Difference between revisions of "Temple Flameguard"

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{{FH3|[[Protectorate]] [[Flameguard]] {{Unit}} }} [[Category:Protectorate of Menoth]] [[Category:Flameguard]]
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{{Protbox2|{{PAGENAME}}
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|{{Protectorate}} {{Flameguard}} {{Unit}}  
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|Officer & Standard
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|[[Command Attachment]]
 +
}} [[Category: Model]]
  
 
''The unwavering Temple Flameguard comprises the Protectorate of Menoth’s much-vaunted last line of defense. This blazing tide of devoted warriors washes over their foes, swiftly striking down those who dare to oppose the divine will of the Creator.''
 
''The unwavering Temple Flameguard comprises the Protectorate of Menoth’s much-vaunted last line of defense. This blazing tide of devoted warriors washes over their foes, swiftly striking down those who dare to oppose the divine will of the Creator.''
+
 
 
=Basic Info=
 
=Basic Info=
{| class="wikitable" style="width: 300px; float:right;"
+
{{SOM}}
|-
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{{Infobox-Model
! colspan=3 |{{PAGENAME}}
+
| name  = {{PAGENAME}}
|-
+
| image = TempleFlameguard.jpg
|rowspan=99|[[File:TempleFlameguard.jpg|Temple Flameguard|300px]]
+
| base  = Small
|-
+
| spd  = 6
| style="width: 30%;"| '''SPD'''
+
| mat  = 6
| style="width: 20%;"| Average
+
| rat  irrelevant
|-
+
| def  = 13
| '''STR''' || Average
+
| arm  = 13
|-
+
| cmd  = 7
| '''MAT''' || Average
+
| hp    = 1
|-
+
| size = 6{{/}}10 +2 CA
| '''RAT''' || Low
+
| cost = 7{{/}}11 +4 CA
|-
+
| cost_note = 1.2 each
| '''DEF''' || Above Average
+
| fa    =
|-
+
}}
| '''ARM''' || Below Average
 
|-
 
| '''''Relative'' HP''' || Low
 
|-
 
| '''''Relative'' Cost''' || Low
 
|}
 
   
 
==Weapons and Attacks==  
 
* '''Flame Spear''' - Long reach, average P+S.
 
** {{Critical Continuous Fire}}
 
   
 
==Special Abilities==
 
* {{CMA}}
 
* {{Set Defense}}
 
* {{Shield Wall}}
 
 
   
 
   
 +
===Abilities===
 +
* <u>Everyone except Standard Bearer</u>
 +
** {{CMA}}
 +
** {{Set Defense}}
 +
** {{Shield Wall}}
 +
* <u>Officer only</u>
 +
** The Officer has +1 MAT
 +
** {{Officer|Hide_Cat=<!---YES--->}}
 +
** {{Granted|Hide_Cat=<!---YES--->|Practiced Maneuvers|Hide_ability=}} (''{{Practiced Maneuvers|Hide_Cat=}}'')
 +
** {{Iron Zeal|Hide_Cat=<!---YES--->}}
 +
* <u>Standard Bearer only</u>
 +
** {{Standard Bearer|Hide_Cat=<!---YES--->}}
 +
** {{Take Up|Hide_Cat=<!---YES--->}}
  
 +
===Weapons ===
 +
* <u>Everyone except Standard Bearer</u>
 +
** '''Flame Spear''' - 2" reach, P+S 10 melee weapon.
 +
*** {{Critical Continuous Fire}}
 +
* <u>Standard Bearer</u>
 +
** {{Unarmed|Hide_Cat=}}
  
 +
===Theme Forces ===
 +
* <u>Protectorate</u>
 +
** {{Guardians of the Temple}}. In this theme and while B2B with another model in their unit, they gain [[Tough]] and cannot become [[knocked down]].
  
 +
* <u>Other Factions</u>
 +
** {{Hearts of Darkness}}. They can only go in this theme if [[Feora]] is leading the army. They become '''[[Infernal]]''' models in this theme.
 +
** {{Llaelese Resistance}}. They become Llaelese '''[[Mercenary]]''' models in this theme and gain [[Pathfinder]].
  
 +
=Thoughts on {{PAGENAME}}=
 +
[[File:TempleFlameguardOfficerandStandard.jpg|thumb|Temple Flameguard Officer and Standard]]
 +
==={{PAGENAME}} in a nutshell===
 +
Temple Flameguard are the cheapest troops in the Protectorate. Huddling together to stay safe, Shield Wall makes them surprisingly resilient against shooting while Set Defense makes them able to take a charge.
  
