Difference between revisions of "Lieutenant Crosse, Resistance Fighter"

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(Theme Thoughts)
(Theme Thoughts)
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{{Header|[[Irregulars]]}}
 
{{Header|[[Irregulars]]}}
This gives Crosse access to [[Aiyana & Holt]] and/or [[Lynus & Edrea]], both of which augment his shooting. Since the theme rework summer 2019 his options for good Lifebound and Dauntless Resolve are rather limited
+
This gives Crosse access to [[Aiyana & Holt]] and/or [[Lynus & Edrea]], both of which augment his shooting.
 
* Precursor Knights are here, too. As is Gabriel Throne. Lifebound goes on a full 15 man unit of Precursors.
 
* Precursor Knights are here, too. As is Gabriel Throne. Lifebound goes on a full 15 man unit of Precursors.
 
* Dauntless Resolve should go on [[Asphyxious4]], who will run his own jacks independently of Crosse and put Dark Shroud onto things for Crosse to blow away. A Tough ARM 20 workpiece such as Gaspy will be a great boon to Crosse.
 
* Dauntless Resolve should go on [[Asphyxious4]], who will run his own jacks independently of Crosse and put Dark Shroud onto things for Crosse to blow away. A Tough ARM 20 workpiece such as Gaspy will be a great boon to Crosse.
 +
* All of the Crosse cronies are here as well as the Cygnar Partisans, they don't gain Vengence here though.
  
 
===Battlegroup===
 
===Battlegroup===

Revision as of 10:18, 16 February 2020

Mercenary Logo.jpg Lieutenant Crosse, Resistance Fighter

Mercenary Thamarite Llaelese Warcaster

Under the mentorship of Marshal Ashlynn d’Elyse, Gastone Crosse has begun to reach his potential and fights alongside the other determined warriors of the Llaelese Resistance. Yet he struggles to control the weapon that first unlocked his warcaster ability. A survivor with a proven knack for battlefield improvisation, few who fight alongside him know of the darkness weighing on his conscience, as the soul of every foe he kills is consumed to strengthen him.

Basic Info

Crosse2
Missing Info
Crosse2.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR {{{str}}}
MAT 6
RAT 6
M.A. N/A
DEF 15
ARM 15
CMD N/A
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 14
F. Field N/A
WJP +29
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock
There is a bug in Warroom that makes the 'works for' info not show up.

Abilities

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
  • Gunfighter symbol.jpg Gunfighter
  • Dark Blessing - Once per turn at any time during its activation, this model can spend spend one soul token to gain +3 DEF for one round.

Weapons

  • Soul Reaver - 12" range, ROF 2, POW 12 gun
    • Magical dam symbol.jpg Damage Type: Magical
    • Black Boon - While this model has at least one soul token, it gains an additional die on attack and damage rolls made when resolving an attack with this weapon. Discard the lowest die in each roll.
    • Death Dealer - You can remove three soul tokens from this model at the start of its Combat Action to use Death Dealer. If you do, this weapon becomes ROF 4 and its attack and damage rolls are boosted during this model's Combat Action. This model cannot make additional attacks this activation.
    • Soul Taker: Soul Reaver - This model can gain soul tokens. When this model destroys a living enemy model with an attack with this weapon, it gains the destroyed model’s soul token. This model can have up to 5 soul tokens at any time.

