Difference between revisions of "Storm Lances"

From LOS Warmachine University
Jump to: navigation, search
m (Abilities)
 
(13 intermediate revisions by 4 users not shown)
Line 1: Line 1:
 
{{Cygbox|{{Cygnar}} {{Storm Knight}} [[Cavalry]] {{Unit}} }} [[Category: Model]]
 
{{Cygbox|{{Cygnar}} {{Storm Knight}} [[Cavalry]] {{Unit}} }} [[Category: Model]]
 +
{{4P|'''Storm Knights'''}}
  
 
''The earth-shuddering charge of Storm Lances is a vision of precision in motion. Bound within a corona of crackling energy, the knights pound into the enemy without remorse. The rippling surge of hooves and weaponry advances like a living thing while bolts of electrical power arc into the enemy. Using the resonance of storm chambers, Storm Lances can form an electrical charge between heavily insulated riders deadly to anyone caught between them.''  
 
''The earth-shuddering charge of Storm Lances is a vision of precision in motion. Bound within a corona of crackling energy, the knights pound into the enemy without remorse. The rippling surge of hooves and weaponry advances like a living thing while bolts of electrical power arc into the enemy. Using the resonance of storm chambers, Storm Lances can form an electrical charge between heavily insulated riders deadly to anyone caught between them.''  
Line 9: Line 10:
 
| base  = Large  
 
| base  = Large  
 
| spd  = 8
 
| spd  = 8
| str  =  
+
| str  = 6
 
| mat  = 7
 
| mat  = 7
 
| rat  = 5
 
| rat  = 5
Line 16: Line 17:
 
| cmd  = 9
 
| cmd  = 9
 
| hp    = 5
 
| hp    = 5
| size  = 3{{/}}5
+
| size  = 3{{or}}5
| cost  = 12{{/}}20
+
| cost  = 11{{or}}18
| cost_note = 4 each
+
| cost_note = 3.6 pts each
 
| fa    = 2
 
| fa    = 2
 
}}
 
}}
Line 29: Line 30:
  
 
===Weapons===  
 
===Weapons===  
* '''Electrical Bolt''' - 8" range, POW 12 gun.
+
{| class="wikitable"
** {{Electricity Damage}}
+
{{Ranged|Electrical Bolt|8|12|
* '''Electro Lance''' - 2" reach, P+S 14 melee weapon.
+
* {{Electricity Damage}} }}
** {{Brutal Charge}}
+
{{Melee|Electro Lance|2|8|14|
** {{Electro Leap}}
+
* {{Brutal Charge}}
* '''Mount''' - 0.5" reach, POW 12 mount.
+
* {{Electro Leap}} }}
 +
{{Mount|0.5|12| }}
 +
|}
  
 
===Theme Forces===
 
===Theme Forces===
* <u>Cygnar</u>
+
* '''''Cygnar
 
** {{Storm Division}}. They gain [[Unyielding]] in this theme.
 
** {{Storm Division}}. They gain [[Unyielding]] in this theme.
  
* <u>Other Factions</u>
+
* '''''Other Factions
** {{Hearts of Darkness}}. They can only go in this theme if [[Sloan]] is leading the army. They become '''[[Infernal]]''' models in this theme.
+
** '''[[Infernal]]''' players can use this unit in the {{Hearts of Darkness|notbold=}} theme, but only if [[Sloan]] is leading the army.
** {{Llaelese Resistance}}. They become Llaelese '''[[Mercenary]]''' models in this theme and gain [[Pathfinder]].
+
** '''[[Mercenary]]''' players can use this unit in the {{Llaelese Resistance|notbold=}}. They become Llaelese models and gain [[Pathfinder]] in this theme.
 
