme where you can take all of them at once.

  • Gallows Grove - Offensive spellslinging from a squishy caster should normally be done by channeling.
  • Shifting Stones combo extremely well with Telekinesis to put your models where the enemies really didn't anticipate.
  • Bog Trog Mist Speaker - do you like assassinating enemy casters? Do those casters like to hide behind clouds or use stealth to stay safe? Here's your answer. A timely guidance on the Fulcrum, a woldwyrd, or Krueger himself can seal the deal on an enemy warcaster that thought they were safe.
  • Well of Orboros - +2" of CTRL range are a massive increase letting him cover a significant portion of the board with Wind Storm and his feat. His favourite beasts get Hyper Aggressive and it supplies corpses to his favourite minion solos:
  • Death Archons the are heat seeking missiles of mass-destruction who really don't like getting shot at. Krueger fixes this and lets them alpha twice thanks to his feat AND can TK them forward for extra threat range.
  • Kogan the Exile - as a melee solo with a static threat range he loves everything Krueger does.
  • Malvin & Mayhem - Same as the above two models. TK and Windstorm is about all they need to unleash hell upon enemy infantry and heavies alike.
  • Chuck Dogwood - Veteran Leader: Construct is excellent for his Woldwardens, letting them cast TK at MA 7. Few things will say no to Puppet Master as well.
  • Blackclad Stoneshaper - They tend to his Woldwardens and make them hit like real heavies in melee. Can be summoned by a Well.
  • Blackclad Wayfarer - Essentially Hunters mark on a stick, which is great because Hunter Mark affects Circle models and Minions alike. With Tk this can push threat ranges to silly levels.
  • Celestial Fulcrum is the biggest model you can take that you can use telekinesis on. Krueger loves the Veteran Leader benefit and its ability to leach gives Krueger more fury management.
  • Boil Master & Spirit Cauldron - An additional Puppet Master and free corpses for your Archons and Kogan.

    The Bones of Orboros    

  • Megalith - Take a Woldwarden, dial it up to 11: +1 fury, +1 Magic Ability, +1 MAT, +1 P+S, Weight of Stones, and an animus that can really enable an assassination? Yes, please. And at only 4 more points than a Woldwarden.
  • All of the above mentioned Blackclad models and Shifting Stones can be taken here as well.

Battlegroup

  • Woldwarden - how does Krueger love the WoldWarden? Let me count the ways. Telekinesis, Gallows, Lightning Storm.
  • Storm Raptor - quite a selfish relationship as Krueger2 does very little for the Raptor, but Sky Fire does help Krueger. His feat is able to buy the Storm Raptor an extra turn of shooting, though, and a shooting thunder chicken is a happy thunder chicken.

Other

Trivia

Released in Hordes: Metamorphosis (2009)

Krueger successfully devised and executed a plan to form an alliance of dragons to prevent Toruk from destroying Immoren. He tried to use them to destroy the Legion of Everblight at the same time but failed.

Video Battle Reports

Other Circle models

Circle Logo.jpg       Circle Index       (Edit)
Battlegroup & Similar
Warlocks Baldur1 - Baldur2 - Bradigus1 - Grayle1 - Iona1 - Kaya1 - Kaya2 - Kaya3 - Kromac1 - Kromac2 - Krueger1 - Krueger2 - Mohsar1 - Morvahna1 - Morvahna2 - Tanith1 - Una2 - Wurmwood1
Lesser Warlocks

Krueger0 - Una1

Warlock Attachment

Druid Wilder - Tharn Blood Shaman

Light Argus Moonhound - Winter Argus - Wild Argus - Gorax Rager - Razorwing Griffon - Rotterhorn Griffon - Scarsfell Griffon - Wold Wight - Woldwatcher - Woldwyrd
Heavy Gnarlhorn Satyr - Riphorn Satyr - Shadowhorn Satyr - Feral Warpwolf - Pureblood Warpwolf - Warpwolf Stalker - Wold Guardian - Woldwarden
Brennos the Elderhorn (Satyr) - Ghetorix (Warpwolf) - Loki (Warpwolf) - Megalith (Woldwarden)
Gargantuans Storm Raptor - Woldwrath
Units, Solos, Battle Engines, & Structures
Units Druid Mist Riders - Druids of Orboros & CA - Reeves of Orboros & CA - Sentry Stone & Mannikins - Shifting Stones & CA - Stoneward & Woldstalkers - Tharn Bloodtrackers & Character UA - Tharn Bloodweavers & CA - Tharn Blood Pack - Tharn Ravagers & CA - Tharn Wolf Riders - Warpborn Skinwalkers & CA - Wolves of Orboros & CA
Brighid & Caul - Death Wolves
Solos