Spells

COST RNG AOE POW DUR OFF
Dark Fire

2 10 - 12 - Yes
When a living enemy model is destroyed by Dark Fire, the spellcaster gains the destroyed model's soul token regardless of the proximity of other models.
Dauntless Resolve

2 6 - - Upkeep No
Target friendly Faction warrior model/unit gains +3 ARM and Tough. Models are not affected while out of formation.
Fire Group

2 SELF - - Turn No
While models in the spellcaster's battlegroup are in its control range, their ranged weapons gain +2 RNG. Fire Group lasts for one turn.
Ghost Walk

2 6 - - Turn No
Target friendly Faction model/unit gains Ghostly for one turn.
Ghostly - A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. It cannot be targeted by free strikes.
Lifebound

2 6 - - Upkeep No
(1) Target living model/unit gains Shield Guard. (2) When an affected model is destroyed by an enemy attack, the spellcaster gains its soul token.
Shield Guard - When a friendly model is directly hit by a non-spray ranged attack during your opponent's turn while within 3" of a model with Shield Guard, you can choose to have the model with Shield Guard directly hit instead. It is automatically hit and suffers all damage and effects. A model can use Shield Guard only once per round and cannot use Shield Guard if it is incorporeal, knocked down, or stationary. The Shield Guard special rule can only trigger once per attack roll.

Feat: Shadow War

Friendly Faction models currently in his control range are affected by his Ghost Walk spell this turn.
Additionally, affected models gain Stealth, and Run & Gun for one round.
(Run & Gun - At the end of its activation, if this model destroyed one or more enemy models with a ranged attacks during that activation, it can make a full advance.)

Theme Forces

Recent Changes

2019.06 Infernal Release

2019.07 Oblivion

Thoughts on Crosse2

Crosse2 in a nutshell

Crosse2 is a ranged powerhouse easily able to remove lights and low ARM heavies from the table by himself if he is able to collect souls, and his abilities are designed to help ensure he does so. He has an unusual mix of support abilities that provide his army with excellent ranged defense and good maneuverability making him a very serviceable anti-gunline caster. Death Dealer and Black Boon amount to an effective 9 free focus on top of his usual 6, making him a very powerful personal contributor to the battle. He excels at delivering a melee army, but doesn't do much for it once it gets there.

He is the most capable assassin in mercenaries. His gun is an absolute trip when Death Dealer goes off. It is not uncommon for him to 4 shot full health ARM 18 heavies right off the board.

Feat Thoughts

Shadow War is a dual use feat that can be used defensively for the turn of stealth or offensively for the ghost walk to strike at vulnerable targets or the opposing caster. It's great into a lot of gun lines and should be used early. Turn 1 if you go second and the enemy has lots of guns or spells.

Spell Thoughts

Lifebound

  • This is Crosse's most important spell because many enemy armies don't have souls you can collect, but this keeps him charged up anyway.
  • It should go on something cheap and expendable, but also that the opposing army has to deal with. Steelhead Halberdiers and Precursor Knights are ideal candidates.
  • Note that Crosse needs to be the closest eligible model if he wants the soul.

Dauntless Resolve

  • This can go either on a unit or Crosse himself. If he also uses Dark Blessing it makes him 18/18.
  • Useful targets are Morrowan Archons, Exemplar Cinerators, Legion of Lost Souls, any cavalry unit, or ARM 12+ infantry you'd like to keep safe from blasts.

Ghost Walk

  • This is situational, but can be used to enable assassinations and make unexpected plays, which is always valuable. Extremely strong with Steelhead Cavalry. It also removes the need to bring a Pathfinder solo.

Fire Group

  • He'll cast this a fair amount. It's great when Crosse has souls because he should have the focus to cast it and stay back farther.

Dark Fire

  • Occasionally you will have 3 souls and want a 4th before you activate Death Dealer. This is perfect for that situation.
  • It's also another attack if you've nothing better to do.

Drawbacks & Downsides

  • He depends on soul collection to reach his full potential. Anything that stops him from collecting souls is going to make his life rather difficult, though this can be mitigated with a Morrowan Archon. Snacking, Takedown and Explosivo or electro-leaps are really bad news.
  • He provides no help with speed, accuracy or damage to the rest of the army, which is why he needs to make a big impact on the game himself. He needs self sufficient units in large numbers since his battle group will be minimally effective.
  • He usually has only 4 focus to use and lots to do with it so try not to get him all killed.
  • He doesn't ask any super hard questions or answer them. He just has a really good gun.