 
===Recent Changes ===
 
No changes since 2017.08
 
  
  
 
=Thoughts on {{PAGENAME}}=  
 
=Thoughts on {{PAGENAME}}=  
 
==={{PAGENAME}} in a nutshell===  
 
==={{PAGENAME}} in a nutshell===  
Cygnar's elite cavalry and quite possibly the best heavy cavalry unit in the game (closely followed by the [[Praetorian Ferox]]). They have respectable ranged game, which can be boosted by Cygnar's numerous Electricity buffs. They are the only heavy cavalry unit in the game, who can both threaten at range, and have a constant 2" melee range (units, like the [[Dawnguard Destors]] or [[Iron Fang Uhlans]] have 2" melee range only in charge). With a borderline ridiculous 3 attacks on the charge, plus electro-leaps from the melee attacks, Storm Lances can devastate nearly any unit in the game and even jacks and beasts are wary of their presence. Many consider them the best unit in Cygnar, and for a good reason. Currently they are only available in the [[Storm Division]] theme force, which is somewhat less popular than either the Trencher-centred [[Gravediggers]] or the [[Heavy Metal]] jack theme, but in Storm Division they often form the core of the list, sometimes even with 2 units.  
+
Cygnar's elite cavalry and quite possibly the best heavy cavalry unit in the game (closely followed by the [[Praetorian Ferox]]). They have respectable ranged game, which can be boosted by Cygnar's numerous Electricity buffs. They are the only heavy cavalry unit in the game, who can both threaten at range, and have a constant 2" melee range (units, like the [[Dawnguard Destors]] or [[Iron Fang Uhlans]] have 2" melee range only in charge). With a borderline ridiculous 3 attacks on the charge, plus electro-leaps from the melee attacks, Storm Lances can devastate nearly any unit in the game and even jacks and beasts are wary of their presence. Many consider them the best unit in Cygnar, and for a good reason. They are pretty expensive but when you field them, you often field 2 max units with all the necessary trimmings in [[Storm Division]].
  
 
===Combos & Synergies===
 
===Combos & Synergies===
 
'''Defensive buffs'''
 
'''Defensive buffs'''
* [[Arcane Shield]] is the most widespread ARM fixer. An ARM 20 cavalry with DEF13 is nothing to be sneezed at. Beside casters, it is the main attraction of the [[Journeyman Warcaster]] - if you take Storm Lances, you'll most likely take him too. [[Commander Coleman Stryker|Stryker1]] deserves a special mention, as he can make them an utterly obnoxious ARM25 for a round. [[Lord Commander Stryker|Stryker2]] can take them to ARM22 against ranged and magic attacks with [[Deceleration]]. His feat also gives them an additional round of attacks with yet more Electro-Leaps.
+
* [[Arcane Shield]] is the most widespread ARM fixer. An ARM 20 cavalry with DEF13 is nothing to be sneezed at. Beside casters, it is the main attraction of the [[Journeyman Warcaster]] - if you take Storm Lances, you'll most likely take him too. [[Commander Coleman Stryker|Stryker1]] deserves a special mention, as he can make them an utterly obnoxious ARM25 for a round. In Storm Division that can go up to ARM27 with Unyielding. [[Lord Commander Stryker|Stryker2]] can take them to ARM22 against ranged and magic attacks with [[Deceleration]]. His feat also gives them an additional round of attacks with yet more Electro-Leaps.  
 
* [[Blur]] can be found on many casters, even on those, who are not primarily considered for Storm Division, like [[Caine1]]. Def 16 cavalries, especially when topped with concealment or cover are truly a challenge for non-CRA and non-boosted ranged fire.
 
* [[Blur]] can be found on many casters, even on those, who are not primarily considered for Storm Division, like [[Caine1]]. Def 16 cavalries, especially when topped with concealment or cover are truly a challenge for non-CRA and non-boosted ranged fire.
 
* [[Major Prime Victoria Haley|Haley3]] can keep them in the game for a long time thanks to [[Revive]] and [[Temporal Flux]].
 
* [[Major Prime Victoria Haley|Haley3]] can keep them in the game for a long time thanks to [[Revive]] and [[Temporal Flux]].
 
