Difference between revisions of "Supreme Kommandant Irusk"

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# Friendly Khador models currently in Irusk's {{CTRL}} range ignore [[cloud]] effects and [[forest]]s when determining LOS and gain [[Pathfinder]].
 
# Friendly Khador models currently in Irusk's {{CTRL}} range ignore [[cloud]] effects and [[forest]]s when determining LOS and gain [[Pathfinder]].
 
# Friendly Khador models currently in Irusk's {{CTRL}} range that are [[knocked down]] immediately stand up, unless they became knocked down earlier this turn.
 
# Friendly Khador models currently in Irusk's {{CTRL}} range that are [[knocked down]] immediately stand up, unless they became knocked down earlier this turn.
# Enemy models/units begining their activations in Irusk's {{CTRL{} range suffer -3 SPD.  
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# Enemy models/units begining their activations in Irusk's {{CTRL}} range suffer -3 SPD.  
 
Desperate Ground lasts for one round.[[Category: Pathfinder Feat]] [[Category: Anti-Cloud Feat]] [[Category: Anti-Forest Feat]] [[Category: Anti-Knockdown Feat]]
 
Desperate Ground lasts for one round.[[Category: Pathfinder Feat]] [[Category: Anti-Cloud Feat]] [[Category: Anti-Forest Feat]] [[Category: Anti-Knockdown Feat]]
  

Revision as of 17:00, 14 June 2019

Khador Logo.jpg Supreme Kommandant Irusk

Khador Warcaster

Having failed in his first assault on Northguard, Irusk received a severe dressing down by Empress Vanar. The accusation that he had wasted the lives of his men cut particularly deep. He took a short leave in which he considered falling on his sword, an honorable death for a disgraced soldier such as himself. However he was summoned by the Empress before he could act and promoted to Supreme Kommandant, a direct challenge to his legacy. Irusk knows the empress' unspoken command is that only total victory will suffice. Irusk now enters battle determined to earn his new rank by using all his stratagems and strategic planning to utterly defeat the motherland's enemies.

Basic Info

Irusk2
Missing Info
Irusk2.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR
MAT 7
RAT 6
M.A. N/A
DEF 15
ARM 15
CMD 10
ESSENCE {{{essence}}}
FOCUS 7
FURY N/A
THRS N/A
HP 17
F. Field N/A
WJP +27
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Tactician [Faction warrior] - While in this model's command range, friendly Faction warrior models can ignore other friendly Faction warrior models when determining LOS. Friendly Faction warrior models can advance through other friendly Faction warrior models in this model's command range if they have enough movement to move completely past them.
  • Total Obedience - While in this model's command range, friendly living non-warcaster Faction warrior models gain Tough.

Weapons

  • Hand Cannon - 12" range, POW 12 ranged attack
  • Endgame - 0.5" reach, P+S 13 melee attack

Spells

COST RNG AOE POW DUR OFF


Airburst

3 Control 4 8 - Yes
Target any model in the spellcaster's control range, ignoring LOS. When resolving Airburst, ignore cover, concealment, and Stealth. Models hit suffer a POW 8 blast damage roll.
Artifice of Deviation

2 Control 5 - Upkeep -
Place a 5" AOE anywhere completely within the caster's control range. While completely within the AOE, friendly Faction models gain cover. Enemy models treat the AOE as rough terrain.
Battle Lust

3 6 - - Turn -
Target friendly Faction warrior model/unit gains an additional die on melee damage rolls. Battle Lust lasts for one turn.
Energizer

2 SELF - - - -
Each model in the spellcaster's battlegroup that is currently in its control range can immediately advance up to 2". Energizer can be cast only once per activation.
Fire for Effect

3 6 - - Upkeep -
Boost the attack and damage rolls of target friendly Faction model's first ranged attack each activation.
Solid Ground

2 SELF Control - Upkeep -
While in the caster's control range, friendly Faction models cannot become knocked down and do not suffer blast damage.