Tricks & Tips

  • Get 1 soul on him ASAP and never give it up unless it is absolutely necessary. Even without Death Dealer, using Reinholdt's reload and focus allows Crosse to dish out pain every turn thanks to Black Boon.

List Building Advice

Strategy

Crosse wants to leverage his soul collection ability to make the opponent pay for attacking his army while not giving up too much on the way in as the lines close. He also wants to present a very high ARM unit that is hard for the opposing force to deal with.

For units, the first choice is a target for Lifebound. You want something cheap and expendable, but also something that your opponent has to kill.

Next, you want something to put Dauntless Resolve on. You want something that is already durable, where the +3 ARM will push it "over the top" into nigh-unkillable.

Then you will want to take as many of "Crosse's Cronies" as the theme you're using will allow:

The rest of the list should be self-sufficient and should fill in any weaknesses the army has, since Crosse himself will be doing nothing for them.

Theme Thoughts

    Soldiers of Fortune    
This gives him access to Mark the Target from solos and several powerful combos. He might be the best caster to run this theme.

  • Verendrye lets his Lifebound unit regenerate models. This works great in conjunction with either Alexia1 or Alexia2 to double up the recursion.
  • Steelhead Heavy Cavalry models love Dauntless and Ghost Walk, and they can be used to bulldoze opposing casters 2" closer to him.
  • The Ironhead extends his threat range to 22".
  • Rocinante is his favorite warjack. He can increase its range, it's focus efficient thanks to Powerful Attack, and it hits hard with its gun. A 2" P+S 18 sword is also always nice. Finally, Guard Dog can push Crosse to DEF 20 while also under Dark Blessing.
  • Boomhowler2 is a great replacement for Gibbs, as he is also able to give him Repo. Further he contributes nicely to the lists scenario game with Covering Fire and Beat Back.
  • The various artillery options also like Run & Gun from the feat, so they can roll up the board to get in range further.

The only models from the "Cronies" list you can get in this theme are Anastasia, Gorman and Reinholdt. You'll probably pay for them and instead use your free slots on Alexia2 and Stannis Brocker, then either Boomhowler2 or one of the Steelhead weapon crews.

    Llaelese Resistance    
This offers rubble to hang out in and all of the "Crosse Cronies".

  • Exemplar Cinerators get to ARM 24 with Dauntless. Even with being slowed to a walk to use Shield Wall, they can still advance 7" with pathfinder thanks to Gibbs and the Llaelese Resistance theme. This is the most powerful use of the spell and asks a very difficult question.
  • That said, Exemplar Vengers move very fast, hit very hard, and are "only" ARM 23 under Battle Driven.
  • Another less-effective use for Dauntless is to put it on something like Trencher Commandos. It won't let them survive direct hits much better, but it will make them highly resistant to blast damage.
  • A Morrowan Archon at ARM 23 takes dedication to kill and is a strong scenario piece. It also protects his soul train.
  • Similarly the Thamarite Archon is here, too, and is an excellent shooter, protects Crosse with clouds, and gives him rerolls.
    • Both Archons have Flight, which makes for a great combo with Ghostly maing they can go where they please and contest. The turn of stealth they recieve from the feat mans the opponent can shoot them down either.
  • Lifebound targets can be Trencher Infantry, Holy Zealots, Exemplar Errants, Crucible Guard Rocketmen and even Devil Dogs.
    • Lifebound works very well on Devil Dogs as they are very dangerous to anything that can be knocked down if not dealt with, but at the same time Lifebound discourages people from dealing with them.
    • Zealots are a popular pick in theory, though Llaelese Resistance does not always have the luxury of bringing a unit that doesn't get a lot of work done.