* [[Major_Beth_Maddox|Maddox]] brings not only [[Dauntless Resolve]], but also Onslaught for Pathfinder.
 
* [[Major_Beth_Maddox|Maddox]] brings not only [[Dauntless Resolve]], but also Onslaught for Pathfinder.
 +
* Want more? Keep them in [[Gwen Keller]]'s Force Barrier aura for a "2 DEF against ranged attacks + Blast Resistance.
 
'''Offensive buffs'''   
 
'''Offensive buffs'''   
* [[Firefly]] and [[Silver Line Stormguard]]s dial up their electrical damage rolls.
+
* [[Firefly]] and [[Stormguard]] dial up their electrical damage rolls.
 
* [[Major Katherine Laddermore|Laddermore]] and the [[Storm Strider]] gives them outstanding accuracy.
 
* [[Major Katherine Laddermore|Laddermore]] and the [[Storm Strider]] gives them outstanding accuracy.
 +
* [[Stryker2]]'s feat and Positive Charge allows them to kill the world in a single turn. If you're lucky, a single Storm Lance can kill 6 models in that turn (Impact attack, Assault shot, Charge/melee attack, electro-leap, feat attack and the electro-leap from ''that'') and that's assuming you only impact a single model.
 
* [[Stryker3]]'s Fury, along with his feat guarantees a crushing charge.
 
* [[Stryker3]]'s Fury, along with his feat guarantees a crushing charge.
 
* [[Artificer General Nemo|Nemo3]] loves anything with electrical damage.
 
* [[Artificer General Nemo|Nemo3]] loves anything with electrical damage.
 +
* Don't need [[Pathfinder]]? Gabriel Throne adding [[Stir the Blood]] to a unit gives them hitting power in line with a heavy warjack (or more with either of the two Strykers above).
 
'''Movement buff'''
 
'''Movement buff'''
 
* The [[Stormblade Captain]] solves any issues with other models in the unit blocking each other in.
 
* The [[Stormblade Captain]] solves any issues with other models in the unit blocking each other in.
* [[Pathfinder]] is essential for your charges to connect. [[Archduke Alain Runewood|Runewood]] is unfortunately off-theme, but [[Rhupert Carvolo, Piper of Ord]]|Rhupert] is a really good fix for that. The bold piper can help you with cover or Tough too.** It's worth putting Haley Future near them - [[Ghost Walk]] also has a lot of utility. He competes for the mercenary solo slot with [[Lanyssa Ryssyl]], who can boost charges with [[Hunter's Mark]].
+
* [[Pathfinder]] is essential for your charges to connect. [[Rhupert]] or [[Gabriel Throne]] is a really good fix for that. The bold piper can help you with cover or Tough too.** It's worth putting Haley Future near them - [[Ghost Walk]] also has a lot of utility. He competes for the mercenary solo slot with [[Lanyssa Ryssyl]], who can extend charges with [[Hunter's Mark]].
  
 
===Drawbacks & Downsides===  
 
===Drawbacks & Downsides===  
 
* Just like all cavalry units, they're expensive and high priority targets  
 
* Just like all cavalry units, they're expensive and high priority targets  
* Currently they're allowed only in [[Storm Division]].  
+
* Can't be affected by the [[Stormblade Captain]]'s Desperate pace.  
 
* No native [[Pathfinder]], and like every Cavalry, they are vulnerable to charge-denial tricks.
 
* No native [[Pathfinder]], and like every Cavalry, they are vulnerable to charge-denial tricks.
  
Line 86: Line 89:
 
** Also, you'll have to rely on your basic stats against [[Blessed]] weapons.
 
** Also, you'll have to rely on your basic stats against [[Blessed]] weapons.
 
** Any combination of these followed up with boosted damage rolls tends to leave Storm Lances very sad...and dead.
 
** Any combination of these followed up with boosted damage rolls tends to leave Storm Lances very sad...and dead.
 +
  
 
=Other=
 
=Other=

Latest revision as of 19:37, 24 May 2023

Cygnar Logo.jpg Storm Lances

Cygnar Storm Knight Cavalry Unit

Mk4 icon.png
Prime
This model is available in one Prime Army, Storm Knights. 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.