 +
The Officer basically trades their being cheap for a turn of being able to bounce incoming fire via Iron Zeal.
  
 +
===Combos & Synergies===
 +
* Anyone with Defender's Ward or Sacred Ward. They are cannon fodder/tar pit, but pretty good one, they are one of the best units to get Defenders Ward on as it pushes their defence to respectable 15 and makes them annoying, really annoying for armies without accuracy buffs,  to charge with another +2DEF from set defense and they are not so easy to kill with low POW guns (blasts) and spells thanks to Zeal or shield wall and DW makes it a bit harder.
  
 +
* Ruppert can help them survive shooting, give them pathfinder to get where they need to die or give them tough to die bit slower when charged or faced with enemy that can easily overcome their defenses.
 +
* They are chaff unit so anyone who benefits from friendlies dying near them (all reclaimers, Sanctifier, KES, Shrine, Vilmon and friends...) will like them as dying instead of more important people and robots is their sole job.
  
 +
* They can still be relatively effective to clear enemy expendables back or even charge them if supported by, depending on a type of enemy, either with accuracy buffs (Thyra) or damage buffs (anyone with ignite and Thyra) as a two man CMA is pretty precise and has relatively good POW to clear one wound infantry.  Sevy1 helps with both just by heing in their general vicinity and he has Defender's Ward AND some of his lists really like fairly cheap body of man to catch bullets for him.
  
 +
===Drawbacks & Downsides===
 +
* They're a special order model.
 +
* Shield Wall is a double edged sword, slowing them down and making them much more tempting for AoE attacks.
 +
* They die trivially when not in shield wall
  
==Temple Flameguard Officer & Standard (Command Attachment)==
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===Tricks & Tips===
{| class="wikitable" style="width: 300px; float:right;"
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* Shield Wall is a sometimes ability. It slows them down and doesn't help them survive charges.
|-
 
! colspan=3 |Temple Flameguard Officer & Standard
 
|-
 
|rowspan=99|[[File:TempleFlameguardOfficerandStandard.jpg|Temple Flameguard Officer and Standard|300px]]
 
|-
 
| style="width: 30%;"| '''SPD'''
 
| style="width: 20%;"| Average
 
|-
 
| '''STR''' || Average
 
|-
 
| '''MAT''' || Above Average
 
|-
 
| '''RAT''' || Low
 
|-
 
| '''DEF''' || Above Average
 
|-
 
| '''ARM''' || Below Average
 
|-
 
| '''''Relative'' HP''' || Average
 
|-
 
| '''''Relative'' Cost''' || Average
 
|}
 
  
''Fluff text (copy from PP gallery)''
 
  
===Officer===
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=Other=
===Weapons and Attacks===
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===Trivia===
* '''Flame Spear''' - Long reach, average P+S.
+
* Released way back in [[Warmachine: Prime]] (2003)
** {{Critical Continuous Fire}}
 
  
=== Special Abilities===
+
===Other Protectorate models===
* {{Command Attachment|Hide_Cat=<!---YES--->}}
+
{{Index Menoth}}
* {{Officer|Hide_Cat=<!---YES--->}}
 
* {{CMA}}
 
* {{Granted|Hide_Cat=<!---YES--->|Practiced Maneuvers}}
 
* {{Iron Zeal|Hide_Cat=<!---YES--->}}
 
* {{Set Defense}}
 
  
 
+
===Rules Clarifications===
===Standard Bearer===
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{{RC Fire}}
===Weapons and Attacks===
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{{RC Unarmed}}
* [[Unarmed]] [[Category:Unarmed]]
 
 
 
===Special Abilities===
 
* {{Standard Bearer|Hide_Cat=<!---YES--->}}
 
* {{Take Up|Hide_Cat=<!---YES--->}}
 
 
 
 
 
=Thoughts on {{PAGENAME}}=
 
=={{PAGENAME}} in a nutshell==
 
Temple Flameguard are the cheapest troops in the Protectorate. Huddling together to stay safe, Shield Wall makes them surprisingly resilient against shooting while Set Defense makes them able to take a charge.
 
 
 
The Officer basically trades their being cheap for a turn of being able to bounce incoming fire via Iron Zeal.
 