Blackclad Stoneshaper - Blackclad Wayfarer - Bloodweaver Night Witch - Chuck Dogwood - Druid Wilder - Gallows Grove - Kogan the Exile - Krueger0 - Lord of the Feast - Reeve Hunter - Primal Archon - Shivers - Tharn Blood Shaman - Tharn Ravager Shaman - Tharn Ravager White Mane - Tharn Wolf Rider Champion - Una1 - War Wolf - Wolf Lord Morraig

Battle Engines & Structures Celestial Fulcrum (Engine) - Well of Orboros (Structure)
Theme Forces
Secret Masters - The Bones of Orboros - The Devourer's Host - The Wild Hunt
Minions
Refer to Who Works for Whom and/or Category: Circle Orboros Minion
This index was last updated: 2021.10

Rules Clarifications

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Rules Clarification : Feat: Hurricane

  • The push is not optional.
  • Models will suffer the SPD debuff even if they're immune to pushes. (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)


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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : 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.
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Rules Clarification : Reload      (Edit)

  • You cannot mix melee attacks and ranged attacks in the same activation unless you have a special rule (such as Dual Attack). Reload does not get around this restriction.
    • A Trample Power Attack is a melee attack, even if you don't actually trample over anyone and make zero dice rolls. So you can't trample then Reload (unless you have something like Dual Attack).
  • You can use Reload to make additional attacks after a Special Ranged Attack. (Infernal Ruling)
  • If you have (x2) of a weapon with Reload (such as Caine1), the special rule will only be written on the card once. But you can reload both weapons to the max limit. (Infernal Ruling)
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Rules Clarification : Sustained Attack      (Edit)

  • Translation for newbies : Once you hit your target, your next attack(s) with the same weapon will auto-hit.
  • If your target becomes out of range in between attacks (somehow), then Sustained Attack will not let you auto-hit. Refer Step 3 vs Step 4 of the Attack Sequence (Apdx A).
  • If you have sustained attack on a weapon that makes simultaneous attacks (e.g. Prime Axiom making a Sweep attack), then all the models you hit are "the last model hit" and whichever one you choose to attack next is the one you get the auto-hit bonus vs. (Infernal Ruling)
  • This only applies to the first attack after a simultaneous one - once you make that next attack, it's all reset back to being "just one" last model hit.
    • Example : you Sweep and hit models A, B, C. Then you buy an attack vs model C. It is auto-hit because it was (one of) the last model(s) hit. Then you buy another attack, now you can only auto-hit C because it is the last model hit.
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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.


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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:  : 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.

Rules Clarification : Sheltering Hand - None yet. (Edit)


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Rules Clarification : Gallows      (Edit)

  • The target is pushed directly toward the point of origin, not the caster. This distinction is important if the spell is channeled.
  • 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)
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Rules Clarification : Lightning Storm      (Edit)

  • Not blast damage (Edit)
    • Due to the way it is worded, this spell/weapon does full POW to all models in the AOE. It is not blast damage and it is not halved.
    • For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)
    • Models that are immune to blast damage have no defence vs this spell/weapon.
  • 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.

Rules Clarification : Rebuke - None yet. (Edit)

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Rules Clarification : Telekinesis      (Edit)

  • If an enemy model with 2" melee range was B2B with you before the Telekinesis, it will still be exactly 2" away afterwards and thus will still engage you (unless you move completely out of their front arc).
  • Being placed into an area counts as entering that area. So you'll take damage from acid clouds etc if you're dumb enough to teleport into them.
  • You can change the facing of the model that you place. In fact that's one of the main uses of the spell.
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Rules Clarification : Windstorm and/or Sandstorm and/or Fleeting Storm     (Edit)

  • Range Modifiers (Weapons) (Edit)
    • If a weapon puts down a template "within X inches" (such as Covering Fire) then you can't change that, because it's not a RNG. (Infernal Ruling)
    • If a weapon's RNG is reduced to zero, it cannot be used to make attacks. Refer to 'Weapon Statistics', page 19 of the core rulebook.
    • If a weapon has RNG = CTRL then you can't add or subtract to that range, because CTRL is not a number. (Infernal Ruling)
  • 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)
  • See also Range Modifiers (Spells)