Captain Eira Mackay

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CG Logo.png Captain Eira Mackay

Crucible Guard Ordic Battle Engine Warcaster

Seeing a need for those with her warcaster abilities, Eira Mackay joined the Crucible Guard as soon as she was able, eager to assist in the war effort against those she saw as cruel oppressors. Life on the front lines was too dangerous for her father to bear, so he turned his talents into creating a bulwark to shield his daughter from harm: the Railless Interceptor, a unique weapons platform akin to the war wagons and gun carriages of the past, cross-bred with a locomotive and blended with alchemical and technical innovations. Traditional Crucible Guard commanders view the weapon as a novelty, but Captain Mackay works to prove their assumptions wrong, and she seems born for the task.

Basic Info

Mackay1
Missing Info
Mackay.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Huge
SPD 6
STR 15
MAT 7
RAT 7
M.A. N/A
DEF 10
ARM 19
CMD 10
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 36
F. Field N/A
WJP +19
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock
  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
  • Battle Engine - All battle engines share the same special rules, most notably being immune to a bunch of stuff. Click here for the long version.

Feat : Overwhelming Force

  1. Friendly Faction models currently in Mackay's control range gain Run and Gun and their weapons gain Damage Type: Magical.
    Run & Gun - At the end of its activation, if a model with Run & Gun destroyed one or more enemy models with a ranged attacks during that activation, it can make a full advance.
  2. Additionally, when a friendly Faction construct model makes a damage roll against an enemy model that is in Mackay's control range, the damage roll is boosted.
Overwhelming Force lasts for one turn.

Abilities

  • Construct symbol.jpg Construct
  • Pathfinder symbol.jpg Pathfinder
  • Bulldoze - When this model is B2B with an enemy model during its Normal Movement, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per turn. Bulldoze has no effect when this model makes a trample power attack.
  • Dual Attack - This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
  • Exhaust Fumes - When this model advances during its Normal Movement, for one round other friendly Faction models gain concealment while within 3" of this model.
  • Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.

Weapons

Spells

COST RNG AOE POW DUR OFF
Fail-Safe

2 6 - - Upkeep No
Target friendly Faction warjack gains +2 ARM and does not suffer the effects of crippled systems.
Jumpstart

1 SELF Control - - No
Models in the spellcaster's battlegroup that are currently in its control range stand up and are no longer stationary. Affected models can turn to face any direction. Models that were knocked down this turn are not affected by Jumpstart.
Mobility

3 SELF - - Turn No
Models in the spellcaster's battlegroup that are currently in its control range gain +2 SPD and Pathfinder for one turn.
Return Fire

1 6 - - Round No
When target friendly Faction model is targeted by an enemy ranged attack, after the attack is resolved the affected model can make one basic melee or ranged attack, then Return Fire expires. Return Fire lasts for one round.

Theme Forces

Thoughts on Captain Eira Mackay

Captain Eira Mackay in a nutshell

MacKay is an elite Railless Interceptor with a spell list - and possibly the caster with the best heavy guns in the game. She also supports a shooting battlegroup to shoot up enemies.

MacKay needs to do a lot of work herself to win, because outside of a devastating feat turn she can’t really support a big battlegroup easily, sure she makes models fast and provides ARM to a single target. But it’s easy to lose the attrition game if she isn’t firing everything she has got. Outside of her immense offensive footprint, she essentially only has two spells worth casing; Mobility and Fail Safe, which is a blessing in disguise, because she wants all her focus to buy or boost. She runs an excellent four huge bases list with a Vulcan and two Railess Interceptors and some support to taste.

Maximising her feat and spells

Feat Possibly the most important part of her feat is the part after 'additionally'; the ability to boost damage rolls from battle engines and other hard hitting ranged shooters (including MacKay herself) is huge. Run & Gun is also good for preventing counter-charges, and magical weapons can be nice.

Spells - MacKay has uses for her Focus that include shooting and boosting.

  • Fail Safe is an excellent upkeep buff on a warjack. Not much more to be said.
  • Return Fire should be cast every turn on MacKay - just to prevent enemies shooting her up unless they want another mortar shot because that's a good gun. It also goes well on shooting heavies and railless interceptors,
  • Jumpstart is situational. If it's worth casting it's really worth casting - but it normally isn't.
  • Mobility is extremely situational and risky on a 6 focus ranged caster, but it can offer you the alpha strike. Or let some of your shorter ranged Warjacks see action sooner.

Drawbacks & Downsides

  • Keeping her alive is anything but easy:
    • Quite possibly the lowest DEF on a warcaster in the entire game - making her an excellent target for spells with secondary damage (Chain Lightning, Eruption of Spines, etc) and de-buffs
    • She is on huge base - making her screening nigh-impossible, and even so, Shadow Fire or Arcing Fire can cause a lot of problem.
    • 36 damage boxes equal the Behemoth - things that bring it down, can bring down Mackay too.
  • 6 Focus with four good guns, an upkeep spell, and two battlegroup spells means she's focus-starved.

Tricks & Tips

  • She does serious work herself. Especially if she saves her focus to boost.
  • Hit and run works well.
  • Flares help everyone else hit.