Feat: Desperate Ground

  1. Friendly Khador models currently in Irusk's control range ignore cloud effects and forests when determining LOS and gain Pathfinder.
  2. Friendly Khador models currently in Irusk's control range that are knocked down immediately stand up, unless they became knocked down earlier this turn.
  3. Enemy models/units begining their activations in Irusk's control range suffer -3 SPD.

Desperate Ground lasts for one round.

Theme Forces

Thoughts on Irusk2

Irusk2 in a Nutshell

Still a peerless tactician, Supreme Kommandant Gurvaldt Irusk continues to exemplify the notion of a classic military general. After his sarcastic promotion to Supreme Kommandant following his failed assault on Northguard, Irusk has shifted gears to become a superlative backfield support warcaster among the best - if not the best - in Khador. Compared to his previous incarnation, the Supreme Kommandant favors large-scale infantry strategies with strong ranged components to batter the opponent as they advance. He has adapted his suite of control tools to set the terms of engagement and manipulate the very battlefield into fighting for him. He is able to deliver his forces to the enemy while minimizing the opponents' ways of retaliating, traversing even rough terrain with ease but denying the opponent that ability.

Irusk has truly mastered infantry command and can lead any force with confidence. All his attention is aimed towards pushing his forces to their absolute zenith as he leads from within thick infantry formations thriving under his iron will. His 10" Tactician aura keeps his forces from getting tangled up and lets them pull of some very unpredictable maneuvers while Tough thanks to his unique Total Obedience ability. Friendly Faction warriors advancing with Irusk always have a leg up in maneuverability and survivability. Gone are Irusk's targeted Battle Plans, he now commands with an almost subconscious ease.

Irusk's forces should consist of a large volume of Khador warriors of any kind to benefit from his support toolbox. He has relinquished all his battlegroup-specific tools and abilities so there's no reason to do more than use up his 27 WarJack Points (WJP) and spend everything else on warriors. While his devastating Fire for Effect spell can be cast on non-battlegroup models it makes sense to put a warjack under his control with a good ranged weapon that doesn't rely on a high ROF to be effective. That's code for "he's great with a Colossal" by the way.

Irusk can be characterized as a micro- and macro-support warcaster this time around. Compared to his earlier incarnation his abilities have shifted away from micromanaging specific units to a less hands-on, more strategic combat style. His Feat, Tactician, Total Obedience and Solid Ground establish wide, general influence over his forces while disrupting the opponent whereas Battle Lust and Fire for Effect retain his penchant for tactical intervention on specific units/models. A tertiary theme to his toolkit is his ability to control the board and disrupt enemy mobility, again shown in his Feat, but also Artifice of Deviation and Solid Ground. As before, you'll be marching Irusk with a large Infantry formation, but he shouldn't be mixing things up in combat anymore and instead be kept slightly further back now that he doesn't use Battle Plans anymore.

Feat thoughts

The feat is a toolbox of abilities so let us unpack it:

  • Friendly faction models in control ignore forests and clouds for LOS: A great counter to certain lists that rely on forest (Circle) or clouds (most factions in some form or another) to block LOS to their important models.
  • FF models gain Pathfinder: Makes forests completely useless to your opponent for a turn combined with the above part of the feat.
  • Knocked down models stand up unless they were KD this turn: Less useful now that Irusk has Solid Ground as a spell, but good for things that managed to wander out of your control range somehow.
  • Enemy models/units activating in Irusk's control range suffer -3 SPD: Generally used to blunt an opponent's initial charge along with rough terrain from Artifice of Deviation.

All of these independent parts make the feat hard to time properly, knowing when to use it can be difficult. It is often hard to get to use every facet of the feat on the same turn, but making sure to get more out of it than just the SPD penalty is when it is used is very important.