The earth-shuddering charge of Storm Lances is a vision of precision in motion. Bound within a corona of crackling energy, the knights pound into the enemy without remorse. The rippling surge of hooves and weaponry advances like a living thing while bolts of electrical power arc into the enemy. Using the resonance of storm chambers, Storm Lances can form an electrical charge between heavily insulated riders deadly to anyone caught between them.

Basic Info

Storm Lances
Missing Info
Storm Lances.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 8
STR 6
MAT 7
RAT 5
M.A. N/A
DEF 13
ARM 17
CMD 9
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE 3 or 5
COST 11 or 18
3.6 pts each
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

Weapons

Electrical Bolt
Gun icon.jpg  RNG   ROF   AOE   POW 
8 1 - 12
Electro Lance
Sword icon.jpg  RNG   POW   P+S 
2 8 14
  • Brutal Charge - This model gains +2 to charge attack damage rolls with this weapon.
  • Electro Leap - When a model is directly hit with a basic attack made with this weapon, you can have lightning arc to the nearest model within 4" of the the model hit, ignoring the attacking model. The model the lightning arcs to suffers an unboostable POW 10 electrical damage roll. Lightning arc damage rolls are not considered to have been caused by an attack. Resolve lightning arc damage rolls simultaneously with the damage resulting from the attack that caused the leap.
Mount
Mount icon.jpg  RNG   POW 
0.5 12

Theme Forces


Thoughts on Storm Lances

Storm Lances in a nutshell

Cygnar's elite cavalry and quite possibly the best heavy cavalry unit in the game (closely followed by the Praetorian Ferox). They have respectable ranged game, which can be boosted by Cygnar's numerous Electricity buffs. They are the only heavy cavalry unit in the game, who can both threaten at range, and have a constant 2" melee range (units, like the Dawnguard Destors or Iron Fang Uhlans have 2" melee range only in charge). With a borderline ridiculous 3 attacks on the charge, plus electro-leaps from the melee attacks, Storm Lances can devastate nearly any unit in the game and even jacks and beasts are wary of their presence. Many consider them the best unit in Cygnar, and for a good reason. They are pretty expensive but when you field them, you often field 2 max units with all the necessary trimmings in Storm Division.

Combos & Synergies

Defensive buffs

  • Arcane Shield is the most widespread ARM fixer. An ARM 20 cavalry with DEF13 is nothing to be sneezed at. Beside casters, it is the main attraction of the Journeyman Warcaster - if you take Storm Lances, you'll most likely take him too. Stryker1 deserves a special mention, as he can make them an utterly obnoxious ARM25 for a round. In Storm Division that can go up to ARM27 with Unyielding. Stryker2 can take them to ARM22 against ranged and magic attacks with Deceleration. His feat also gives them an additional round of attacks with yet more Electro-Leaps.
  • Blur can be found on many casters, even on those, who are not primarily considered for Storm Division, like Caine1. Def 16 cavalries, especially when topped with concealment or cover are truly a challenge for non-CRA and non-boosted ranged fire.
  • Haley3 can keep them in the game for a long time thanks to Revive and Temporal Flux.
  • Maddox brings not only Dauntless Resolve, but also Onslaught for Pathfinder.
  • Want more? Keep them in Gwen Keller's Force Barrier aura for a "2 DEF against ranged attacks + Blast Resistance.

Offensive buffs

  • Firefly and Stormguard dial up their electrical damage rolls.
  • Laddermore and the Storm Strider gives them outstanding accuracy.
  • Stryker2's feat and Positive Charge allows them to kill the world in a single turn. If you're lucky, a single Storm Lance can kill 6 models in that turn (Impact attack, Assault shot, Charge/melee attack, electro-leap, feat attack and the electro-leap from that) and that's assuming you only impact a single model.
  • Stryker3's Fury, along with his feat guarantees a crushing charge.
  • Nemo3 loves anything with electrical damage.
  • Don't need Pathfinder? Gabriel Throne adding Stir the Blood to a unit gives them hitting power in line with a heavy warjack (or more with either of the two Strykers above).