==Combos & Synergies==
 
{{PH}}  
 
 
   
 
   
==Drawbacks & Downsides==
+
{{RC CMA}}
* Shield Wall is a double edged sword, slowing them down and making them much more tempting for AoE attacks.
+
{{RC Set Defense}}
* They die trivially when not in shield wall
+
{{RC Shield Wall}}
==Tricks & Tips==
 
* Shield Wall is a sometimes ability. It slows them down and doesn't help them survive charges.
 
 
 
=Other=
 
==Comparison to Mk2==
 
{{PH}}
 
==Trivia==
 
* The Unit was originally released in [[Warmachine: Prime]] (2003)
 
  
==Theme Forces this is a member of==
+
{{RC Officer}}
* None yet
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{{RC Granted}}
 +
{{RC Practiced Maneuvers}}
 +
{{RC Iron Zeal}}
 +
{{RC Standard Bearer}}
 +
{{RC Take Up}}
  
==Other faction models==
+
{{Edbox|To edit the CA's tagged abilities, [{{FULLURL: Temple Flameguard : Officer & Standard (CA) |action=edit}} Click here]}}
{{Index Menoth}}
 

Revision as of 16:33, 10 June 2019

Protectorate Logo.jpg

Temple Flameguard
Protectorate Flameguard Unit
Officer & Standard
Command Attachment

The unwavering Temple Flameguard comprises the Protectorate of Menoth’s much-vaunted last line of defense. This blazing tide of devoted warriors washes over their foes, swiftly striking down those who dare to oppose the divine will of the Creator.

Basic Info

Template:SOM

Temple Flameguard
Missing Info
TempleFlameguard.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR {{{str}}}
MAT 6
RAT N/A
M.A. N/A
DEF 13
ARM 13
CMD 7
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA
UNIT SIZE 6 / 10 +2 CA
COST 7 / 11 +4 CA
1.2 each
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Everyone except Standard Bearer
    • CMA symbol.jpg Combined Melee Attack
    • Set Defense - A model in this model's front arc suffers -2 on charge, slam power attack, and impact attack rolls against this model.
    • Shield Wall (Order) - Until the start of their next activation, each affected model gains +4 ARM while B2B with another affected model in its unit. When receiving this order a model can forfeit its Combat Action to gain +3” movement as part of its Normal Movement this turn. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall.
  • Officer only
    • The Officer has +1 MAT
    • Officer symbol.jpg Officer
    • Granted: Practiced Maneuvers - While this model is in formation, models in its unit gain Practiced Maneuvers. (Practiced Maneuvers - Each model in this unit can ignore other models in this unit when determining LOS and can advance through them if it has enough movement to move completely past them.)
    • Iron Zeal [ Minifeat ] - This model can use Iron Zeal once per game at any time during the unit's activation. Models in this unit gain +3 ARM and cannot become stationary or knocked down. Models are not affected while out of formation. Iron Zeal lasts for one round.
  • Standard Bearer only
    • Standard Bearer - While this model is within 5" of its unit commander, the unit commander gains +2 CMD.
    • Take Up - If this model is destroyed, you can choose a Grunt in this unit within 1" of it to be destroyed instead. Effects on this model expire, and it gains the effects on the chosen Grunt. Remove the Grunt from the table instead of this model. This model has the same number of unmarked damage boxes as the chosen Grunt.

Weapons

  • Everyone except Standard Bearer
  • Standard Bearer
    • Unarmed - This model has no weapons.

Theme Forces

Thoughts on Temple Flameguard

Temple Flameguard Officer and Standard

Temple Flameguard in a nutshell

Temple Flameguard are the cheapest troops in the Protectorate. Huddling together to stay safe, Shield Wall makes them surprisingly resilient against shooting while Set Defense makes them able to take a charge.

The Officer basically trades their being cheap for a turn of being able to bounce incoming fire via Iron Zeal.

Combos & Synergies

  • Anyone with Defender's Ward or Sacred Ward. They are cannon fodder/tar pit, but pretty good one, they are one of the best units to get Defenders Ward on as it pushes their defence to respectable 15 and makes them annoying, really annoying for armies without accuracy buffs, to charge with another +2DEF from set defense and they are not so easy to kill with low POW guns (blasts) and spells thanks to Zeal or shield wall and DW makes it a bit harder.
  • Ruppert can help them survive shooting, give them pathfinder to get where they need to die or give them tough to die bit slower when charged or faced with enemy that can easily overcome their defenses.
  • They are chaff unit so anyone who benefits from friendlies dying near them (all reclaimers, Sanctifier, KES, Shrine, Vilmon and friends...) will like them as dying instead of more important people and robots is their sole job.
  • They can still be relatively effective to clear enemy expendables back or even charge them if supported by, depending on a type of enemy, either with accuracy buffs (Thyra) or damage buffs (anyone with ignite and Thyra) as a two man CMA is pretty precise and has relatively good POW to clear one wound infantry. Sevy1 helps with both just by heing in their general vicinity and he has Defender's Ward AND some of his lists really like fairly cheap body of man to catch bullets for him.

