Difference between revisions of "Master Gurglepox"

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{{Cryxbox|{{Cryx}} {{Necrotech}} {{Solo}} }} [[Category: Model]]
 
{{Cryxbox|{{Cryx}} {{Necrotech}} {{Solo}} }} [[Category: Model]]
 +
{{4U}}
  
''Fluff
+
''You know you always wanted to see a necrotech riding a deathripper. Need we say more?
  
 
=Basic Info=
 
=Basic Info=
Line 20: Line 21:
 
}}
 
}}
  
* {{Riot Quest}}
+
{{Riot Quest}}
* {{Special Issue}}
+
 
 +
{{Special Issue}}
  
 
===Abilities===
 
===Abilities===
Line 30: Line 32:
 
* {{Dismantle}}
 
* {{Dismantle}}
 
* {{Dodge}}
 
* {{Dodge}}
* {{Leadership|nolink=Faction light warjack|Faction light warjack|Dodge}}
+
* {{Leadership|Faction light warjack|Faction light warjack|Dodge}} [[Category: Dodge Leadership]]
 
* {{Repair|d3+1}}
 
* {{Repair|d3+1}}
 
* {{Reposition 3}}
 
* {{Reposition 3}}
Line 36: Line 38:
  
 
===Weapons===
 
===Weapons===
* '''Scrap Saw''' - 1" reach, {{small|POW 6}}, P+S 13 melee weapon
+
{|class="wikitable"
** {{Critical Shred}}
+
{{Melee|Scrap Saw|1|6|13|
 
+
* {{Critical Shred}} }}
* '''Mount''' - 0.5" reach, POW 12 mount weapon
+
{{Mount|0.5|12| }}
 +
|}
  
 
===Theme Forces===
 
===Theme Forces===
* Cryx
+
* '''''Cryx
 
** {{Black Industries}}
 
** {{Black Industries}}
 
** {{Dark Host}}
 
** {{Dark Host}}
  
* Other Factions
+
* '''''Other Factions
** {{Hearts of Darkness}}. {{PAGENAME}} can only go in this theme if [[Mortenebra]] is leading the army. It becomes an '''[[Infernal]]''' model in this theme.
+
** '''[[Infernal]]''' players can use this model in the {{Hearts of Darkness|notbold=}} theme, but only if [[Mortenebra]] is leading the army.
  
  
 
=Thoughts on {{PAGENAME}}=
 
=Thoughts on {{PAGENAME}}=
{{Recent Release}}
 
 
==={{PAGENAME}} in a nutshell===
 
==={{PAGENAME}} in a nutshell===
 
He is ... what he looks like. A Necrotech riding an arc node. You're probably best thinking of him as a 1 point upgrade to a Deathripper. In comparison to an arc node:
 
He is ... what he looks like. A Necrotech riding an arc node. You're probably best thinking of him as a 1 point upgrade to a Deathripper. In comparison to an arc node:
Line 59: Line 61:
 
* He scores flags instead of rectangular zones.
 
* He scores flags instead of rectangular zones.
 
* You get all the other stuff on his card: Repair, Dodge, etc
 
* You get all the other stuff on his card: Repair, Dodge, etc
 +
* You get a great support aura that makes other lights slightly better.
  
 
===Combos & Synergies===
 
===Combos & Synergies===
 
* Any light warjacks, as he grants them Dodge. [[Cankerworm]] is especially interesting as he is already hard to take down and becomes even more annoying with Dodge. The [[Shrike]], [[Scavenger]] and [[Stalker]] also benefit a lot due to their high natural Def  
 
* Any light warjacks, as he grants them Dodge. [[Cankerworm]] is especially interesting as he is already hard to take down and becomes even more annoying with Dodge. The [[Shrike]], [[Scavenger]] and [[Stalker]] also benefit a lot due to their high natural Def  
 
* [[Skarre1]]'s Dark Guidance spell can make his critical shred almost reliable. He's also not a bad feat target for her.
 