    Flame in the Darkness    

  • The only size 10+ unit to put Lifebound on are the Precursor Knights. If need be, they're also an alright Dauntless Resolve target if you're looking to shield wall into a zone or in annoying positions. They aren't as cheap as Halberdiers, but Lifebound makes the enemy not want to kill them and with Shield Guard they can trigger Vengence when ever you like. Always bring Battle Priests for this unit.
  • Both Archons of the twins are in this theme too, and thus make for great Dauntless targets. One of each, minimum.
  • Gabriel Throne brings his usual buffs. Pathfinder isn't needed with Crosse's Ghost Walk, so he can focus on handing out Stir the Blood.
  • Hermit's ARM debuff allows Crosse to take ARM 20 heavies off the table.
  • Resolutes are ARM 20 multi wound infantry under Dauntless. They also like Stealth, Ghostly and Run & Gun very much.
  • Gallant is a focus-efficient heavy, which is appreciated. He is also another Shield Guard. If you bring it and a Swabber, your BG can be part of the Shield Guard chains the theme is renowned for
  • Jakes1 and a cheap light such as a Swashbuckler can work as an independent scenario option, benefiting from all the DEF buffs around.
  • Vigilants are held back by their short range and no repo. Run and Gun fixes this.
  • Access to shooty Cygnar jacks are a blessing as well, especially the focus efficient Chargers and Hunters.
  • Keep in mind that this is the only theme without Reinholdt. You will dearly miss the reload, reroll and anti-stealth, so bring Thamarchons and the Eyeless Sight objective to compensate.

    Hearts of Darkness    
This makes his battle group focus-efficient with Accumulator.

  • Two units of Steelhead Halberdiers are recommended, as they fuel the Gate and Crosse himself
  • The Infernal Gate it will be able to collect lots of souls from the Halberdiers and can convert them into Howlers.
  • Howlers can be brought back by the gate and appreciate Dauntless Resolve for ARM 20. They fuel Accumulator as well.
  • Cultist Bands and The Wretches are able to heal Howlers after they were brought back. Orin2 also gives you rerolls.
  • Valin Hauke makes the Howlers even harder to remove with Brothers Keeper and also protects Crosse from pop and drop tricks.
  • Runewood2 compensates his lack of Reposition with the Shadow insidious plan.
  • Nicia2 can give him a soul with Death Song.
  • Umbral Guardians keep him safe and fuel the Accumulator, too.
  • As your three merc solo options you definitely want to bring Reinholdt and Dr. Nic. The last one is a wash but a damage buff is very much needed, so Ragman is a strong contender. (Note that you can bring neither Boomhowler2 nor Gibbs, as they are partisans)

    Irregulars    
This gives Crosse access to Aiyana & Holt and/or Lynus & Edrea, both of which augment his shooting.

  • Precursor Knights are here, too. As is Gabriel Throne. Lifebound goes on a full 15 man unit of Precursors.
  • Dauntless Resolve should go on Asphyxious4, who will run his own jacks independently of Crosse and put Dark Shroud onto things for Crosse to blow away. A Tough ARM 20 workpiece such as Gaspy will be a great boon to Crosse.
  • All of the Crosse cronies are here as well as the Cygnar Partisans, they don't gain Vengence here though.

Battlegroup

Crosse is not a battlegroup caster. Most turns you'll have two upkeeps to pay for, leaving you four focus to spend. Two for either Fire Group, Ghost Walk, Dark Fire, or cycling an upkeep and two left for your battlegroup. On one hand this means he doesn't run any warjacks very well, on the other hand it means you're free to build the battlegroup to fill a specific role for the army.