Movement buff

  • The Stormblade Captain solves any issues with other models in the unit blocking each other in.
  • Pathfinder is essential for your charges to connect. Rhupert or Gabriel Throne is a really good fix for that. The bold piper can help you with cover or Tough too.** It's worth putting Haley Future near them - Ghost Walk also has a lot of utility. He competes for the mercenary solo slot with Lanyssa Ryssyl, who can extend charges with Hunter's Mark.

Drawbacks & Downsides

  • Just like all cavalry units, they're expensive and high priority targets
  • Can't be affected by the Stormblade Captain's Desperate pace.
  • No native Pathfinder, and like every Cavalry, they are vulnerable to charge-denial tricks.

Tricks & Tips

  • They have an effective range of 16 by walking and shooting. If you can't charge or don't have a good target, it may be better to advance, shoot, then reposition backwards for a better opening next turn. This is no longer as effective as it was as they no longer get electro-leaps from their shooting.
  • Watch out with Assault shots, if they can trigger abilities upon missing, that might result in the target no longer being in melee range. Prime examples are Dodge and Poltergeist.

It might sound like an anti-Cygnar tip collection, but you also better be aware of things, that can affect the performance of your Storm Lances.

  • Spacing - They are on large bases, so it might prove difficult to position them so that they all could strike. They don't have Practiced Maneuvers, so don't ignore each other when drawing LOS, or moving. A Stormblade Captain can alleviate that, however, you must be in his CMD range to take advantage of his ability.
  • Blocking LOS - you can't charge and can't shoot, what you can't see. Trencher smoke from their Into the Breach minifeat, or combined with Haley's Tactical Supremacy can be really annoying.
  • Blocking charge lanes - Enemies will likely place models with Tough to stop cavalry charge, and make you to fail your charge entirely.
  • Target behind obstacle - without Pathfinder, you will have to evade obstacles, if you want to charge.
  • Difficult terrain - It might come either from spells, abilities, or attacks - the result is all the same. Without Pathfinder, you will struggle charging through.
  • Charge denial - An in-faction example, the Polarity Shield of the Centurion counters charges. Also, spells, like Rebuke disallow orders, so no charge, no assault shot, and no brutal charge for you.
  • Upkeep Removal - a mentioned above, upkeeps are essential of keeping them alive.
    • Watch out for Purgation, Dispel and Purification, as well as Eilish and Eiryss2's bow and blade.
    • Also, you'll have to rely on your basic stats against Blessed weapons.
    • Any combination of these followed up with boosted damage rolls tends to leave Storm Lances very sad...and dead.


Other

Trivia

  • The unit leader's horse is probably one of the most badass horses in the game.
  • Released in Warmachine: Superiority (2006)

Other Cygnar models

Cygnar Logo.jpg       Cygnar Index       (Edit)
Battlegroup & Similar
Warcasters Caine1 - Caine2 - Caine3 - Constance - Darius - Haley1 - Haley2 - Haley3 - Jakes2 - Kraye - Maddox - Nemo1 - Nemo2 - Nemo3 - Sloan - Stryker1 - Stryker2 - Stryker3 - Siege1 - Siege2 - Sturgis1
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers

Battlegroup Controllers: Caine0 - Nemo4 - Jakes1 - Journeyman - T. Warcaster Lieutenant
'Jack Marshals: Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA

Light Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
Units, Solos, Battle Engines, & Structures
Units