* [[Skarre1]]'s Dark Guidance spell can make his critical shred almost reliable. He's also not a bad feat target for her.
* [[Skarre2]] may like to spend points on an arc node over and above her WJP, to put a Black Spot into play. Also he's a good feat target, getting to DEF 19 immune to charges, knockdown, and has Dodge. Just watch out for Stationary effects.
+
* [[Skarre2]] may like to spend points on an arc node over and above her WJP, to put a Black Spot into play. Also he's a good feat target, getting to DEF 19 immune to charges, immune to knockdown, and he has Dodge. Just watch out for Stationary effects.
* [[Asphyxious4]] can increase his charge range with Bloodthirst. Also, Asphyxious is likely to bring [[Cankerworm]] or a [[Diffuser]] which benefit from Dodge. Note he can't channel through Gurglepox.
+
* [[Asphyxious4]]  
 +
** Any light warjack Asphyxious brings will gain Dodge, regardless of their original Faction. Most notably, Asphyxious is likely to bring [[Cankerworm]] or a [[Diffuser]].
 +
** Note that Asphyxious4 can't channel through Gurglepox.
  
 
===Drawbacks & Downsides===
 
===Drawbacks & Downsides===
 
* You can't spend WJP on this "arc node". So if you were planning to spend just your WJP on warjacks and the other 75 points on pure troops, then he is not a 1 point upgrade to your warjacks but rather a 7 point deduction from your troops.
 
* You can't spend WJP on this "arc node". So if you were planning to spend just your WJP on warjacks and the other 75 points on pure troops, then he is not a 1 point upgrade to your warjacks but rather a 7 point deduction from your troops.
 
* CMD 5 means his Dodge bubble doesn't cover much. He might need to play forward to cover your jacks, which leaves him exposed.
 
* CMD 5 means his Dodge bubble doesn't cover much. He might need to play forward to cover your jacks, which leaves him exposed.
* he costs more than 3 [[Necrotech]]s or a unit of [[Black Ogrun Iron Mongers]] so if you are just using him to repair he is lacklustre - he needs to leverage his other abilities which means getting stuck in and running other light warjacks.
+
* He costs more than 3 [[Necrotech]]s or a unit of [[Black Ogrun Iron Mongers]] so if you are just using him to repair he is lacklustre - he needs to leverage his other abilities which means getting stuck in and running other light warjacks.
 +
* "Junior Warcasters" can't channel through him.
 +
* His defensive stats are pathetic at 14/14 and he has no defensive abilities bar dodge. He also has 5 health boxes less than the jack versions. All of this is to say: Unless you have a way to seriously buff his DEF stat for Dodge to matter; ou may get one good channel out of him, or a good charge and then he dies like a chump, but that is what you take chickenjacks for anyway...
  
 
===Tricks & Tips===
 
===Tricks & Tips===
* "Junior Warcasters" can't channel through him.
 
 
* Since Cavalry charge attacks are boosted, you've got something like a 30% chance of triggering Shred on the charge.
 
* Since Cavalry charge attacks are boosted, you've got something like a 30% chance of triggering Shred on the charge.
* as both an undead and a construct model he/they can be healed by models using repair or a [[Necrosurgeon]]
+
* Since he is both an undead and a construct model, he can be healed by models using repair ''or'' the [[Necrosurgeon]]'s "Heal Undead" ability. Also, he produces a corpse despite being a construct.
  
 
=Other=
 
=Other=

Latest revision as of 18:25, 28 September 2023

Cryx Logo.jpg Master Gurglepox

Cryx Necrotech Solo

Mk4 icon.png
Unlimited Only
This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.

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

You know you always wanted to see a necrotech riding a deathripper. Need we say more?

Basic Info

Master Gurglepox
Missing Info
Gurglepox.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 7
STR 7
MAT 6
RAT N/A
M.A. N/A
DEF 14
ARM 14
CMD 5
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 15
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST 7
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Riot Quest - Although this model has rules which allow it to be played in Warmachine and Hordes, it was primarily designed for the Riot Quest boardgame. RQ is set in an alternate and/or future timeline where the Infernals won the war. Some of the RQ models are slightly more goofy than their WMH equivalents.

Special Issue - This model cannot be taken as a requistion option in any theme force.

Abilities

  • Cavalry symbol.jpg Cavalry
  • Construct symbol.jpg Construct
  • Undead symbol.jpg Undead
  • Channeler [friendly Faction warcaster] - While this model is in a friendly Faction warcaster's control range, the warcaster can channel spells through this model.
  • Dismantle - This model gains an additional die on damage rolls against construct models.
  • Dodge - This model can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.
  • Leadership [ Faction light warjack ] - Friendly Faction light warjack models in this model's command range gain Dodge.
  • Repair [d3+1] (★ Action) - RNG B2B. Target friendly Faction construct model. If the model is in range, remove d3+1 damage points from it.
  • Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.
  • Steady - This model cannot become knocked down.