Spell thoughts

  • Airburst: It's low POW, and the fact that numerous units are (or can be) immune to blast damage, first make this spell seemingly lackluster. However, it nullifies most of the ranged defence tech and can effectively threaten squishy, elusive models. Supporting solos (like Mechaniks or Beast Handlers) and CRA-capable ranged combatants, (like Long Gunners or Blighted Nyss Archers) are all available targets. Its high FOC cost restricts spamming, but it can become very handy in certain situations. You can also center it on your warjacks to clear jamming infantry as its low POW is unable to harm most of the Khadoran ARM.
  • Artifice of Deviation: Another Control range spell with 2 main uses. A 5" AOE granting cover when and where you need it to help protect and deliver key peices, or 5" of rough terain dropped in front of your enemies non pathfinder melee troops to stop their charge. It is an upkeep so you only get one each turn; choose wisely.
  • Battle Lust: Works wonders on hard hitting units, making them psuedo-Weapon Masters for the turn. Even weaker troops -such as the 'lowly' Winter Guard Infantry- become sudden melee threats (even moreso with Joe giving them a much-needed strength buff). It's best on models that can make multiple melee attacks in an activation like the Great Bears, Iron Fang Uhlans making impact attacks and even Kayazy Eliminators in a pinch.
  • Energizer: While a bit of niche spell on a non-'jack 'caster it is surprisingly useful for shifting Irusk's battlegroup into and out of firing range and melee. It frequently lets your warjacks Aim where they would otherwise need to shift a few inches to get their guns into range.
  • Fire for Effect: You want at least one scary gun to make use of this spell. It's possible to juggle it but it's massive casting cost means it's typically less cumbersome to just upkeep it on one big weapon throughout the battle. Because it boosts boosts the to hit and ALL damage rolls on the first ranged attack from the model so AOE guns are advised as it will boost all blast damage as well.
  • Solid Ground: No knockdown and immunity to blast damage to all FF models within 14" of Irusk. This means that warrior models who succeed their tough rolls thanks to Total Obedience are good to make another tough roll. Blast Immunity lets you cluster models without fear of AOE's (though watch out for sprays still) and models such as the Kayazy Eliminators become extremely obnoxious to remove.

Drawbacks & Downsides

  • Low personal damage output
  • Tactician and Total Obedience use his 10" CMD range
  • Vulnerable to assassination
  • Vulnerable to upkeep hate
  • Doesn't increase his army's movement speed
  • Mk3 is less friendly to infantry
  • People will know you're running infantry and can tech against you

Tricks & Tips

  • Energizer also affects Irusk
  • Be aware: Artifice of Deviation does nót create a cloud effect and does not block LOS.
  • You can use Solid Ground to shoot blasts close to your own models
  • He can free up Kovnik Joe and Atanas to do other things than dole out Tough.
  • While Total Obedience doesn't work with non-Living models, Tactician does.
  • Total Obedience and Tactician have 10" bubbles but Solid Ground extends 14".

List Building Advice

Strategy

Irusk2 likes a good attrition grind, providing dramatic upswings in damage via Battle Lust and better durability to his troops via no-Knockdown Tough. His feat and Artifice of Deviation allow for solid control of the board, and it can be difficult to stop his army from advancing due to the aforementioned factors and Tactician allowing his army to run like a well-oiled machine. He plays with the ability to constantly pressure his opponent via his army's durability as opposed to the bolder moves of his previous version, but is still a powerful, flexible warcaster and (one of) Khador's premier warcaster.

Irusk2 works great with all Khador units, so we won't discuss each individually.

Theme Thoughts

    Armored Corps    
A true metal grind. Battle Lust can make up for the lower volume of attacks, while Irusk can keep his slower troops from eating an alpha via Artifice of Deviation and his feat. Having a wall of medium-based warriors in front of him keeps him safe, and he gets access to good anti-infantry tools in the form of the Assault Chariot, Bombardiers, and Suppression Tanker. No-Knockdown Tough makes your already tough troops even more obnoxious to remove, while his native Tactician means you don't need to take Atanas for maximum maneuverability (although he enlarges the bubble and provides useful Battle Plans regardless).