Drawbacks & Downsides

  • They're a special order model.
  • Shield Wall is a double edged sword, slowing them down and making them much more tempting for AoE attacks.
  • They die trivially when not in shield wall

Tricks & Tips

  • Shield Wall is a sometimes ability. It slows them down and doesn't help them survive charges.


Other

Trivia

Other Protectorate models

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

Amon - Cyrenia - Durant2 - Durst - Feora1 - Feora2 - Feora3 - Feora4 - Harbinger - Kreoss1 - Kreoss2 - Kreoss3 - Malekus - Reclaimer1 - Reclaimer2 - Reznik1 - Reznik2 - Severius1 - Severius2 - Thyra - Vindictus

Warcaster attachments Hierophant - Madelyn Corbeau (Mercenary)
Other Warjack Controllers BGC Durant1 - Severius0
Marshals Bastion Seneschal - Reclaimer Gatekeeper
Light

Blessing of Vengeance - Dervish - Devout - Purifier - Redeemer - Repenter - Revenger - Vigilant

Heavy

Avatar of Menoth - Blood of Martyrs - Castigator - Crusader - Eye of Truth - Fire of Salvation - Guardian - Hand of Judgment - Indictor - Reckoner - Sanctifier - Scourge of Heresy - Templar - Vanquisher

Colossal Judicator - Revelator
Units, Solos, Battle Engines, & Structures
Units

Choir of Menoth - Daughters of the Flame - Deliverer Sunburst Crew - Deliverer Skyhammers - Exemplar Bastions - Exemplar Cinerators - Exemplar Errants - Exemplar Vengers - Flame Bringers - Flameguard Cleansers - Holy Zealots - Idrian Skirmishers - Initiates of the Wall - Knights Exemplar - Temple Flameguard - Visgoth Juviah Rhoven & Honor Guard
Ranking Officer CA: Attendant Priest

Solos

Allegiant of the Order of the Fist - Champion of the Order of the Wall - Covenant1 - Covenant2 - Deliverer Arms Master - Exemplar Warder Elias Gade - Exemplar Warder - Exemplar Bastion Seneschal - Exemplar Errant Seneschal - Hand of Silence - Hierophant - High Exemplar Gravus - High Paladin Dartan Vilmon - Initiate Tristan Durant - Knights Exemplar Seneschal - Menite Archon - Nicia, Tear of Vengeance - Paladin of the Order of the Wall - Pyrrhus, Flameguard Hero - Reclaimer Gatekeeper - Scrutator Potentate Severius - Vassal Mechanik - Vassal of Menoth - Wrack

Battle Engines & Structures Vessel of Judgment (BE) - Shrine of the Lawgiver (Structure)
Theme Forces
Exemplar Interdiction - Guardians of the Temple - The Creator's Might - The Faithful Masses - Warriors of the Old Faith
Mercenaries
Refer to Who Works for Whom and/or Category: Protectorate of Menoth Mercenary
This index was last updated: 2021.11

Rules Clarifications

RC symbol.png

Rules Clarification : Fire      (Edit)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
RC symbol.png

Rules Clarification : Unarmed      (Edit)

  • Since this model has no weapons it does not have a melee range.
    • This means it can't engage other models, declare charges, or make free strikes
    • Also it can't gain abilities that require a melee range (such as Ragman granting this model Dark Shroud).
  • However, other models that do have melee weapons can engage this model. So this model can still gain the "target in melee" shooting bonus.