Weapons

Scrap Saw
Sword icon.jpg  RNG   POW   P+S 
1 6 13
  • Critical Shred - On a critical hit with this weapon during this model's Combat Action, after the attack is resolved this model can make one additional attack with this weapon against the model hit.
Mount
Mount icon.jpg  RNG   POW 
0.5 12

Theme Forces


Thoughts on Master Gurglepox

Master Gurglepox in a nutshell

He is ... what he looks like. A Necrotech riding an arc node. You're probably best thinking of him as a 1 point upgrade to a Deathripper. In comparison to an arc node:

  • You lose 5 hitpoints and access to focus.
  • He gains Impact Attacks and boosted charge attacks, which is just as good if not better than the focus mechanic.
  • He scores flags instead of rectangular zones.
  • You get all the other stuff on his card: Repair, Dodge, etc
  • You get a great support aura that makes other lights slightly better.

Combos & Synergies

  • Any light warjacks, as he grants them Dodge. Cankerworm is especially interesting as he is already hard to take down and becomes even more annoying with Dodge. The Shrike, Scavenger and Stalker also benefit a lot due to their high natural Def
  • Skarre1's Dark Guidance spell can make his critical shred almost reliable. He's also not a bad feat target for her.
  • Skarre2 may like to spend points on an arc node over and above her WJP, to put a Black Spot into play. Also he's a good feat target, getting to DEF 19 immune to charges, immune to knockdown, and he has Dodge. Just watch out for Stationary effects.
  • Asphyxious4
    • Any light warjack Asphyxious brings will gain Dodge, regardless of their original Faction. Most notably, Asphyxious is likely to bring Cankerworm or a Diffuser.
    • Note that Asphyxious4 can't channel through Gurglepox.

Drawbacks & Downsides

  • You can't spend WJP on this "arc node". So if you were planning to spend just your WJP on warjacks and the other 75 points on pure troops, then he is not a 1 point upgrade to your warjacks but rather a 7 point deduction from your troops.
  • CMD 5 means his Dodge bubble doesn't cover much. He might need to play forward to cover your jacks, which leaves him exposed.
  • He costs more than 3 Necrotechs or a unit of Black Ogrun Iron Mongers so if you are just using him to repair he is lacklustre - he needs to leverage his other abilities which means getting stuck in and running other light warjacks.
  • "Junior Warcasters" can't channel through him.
  • His defensive stats are pathetic at 14/14 and he has no defensive abilities bar dodge. He also has 5 health boxes less than the jack versions. All of this is to say: Unless you have a way to seriously buff his DEF stat for Dodge to matter; ou may get one good channel out of him, or a good charge and then he dies like a chump, but that is what you take chickenjacks for anyway...

Tricks & Tips

  • Since Cavalry charge attacks are boosted, you've got something like a 30% chance of triggering Shred on the charge.
  • Since he is both an undead and a construct model, he can be healed by models using repair or the Necrosurgeon's "Heal Undead" ability. Also, he produces a corpse despite being a construct.

Other

Trivia

  • Released 2019.12

Other Cryx models

Cryx Logo.jpg       Cryx Index       (Edit)            
Battlegroup & Similar
Warcasters

Agathia - Aiakos2 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Coven - Deathjack2 - Deneghra1 - Deneghra2 - Deneghra3 - Goreshade1 - Goreshade2 - Goreshade3 - Mortenebra1 - Mortenebra2 - Rahera - Scaverous - Skarre1 - Skarre2 - Skarre3 - Sturgis2 - Terminus - Venethrax

Warcaster attachments

The Withershadow Combine - Satyxis Blood Priestess - Skarlock Thrall - Doctor Stygius (Partisan) - Madelyn Corbeau (Mercenary)

Other Warjack Controllers

Jack Marshals: Iron Lich Overseer       "Junior Warcasters": Aiakos1 - Asphyxious4 - Deneghra0

Light

Cankerworm - Deathripper - Defiler - Helldiver - Nightwretch - Ripjaw - Scavenger - Shrike - Stalker

Heavy

Barathrum - Corruptor - Deathjack1 - Desecrator - Erebus - Harrower - Kharybdis - Inflictor - Leviathan - Malice - Nightmare - Reaper - Seether - Slayer

Colossal Kraken - Sepulcher
Units, Solos, Battle Engines, & Structures
Units

Asphyxious4 - Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - BO Boarding Party - BO Ironmongers - BO Smog Belchers - Blackbane's Ghost Raiders - Bloodgorgers - Marauders - Carrion Thralls - Cephalyx Drudges - Cephalyx Overlords - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates - Soulhunters - The Devil's Shadow Mutineers - The Withershadow Combine