  • Man-o-War Strike Tanker: What's better than an Armor Piercing, Grievous Wound, Siege Weapon gun? One that's fully boosted.
  • Man-o-War Suppression Tanker: Fire for Effect will fully boost every attack it makes when using its spray, allowing you to tear apart all but the most heavily armored infantry.
  • Man-o-War Siege Chariot: Packing the highest-base POW gun in the game, it makes an excellent target for Fire for Effect. It also offers board control via its smoke launchers.

    Legion of Steel    
Legion of Steel is probably the most effective list when it comes to damage-per-point. Iron Fangs love Tactician and no-Knockdown Tough, are relatively fast, and start at MAT 8 thanks to Veteran Leader from Kapitan Sofya Skirova and can go higher with CMAs. Battle Lust makes any model/unit a Weapon Master, and when combined with Precision Strike (and potentially Knockdown via Critical) lets you carve out the Cortex/Spirit of opposing warnouns with ease. Tactician is also great for making use out of your models with Counter Charge, forcing your opponent to carefully plan out their next move lest they get a charging Weapon Master to the face.

    Winter Guard Kommand    
AKA "Stalingrad". You're bringing as many bodies as possible to grind out both your opponents army and clock with guns and good Tough rolls. It's best to think of this list as several guns attached to blobs of disposable bodies, using CRAs and Rockets to whittle down opposing ARM while your feat and Artifice of Deviation helps keep your men safe. Taking Alexia Ciannor & the Risen allows you to get even more mileage out of your cheap bodies. Just make sure not to clock yourself while using these many bodies.

  • Winter Guard Gun Carriage: Like the Siege Chariot, it offers high-POW guns and board control via throwing out rough terrain with its firepower.
  • Sorscha0: Fog of War adds more defensive tech to your army, while Boundless Charge and Energizer gives Irusk's warjacks an additional 4" melee threat range.

    Wolves of Winter    
Although Irusk can't cast Battle Lust on Doom Reavers, Irusk can offer some protection to them with his kit (as well as Pathfinder). The equally-fragile Greylord.

    Jaws of the Wolf    
Irusk isn't a warjack caster, although he's got some decent synergy with Kayazy and all Khador warjacks appreciate Energizer and Pathfinder. Sorscha0 can also be in this theme.

    Support models - Various themes    

  • War Dog: Brings Irusk's DEF in melee to Kayazy Eliminator levels, and can Countercharge/Return through your own models for an added layer of annoyance.

    Mercenaries    

  • Kayazy Warriors: They love Solid Ground to keep them safe from blast damage and appreciate the additional damage provided with Battle Lust.
    • Note that they can be taken in Jaws of the Wolf theme without using up your Merc slot.
  • Cylena Raefyll & Nyss Hunters: Expensive, especially with Valachev, but they're a unit of combined arms Weapon Masters that appreciate no-Knockdown Tough and immunity to blast damage.
  • Sylys Wyshnalyrr: The free upkeep is handy for Irusk, and the increased range Sylys grants for his spells can let him apply Battle Lust from slightly further away.

Battlegroup

  • Conquest/Victor: Irusk2 would rather use his Focus on his spells to support his infantry, so using one big warjack makes sense. Both love to have their large AoEs fully boosted damage-wise via Fire for Effect, and they also offer additional board control (Victor via its shot types, Conquest with Creeping Barrage).
  • Destroyer: A simple cost-effective choice. Like the Colossals, it loves having its AoE gun boosted to take out swathes of light/medium-ARM infantry.
  • Decimator: Energizer helps increase the relatively short range of its gun, while Fire for Effect somewhat mitigates its Focus-hungry shooting.
  • Rager: Irusk is fragile and appreciates the Shield Guard, and you can fully boost its shooting with Fire for Effect without worrying about it blowing itself up.