RC symbol.png

Rules Clarification : Combined Melee Attack      (Edit)

  • Each CMA only counts as a single attack, no matter how many participants are involved. This means, for example, that if Satyxis Raiders damage a warjack and trigger their Feedback ability, the enemy warcaster will only take 1 damage total, not 1 for every Raider.
  • Any bonuses (such as back strike) or penalties (such as intervening terrain) are determined according to the model leading the CMA (the attack leader).
    • If the participants have buffs/debuffs but the attack leader doesn't ... then the CMA doesn't because only the attack leader matters. Simple as that.
  • A single unit can perform multiple CMAs, utilising different groupings of models. eg a unit with 10 models could make one 10-man CMA, or two 5-man CMAs, or five 2-man CMAs, or etc.
  • CMA for units that have more than one melee weapon (the short version)
    • Once you have more than one melee weapon, charging becomes a bit complicated. There are two important rules:
      1. A model which charges must use its first attack to make a charge attack. It can't "skip ahead" to contributing its second non-charge attack before it's resolved its first attack.
      2. For a CMA to gain the charging bonus, then all contributors must be contributing a charge attack.
    • These two rules have a few, slightly confusing implications. Click the expand box below for a full breakdown.
CMA for units with more than one weapon (the long version) (Edit)
The following example is about Satyxis Raiders, but is equally applicable to other units with two CMA:
  • Each Raider gets two attacks. Both, one, or neither can be a CMA as you choose.
  • If you are doing two CMA in a row, then you should note that the second CMA doesn’t have to use the same “primary attacker” or the same “participants” as the first CMA.
    • For instance, you could have the first CMA with raider A being the "primary attacker" and raider B being the "participant",
    • then for the second CMA have raider B the "primary attacker" and raider A the "participant".
    • Or leave A alone for a moment and use B plus C. Whatever takes your fancy.
  • Primary attackers and participants don't have to use the same weapon. So, continuing with the above example, you could have primary A use lash and participant B use horns, then primary B use lash and participant A use horns. Effectively granting you two lash attacks with CMA bonuses!
  • Combined Melee Attack and charging
    • Remember the 2 rules above?
    • Rule 1 means you cannot contribute your second, non-charge attack before you have resolved/contributed your first attack.
    • Rule 1 means you cannot "skip ahead" to resolving your second, non-charge attack before you have resolved/contributed your first attack.
    • but wait, there's more!
    • However, thanks to the "Units with Combined Melee Attack ignore the rule that one trooper's combat action cannot begin until the previous model's combat action ends" rule, you can "pause" your second attack if you want to do a CMA with it later. For example:
      • Model A performs its charge attack.
      • Model B performs its charge attack. (Interrupting A)
      • Model C performs its charge attack. (Interrupting B)
      • CMA using A, B & C's remaining attack.

Rules Clarification : Set Defense - None yet. (Edit)

RC symbol.png

Rules Clarification : Shield Wall      (Edit)

  • You don't need to have the entire unit in B2B to get the bonus. Even just two models in B2B will give it to each other. Which way they're facing doesn't matter, either.
  • You can still get Shield Wall while knocked down.
  • Shield Wall works against all damage except damage originating in your back arc.
    • If a damage roll doesn't have an origin point (such as Scather, Old Witch1's feat, continuous fire, etc) then by definition it can't originate in your back arc, and you'll get your bonus vs it.
    • It won't work vs stuff that "leaps" off models in your back arc, such as Electro Leap. (Locked thread)
  • If you start the game in Shield Wall, it will expire when you activate the unit. It doesn't let you run and be in Shield Wall on turn 1.
  • Since models move in straight lines, it impossible to keep two models B2B while advancing. Thus you cannot benefit from Shield Wall while moving through acid clouds etc.
    • Unless you have something that lets you move through models, like Tactician.
  • Orders affect unit attachments, even if that attachment doesn't have the order on their card (such as a Soulless Escort benefiting from the Shield Wall order). (Infernal Ruling)
  • You get your Shield Wall bonus vs continuous fire in the Maintenance Phase. Shield Wall doesn't expire until the unit activates. (Locked thread)


RC symbol.png

Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
RC symbol.png

Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
 
  • Granted [ Vengeance ]
    • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
    It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
    It is not "If you get damaged, you get Vengeance next turn."
    • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)

Rules Clarification : Practiced Maneuvers - None yet. (Edit)

RC symbol.png

Rules Clarification : Iron Zeal      (Edit)

  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
RC symbol.png

Rules Clarification : Standard Bearer      (Edit)

  • If the Officer dies, the Standard Bearer can give the CMD bonus to the Leader model.
RC symbol.png

Rules Clarification : Take Up      (Edit)

  • If you use Take Up the attacking model cannot trigger anything that needs the attacker to "Destroy" a model (such as Alpha Hunter, Killing Spree, Berserk, etc). Although the model that was attacked reached the Destroyed step of the timing sequence, Take Up negates that entirely. (Infernal Ruling)


Wrench symbol.png

Note to Editors
To edit the CA's tagged abilities, Click here