Arcane Tempest Gun Mages - Black 13th Gun Mage Strike Team - Field Mechaniks - Legion of Lost Souls - Long Gunner Infantry - OoI Resolutes - OoI Vigilants - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - Tr Cannon Crew - Tr Chain Gun Crew - Tr Commandos - Tr Express Team - Tr Long Gunners - Tr Infantry - Tr Mechaniks
Special CA : Captain Jonas Murdoch (Mercenary unit) - Special WA: Morrowan Battle Priest (any unit)

Solos

Arcane Tempest Rifleman - Archduke Runewood - Captain Arlan Strangewayes - Captain Maxwell Finn - Commander Anson Hitch - Dreyfus1 - Dreyfus2 & Flubbin2 - Grand Master Gabriel Throne - Glyn Cormier, Illuminated One - Gun Mage Captain Adept - Journeyman Lieutenant Allister Caine - Journeyman Warcaster - Harlan Versh, Illuminated One - Lieutenant Allison Jakes - Lieutenant Bastian Falk - Lieutenant Gwen Keller - Major Katherine Laddermore - Major Harrison Gibbs - Morrowan Archon - Savio Montero Acosta - Squire - Stormblade Captain - Stormcallers - Tr Buster - Tr Master Gunner - Tr Patrol Dog - Tr Warcaster Lieutenant - Viktor Pendrake

Battle Engines & Structures

Nemo4 - Storm Strider - Trencher Blockhouse

Theme Forces
Flame in the Darkness - Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Mercenaries
Refer to Who Works for Whom and/or Category: Cygnar Mercenary
This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

Rules Clarification : Electricity      (Edit)

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

Rules Clarification : Electro Leap      (Edit)

  • Electro Leaps are optional.
  • Electro Leap is a weapon property. As such, it doesn't apply to Power Attacks at all.
  • A Steamroller flag can be hit by Electro Leap (if it's the nearest model). (Infernal Ruling)
  • Not considered an attack & "Non-attack damage roll" (Edit)   [Show/Hide]
    • There are two ways you can get these "non-attack" damage rolls.
      • Type 1 - A secondary damage roll that is not considered to be an attack. Some attacks create a second damage roll that is explicitly "not considered an attack" (such as Electro Leap).
        (Note that although the secondary damage roll is not an attack, the original attack certainly is and will trigger stuff normally. These clarifications don't apply to the original attack.)
      • Type 2 - A damage roll that's not from an attack. Some special abilities & special actions tell you to make a damage roll without mentioning whether it is considered an attack or not (such as Vent Steam and Flak Field).
    • When it comes to other abilities that trigger on damage (such as Vengeance) both types function the same way. For brevity we'll refer to both as "Pure Damage".

    • Pure damage is not an attack, so doesn't trigger stuff like Vengeance.
    • Pure damage is not an attack, so doesn't benefit from stuff that affects 'attack damage rolls' (such as Bethayne1's feat). (Infernal Ruling)
    • Pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
    • Pure damage is not from an attack, but it is (normally) damage from the original model. This has two implications:
      1. It's not an attack from a weapon so:
        • it won't gain damage buffs from the weapon (such as Poison).
        • it won't gain any Damage Types from the weapon. (Infernal Ruling)
      2. It is a damage roll from a model so:
    • Exception: Some damage is not from an attack and not from a model (for example, Collateral damage). In this case, you should reverse the stuff listed under #2 above.
RC symbol.png

Rules Clarification : Powerful Charge  and/or Brutal Charge     (Edit)

  • If you declare a charge but move less than 3", then the attack doesn't count as a "Charge Attack" and you won't get the bonus.
RC symbol.png

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

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

Impact Attacks - Movement

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

Impact Attacks - The attack(s)

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

Impact Attacks - Other

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

Cavalry unit

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

Other interactions

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

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

General

Step 1: Declare the charge

  1. Are you in already melee? With any enemy, not just your charge target?
    • If yes, you don't get an Assault attack at all (Refer to the latest Errata). Instead it's just a normal charge.
    • If no, continue to Step 2.
  2. Note: You cannot be "in melee" with a stationary/knocked down target. Feel free to declare charges (and Assault shots) in this case.
    • You can even charge a knocked down model you're in B2B with, advance 0", and get your ranged attack and your melee attack(s).