Other

Trivia

Video Battle Reports

Other Khador models

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

Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2

Warcaster attachments

Khador: War Dog - Greylord Adjunct
Mercenary: Madelyn Corbeau - Reinholdt - Wyshnalyrr

Other Warjack Controllers

"Junior" Warcasters: Malakov1 - Sorscha0
'Jack Marshals: Man-o-War Kovnik - Greylord Forge Seer

Heavy Warjacks Berserker - Decimator - Demolisher - Destroyer - Devastator - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Spriggan
Beast-09 - Behemoth - Black Ivan - Drago - Ruin - Torch
Colossal Conquest - Victor
Units, Solos, & Battle Engines
Units Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Great Bears of the Gallowswood - MOW Atanas & Standard
Ranking Officer CA : Koldun Kapitan Valachev
Solos

Greylord Adjunct - Greylord Forge Seer - Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Sofya - Sorscha0 - Yuri

Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Korps - Flame in the Darkness - Jaws of the Wolf - Legion of Steel - Warriors of the Old Faith - Winter Guard Kommand - Wolves of Winter
Mercenaries
Refer to Who Works for Whom and/or Category: Khador Mercenary
This index was last updated: 2019.08

Rules Clarifications

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Rules Clarification : Feat: Superiority

  • The "affected models" in the second sentence refers to the "Friendly Faction models" preceding it. (Infernal Ruling)


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

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification:  : 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. 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 if they run, fail a charge, or use an ability like Reposition.
      Because doing one of those things makes that specific model's activation to end (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat 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 Unitor Warlock Unit     (Edit)
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 (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • 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 Warcastersor 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 : Tacticianand/or Operations Command     (Edit)

  • The moving model doesn't have to be in CMD range, just the model they're moving through.
  • The "can ignore for LOS" is not optional. You cannot opt to "turn off" your ability to see through models, in the hope of getting a free strike or some such. (Infernal Ruling)
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Rules Clarification : Total Obedience     (Edit)
Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Pathfinder     (Edit)


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Rules Clarification : Airburst     (Edit)

  • Abilities that add to the RNG of a spell (such as Sylys Wyshnalyrr's Spiritual Conduit) don't affect Airburst's RNG.
  • Although the spell does blast damage, the POW is not halved. Think of it as already halved.
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Rules Clarification : Artifice of Deviation     (Edit)

  • "Treat Open Terrain as..." (Edit)
    • This ability doesn't change the terrain type, just how models treat it. (In comparison to, say, Rapid Growth which creates a forest.)
    Because it doesn't change, models that get a benefit for being near terrain (ie the Earthborn Dire Troll) need to instead be inside the affected area to gain the benefit. If it's outside the area, then from its current point of view the area is open terrain.
    • If you have two overlapping effects like this (such as "treat open as rough" overlapping with "treat open as shallow water"), the area is treated as both terrain types.
    • If you then have a model that ignores one of the overlapping effects (such as Amphibious trying to treat shallow water as open terrain) they'll still suffer the effect they're not ignoring. (Infernal Ruling)

Rules Clarification : Battle Lust - None yet. (Edit)

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Rules Clarification : Energizer     (Edit)

  • The models affected are determined when you cast the spell. If you use Energizer to move your caster forward and get more models in your CTRL range, that doesn't change anything.
  • 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 : Fire for Effect     (Edit)

  • If you use this spell with a spray or AOE weapon, then all attack and damage rolls for that attack are boosted.
  • FFE is a target model spell, not a target model/unit spell. So:
    • If cast on a model that is in a unit, only the actual model targeted will gain the bonus, not the entire unit.
    • If you put a second upkeep on that same unit it will cause FFE to expire (even if you target a different model).

Rules Clarification : Solid Ground - None yet. (Edit)