  • Toro - Rociante and a Toro fill bis WJPs exactly. Also it can take some punishment and dish it out in return, just like it's big little brother the Nomad.
  • Galleon - He doesn't want to fuel many jacks so just taking one solves that problem nicely. The range increase is again great, as are the drags. Also it's a a big hunk of metal he can hide behind.
  • Rover - A sturdy shieldguard is never bad with a squishy caster and he makes his short rage gun... less short ranged.
  • Mariner - Probably the best merc non-character heavy when it comes to sheer firepower and range and with its anchor it can wipe out substantial amounts of infantry in melee as well.
  • Mangler - If you fancy any of the point cost 14 jacks above, the Mangler will fill is WJPs exactly. He also charges for free and hits reasonably hard.
  • Swabber - Fire Group is great for it low range guns and drag sets up targets for Crosse to shoot. Shield Guard is also great for a squishy caster and lastly Lash and Girded is perfect for further increasing the survivability of your troops.
  • Buccaneer - Nets set enemy caster up for assassinations and it's a steal in terms of cost as well.

Other

Limited Edition Minicrate sculpt (2018)
(Technically Crosse1)

Trivia

  • He has a longer fluff blurb on PP's "extras" page.
  • Crosse1 is a solo, while this version is him as a fully-fledged warcaster.
  • Crosse1 had the same gun, but it didn't have any of the special rules. He has since bonded with it and mastered its power.
  • There is a limited edition sculpt for Mini-Crate subscribers which is technically Crosse1, but PP have said it can be used for Crosse2 if your Event Organiser allows it.
  • Crosse aspires to figure out the nature of his cursed gun, which led him to delve into Thamarite teachings, hence his tag. This also makes him susceptible to the "little nudge" into infernalism the other Hearts of Darkness casters are liable to, hence his presence in said theme. He has absolutely zero conflict of interest when it comes to his relationship with Morrowans and Infernals, right?

Video Battle Reports

Warjacks he can take

With the way Mercenary battlegroups work, this model can't simply control any Mercenary warjack, and instead is limited to the following choices:

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Note: Other restrictions may apply, such as 'Jack Marshals can't control Colossals, character warjacks aren't allowed in most theme forces, etc.

Other Mercenary models

Mercenary Logo.jpg       Mercenary Index       (Edit)
Mercenary 'Jack Controllers (Human) (Edit)
Warcasters

Ashlynn1 - Ashlynn2 - Aurora2 - Blaize - Caine3 - Crosse2 - Damiano - Fiona - Macbain - Magnus1 - Magnus2 - Montador - Rahera - Shae

"Juniors"

Asphyxious4 - Crosse1 - Nemo4

'Jack Marshals

Colbie Sterling - Dirty Meg - MacHorne1 - MacHorne2 - Raluk Moorclaw - Rutger Shaw - Steelhead Ironhead

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Rhulic 'Jack Controllers (Edit)
Warcaster Durgen Madhammer - General Ossrum - Gorten Grundback
'Jack Marshal Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
Units, Solos, & Battle Engines
Warcaster attachments

Doctor Stygius - Madelyn Corbeau - Reinholdt - Wyshnalyrr

Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Non-character Units

Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Legion of Lost Souls - Ogrun Assault Corps - OoI Resolutes - OoI Vigilants - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - SH Cannon - SH Halberdiers - SH Cavalry - SH Mortar - SH Riflemen - SH Volley Gun - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator (small or medium based units) - Special WA: Morrowan Battle Priest (Morrow units)

Character Units

Alexia1 - Asphyxious4 - Croe's Cutthroats - Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowler1 - Herne & Jonne - Lady Aiyana & Master Holt - Lynus & Edrea - MacHorne1 - The Commodore Cannon - The Devil's Shadow Mutineers

Non-character Solos

Cephalyx Agitator - Death Archon - Gobber Tinker - Menite Archon - Morrowan Archon - Ogrun Bokur - Powder Monkey - SH Arcanist - SH Ironhead - SH Gunner - Swamp Gobber River Raider Thamarite Advocate - Thamarite Archon - Void Archon