Step 2: Move the charging model

  1. As soon as the movement is finished, determine whether it was a successful charge or not.
    • Do this before resolving anything that triggers on "Ends Movement" (like Admonition, Countercharge).
    • Do this before resolving your Assault attack.
  2. Did you make a successful charge? You get the ranged attack even though you're "in melee" (not yet though).
  3. Did you fail the charge? You will get the Assault shot anyway (not yet though).
    • Did you fail the charge, but end your movement in melee with someone different to your charge target? You get the ranged attack even though you're "in melee" (not yet though). (Infernal Ruling)
  4. Now that you've figured out whether the charge successful, you resolve "Ends Movement" effects (such as Countercharge) before the Assault attack. (Infernal Ruling).
    • If something happens at this point that changes whether a model is in/out of melee range, it does not retroactively change a failed charge into a successful charge or vice versa.
  5. If your charge was successful you may use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)
  6. If you fail your charge, you may not use "any time" abilities before or after making the Assault attack. (Infernal Ruling)
Tip lightbulb.png

Tip !
Assault is not a "triggered ability" and it will never trigger simultaneously with another ability that triggers/resolves at "ends movement". Instead, the other ability is always resolved before the Assault shot.

You can make an Assault shot even if you charged less than 3".

Step 3: Make the ranged attack

  1. The ranged attack is optional.
  2. Since the Assault attack is outside your Combat Action, you can only do a basic ranged attack. CRA & Special ranged attacks are only allowed during your Combat Action, you can't do them. (Infernal Ruling CRA & Special Attack)
  3. Did you move at least 3" during the charge movement? Who cares, that is irrelevant to the Assault attack!
  4. Make your ranged attack vs your charge target
    • If the charge target is already dead (which can happen when units charge) then you don't get to redirect your Assault attack vs 'someone else'. You simply don't get an Assault attack. (Infernal Ruling)
    • A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as an Assault attack. (Infernal Ruling)
    • If your ranged attacks triggers other attacks/damage that occur "after the attack" (such as Drag or Electro Leap) then those will resolve as per normal, regardless of whether you had a successful charge or not. (Infernal Ruling)
  5. Is the target in melee with the shooter?
    • If yes, then you ignore the +4 DEF bonus (as per the 3rd paragraph of "Targeting a Model in Melee" (TMM) rules)
    • If no, resolve the ranged attack exactly the same as if it were a normal ranged attack.

Step 4: After finishing the Assault attack

  1. If it was an unsuccessful charge, your activation now ends.
  2. If it was a successful charge, and your charge target is ...
    • still alive, then you get your charge attack (as per the charge rules)
    • dead, then you get your initial melee attack(s) vs anyone still in your melee range (as per the charge rules).
  3. Either way, you don't get to make more ranged attacks (other than the obvious exceptions like Gunfighter, of course).


Units

  • Move all models in the unit before making any Assault attacks. (Infernal Ruling)
  • Make all Assault attacks before making any Charge attacks. (Infernal Ruling)
  • Each model in the unit is effectively "stalled" while you move/shoot the other models. This "stall" does not create an opportunity to use "any time" abilities. (Infernal Ruling)
  • If a trooper's target dies before they make their Assault shot, they don't get to redirect it. You just skip their Assault shot. (Infernal Ruling)
  • You cannot make Assault attacks while out of formation, as per the regular formation rules about making attacks.
  • Assault & CRA (Edit)
    • You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)

Other

  • Warbeasts
    • Warbeasts cannot use Assault during a Frenzy. Refer to the latest errata.
  • Assault vs Countercharge ( Edit )
  • Assault & Drag ( Edit )
    • You determine whether a charge was successful or not before making the Assault attack.
    • If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
      • It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
      • You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
      • Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
      • You won't be able to purchase additionals (because your activation ended).
RC symbol.png

Rules Clarification : 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.