Solos

Aiakos1 - Agrimony - Axiara - Bane Lord Tartarus - Bloat Thrall - BTO Mobius - Captain Rengrave - Darragh Wrathe - Doctor Stygius - Deneghra0 - Gerlak - Hellslinger - Iron Lich Overseer - Machine Wraith - Master Gurglepox - Misery Cage - Necrotech - Ol' Grim - Pistol Wraith - Satyxis Blood Priestess - Satyxis Raider Captain - Scrap Thrall - Skarlock Thrall - Severa Blacktide - Soul Trapper - Warwitch Siren

Battle Engines & Structures Wraith Engine
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Scourge of the Broken Coast
Mercenaries
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

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

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

Impact Attacks - Movement

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

Impact Attacks - The attack(s)

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

Impact Attacks - Other

  • You cannot use "any time" abilities while resolving Impact Attacks. Because Impact Attacks occur during movement; and you can only use 'any time' abilities before moving or after moving, but not during movement. (Infernal Ruling)
    • Exception: If your Impact targets include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities.

Cavalry unit

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

Other interactions

  • Cavalry model with no melee weapon
    • If you have a Mount weapon but no regular Melee weapon (such as the Efaarit Scout), you can still declare a charge. (Locked thread)
    • You can make Impact Attacks along the way.
    • Once you get to the charge target, however, you can't make a melee attack against it. Because you can't use the mount weapon for a charge attack, due to the way the Cavalry rules are written. (Unless you have a rule like Trampling Hooves.)
    • If you don't charge, the mount attack can be used as an initial melee attack.
  • Countercharge & Cavalry ( Edit )
    • A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.
  • Flight on a Cavalry model (Edit)
    • Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.

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

RC symbol.png

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

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

Channeling in melee

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

Channeler - LOS

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

Caster - Attack roll

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

Stealth - It affects both LOS and the attack roll

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

Rules Clarification : Dismantle - None yet. (Edit)

RC symbol.png

Rules Clarification : Leadership      (Edit)

  • If you have two Leaders handing out the same buff, then sometimes they stack (Bronzeback) and sometimes they don't (Exemplar Bastion). (Infernal Ruling)
    • See specific models for case-by-case Infernal Rulings.
  • If you have two Leaders handing out different buffs (such as Iona's Leadership giving Dodge, and the Wolf Rider Champion's Leadership giving Prowl) then the benefits do stack - they'll get both Dodge and Prowl. (Infernal Ruling)
RC symbol.png

Rules Clarification : Dodge      (Edit)

  • Dodge triggers after any missed attack - melee, ranged, or magic.
  • An enemy model with 2" melee range that is B2B with you before you Dodge, will be exactly 2" away afterwards, and thus will be able to attempt a 2nd melee attack.
  • If you're missed by an AOE attack, but it doesn't deviate very far and still hits you then: Dodge still triggers, but the AOE does damage before you get the Dodge movement. (Infernal Ruling)
  • If an enemy can attack you when you advance and then stop moving (such as Countercharge or Defensive Strike) and they miss you, then you can trigger Dodge (because you're no longer advancing).
  • Dodge plus Riposte (Edit)
    • If a model has both Dodge and Riposte, you can choose whether to dodge or riposte first. Appendix A Step 13 applies here, because the controller of the model being attacked is not the active player.
RC symbol.png

Rules Clarification : Repair      (Edit)

  • When repairing warjacks, you can choose which damage boxes to heal - they don't all have to be the same column.
  • If you get a +1 bonus to a repair roll, that is one extra hitpoint healed. Not +1 to the number of pips showing on the dice.
RC symbol.png

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.
RC symbol.png

Rules Clarification : Steady      (Edit)

  • If you are hit by a knockdown effect during your own turn then ... nothing happens. Unless it was a Slam or a Throw that knocked you down.
    In that situation, there is a core rule that says "models immune to knockdown that become knocked down from a slam or throw must forfeit either movement or action when they activate". But that core rule doesn't apply to other knockdowns (lots of players assume it does)
  • Steady models are still susceptible to other effects of knock-down attacks (if there are any). For instance, a Head Butt attack causes damage and knockdown - a Steady model would still take the damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
  • Steady models who make a tough check during an advance can continue advancing. (Locked Thread)


RC symbol.png

Rules Clarification : Critical Shred      (Edit)

  • Shred only triggers during your Combat Action, so not on free strikes, countercharges, etc.