Character Solos

Alexia2 - Alexia3 - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella1 - Black Bella2 - Bloody Bradigan - Boomhowler2 - Boomhowler3 - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez1 - Dez2 - Dirty Meg - Doc Killingsworth - Doctor Stygius - Eilish1 - Eiryss1 - Eiryss2 - Eiryss4 - First Mate Hawk - Flubbin1 - Flubbin2 & Dreyfus2 - Flugwug the Filcher - Crosse1 - Glyn Cormier, Illuminated One - Gorman1 - Gorman2 - Grand Master Gabriel Throne - Gubbin1 - Gubbin2 - Gudrun1 - Gudrun2 - Harlan Versh, Illuminated One - Harlowe Holdemhigh - Hermit of Henge Hold - Hutchuk, Ogrun Bounty Hunter - J.A.I.M.s - Kell Bailoch - Lanyssa Ryssyl, Nyss Sorceress - Lord Rockbottom - MacHorne2 - Major Harrison Gibbs - Malvin2 - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Princess Delores Graciela - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Scythe - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Tubbin - Underboss Vizkoya - Viktor Pendrake - Weird Wendell - Widget1 - Widget2 - Wrong Eye & Snapjaw

Battle Engines

Hammerfall Siege Crawler - Nemo4

Independent Warjack

Malvin1 & Mayhem1

Theme Forces (Edit)
Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

Rules Clarification : Feat: Shadow War


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.")

Rules Clarification : Black Boon - None yet. (Edit)
Rules Clarification : Death Dealer - None yet. (Edit)

RC symbol.png

Rules Clarification : Soul Reaver      (Edit)

  • Crosse has to be the nearest eligible model to collect souls. Soul Reaver lacks the "regardless of proximity of other models" clause.


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.


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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:  : 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)

Rules Clarification : Dark Blessing - None yet. (Edit)


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Rules Clarification : Lifebound      (Edit)

  • Crosse has to be the nearest eligible model to collect souls. Lifebound lacks the "regardless of proximity of other models" clause.
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Rules Clarification : Shield Guard and/or Shadow Guardian     (Edit)

  • You can't use this ability vs spells.
  • You shift all effects onto the new model, including stuff that triggers on "when this attack hits".
  • When you use this ability vs an AOE attack, the template moves too. Because, with reference to Apdx A, the hit 'moves' at Step 6 and the template placement is determined at Step 7.
  • This ability doesn't work vs Point Blank attacks. Because Point Blank attacks are melee attacks that are made using a ranged weapon.
    • On the other hand, it will work vs Gunfighter attacks.
  • Shield Guard only
    • Since Shield Guard specifies "opponent's turn", it can't be used against stuff that shoots in your own turn (such as Watcher or Counterblast).
    • The Shield Guard does not necessarily need to be in the attacker's LOS or range.
    • The Shield Guarder is always hit even if they have an ability that makes them automatically get missed, such as Stealth. (Automatically missing is determined earlier in the timing sequence than the Shield Guard moving the hit.) (Infernal Ruling)
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Rules Clarification : Dark Fire      (Edit)

  • "Regardless of proximity" soul takers (Edit)
    • The model which ignores distance doesn't always get the soul. Abilities which say you "can't" collect souls (such as Soul Ward) trump it, due to the general rule that "can't trumps can".
    • If there are multiple models that all have the "regardless of proximity" clause, then you randomise who the soul goes to. (Infernal Ruling)
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Rules Clarification : Fire Group      (Edit)

  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Dauntless Resolve      (Edit)
Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Ghost Walk      (Edit)

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Rules Clarification : Ghostly      (Edit)

  • Ghostly doesn't let you move through other models, just terrain.
  • Ghostly doesn't let you ignore damage from hazardous terrain. (Infernal Ruling)
  • Ghostly ignores Windswept terrain penalties. A model with both Flight and Ghostly will move through Windswept terrain at full speed. (Infernal Ruling)


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Rules Clarification : Pathfinder      (Edit)

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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.
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Rules Clarification : Sprint  and/or Run & Gun     (Edit)

  • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
  • Run & Gun won't trigger if you RFP the model, but Sprint will.
  • 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.