List Building Advice

Strategy

Her main method of winning is not dying - she's a battle engine that can boost and blow up the enemy and if the enemy don't kill her she will kill them.

Theme thoughts

  • Theme - Prime Materia is the obvious choice for a caster with two battlegroup spells and who helps artillery and railless interceptors.
  • Theme - Magnum Opus might give her a gunline and is less focus intensive.

Army

Things you take in her army to help her with this strategy is

  • Railless Interceptor - costs no Focus to run and has a lot of shooting. Bulldoze helps with threat ranges and scenario.
  • Prospero (normally with a Suppressor) - again she is Focus strapped and Prospero has his own focus pool and works well with shooting.
  • Combat Mechanik - she will get shot.
  • Vanguard - a shield guard with a gun in her battle group. Because of the stipulation of “targeted” you cannot use return fire on a shield guard shot. However having a model that can shield guard twice near such a big debuffable caster is still worth it.
  • Dragon's Breath Rocket - Pow 14, ARM debuff, can be boosted by her feat.
  • Vulkan - It strips elemental immunities and has enough fire power to make use of the feat and enough ARM and boxes to make use of Fail Safe.
  • Death Archon - Mortal Fear makes Mackay's huge bases beefier in melee and they don't need much in put from her.
  • Ascendant Mentalist - Another ARM buff, this time against shooting though.
  • Princess Delores Graciela - Veteran Leader for her which is great for a caster that wants to do a lot by herself. The princess in turn loves Flare, Rust and Withering Humor.

First Seven Purchases

A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.

  1. Warjack: Vanguard
  2. Warjack: Liberator
  3. Battle Engine: Railless Interceptor
  4. Solo: Aurum Ominus Alyce Marc
  5. Solos: Trancer (x2)
  6. Unit: Dragon's Breath Rocket
  7. Unit: Combat Alchemists

Other

Trivia

  • Released 2018.06
  • The Tank she rides around in was built by her father.

Video Battle Reports

Other Crucible Guard models

CG Logo.png       Crucible Guard Index       (Edit)            
Battlegroup & Similar
Warcasters

Benett - Gearhart - Locke - Lukas - Mackay - Syvestro

Warcaster attachments Aurum Legate Alyce Marc (Crucible) - Sylys Wyshnalyrr (Mercenary) - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Prospero (BGC)
Light Liberator - Retaliator - Vanguard
Heavy Suppresor - Toro - Vindicator
Colossal Vulcan
Units, Solos, Battle Engines, & Structures
Units

Combat Alchemists - CG Assault Troopers - CG Infantry - CG Rocketmen - CG Storm Troopers - Dragon's Breath Rocket - Failed Experiments
Ranking Officer : Doctor Alejandro Mosby

Solos

Ascendant Mentalist - CG Mechanik - Gorman1 - Gorman2 - Hutchuk, Ogrun Bounty Hunter - Prospero - Rocketman Ace - Trancer

Battle Engines Railless Interceptor
Theme Forces
Magnum Opus - Prima Materia
Mercenaries
Refer to Who Works for Whom and/or Category: Crucible Guard Mercenary
This index was last updated: 2021.05

Rules Clarifications

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Rules Clarification : Attack Type and/or Arcane Savant     (Edit)

  • If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
  • If your target can only be targeted by certain kinds of attack (ie a Menoth warjack with Passage), you can first choose the correct Attack Type (ie Magical Damage vs Passage) and then that allows you to target it. The Attack Type selection and target declaration both occur at Step 1 (Refer Appendix A). (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 : Pyro Blossom      (Edit)
Rules Clarification : Flare - None yet. (Edit)

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Rules Clarification : Scather      (Edit)

  • The AOE that remains in play is not a cloud effect.
  • Templates that do damage (Edit)   [Show/Hide]
    • Most templates that do damage to models that walk into them are defined as "Hazards" (such as Burning Ground) but there are a few that aren't Hazards (such as Creeping Barrage and Wall of Fire). The differences are:
      • A hazard is a terrain element
      • Damage from a hazard template is never considered to be from the model or weapon/spell that put it into play. So hazards never gain special rules of the weapon/spell (such as a Damage Type or Poison), nor does it gain special rules of the model (such as Hand of Fate).
      • Damage from a non-hazard template is considered to be from the model that put it in play. So non-hazards do get stuff like Hand of Fate. (Infernal Ruling)
      • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance)
      • Damage from a non-hazard is also not from an attack. Instead it will be a Special Action (Covering Fire), or a "instead of making an attack, place a template" (Creeping Barrage), or etc.
     
    • Damage templates from spells is complicated:
      • (Infernal Ruling)
      • Spells that leave templates that are not hazards (such as Razor Wall) do Damage Type: Magical.
      • Spells that leave templates that are hazards (such as Breath of Corruption) follow the rules for hazards, which are most likely not magical damage but it varies by the hazard.
      • The initial damage when you place the template, if any, is Damage Type: Magical.
      • For example, Breath of Corruption's initial POW 12 corrosion damage roll is Damage Type: Magical in addition to Damage Type: Corrosion. But the hazard that is put into play from Breath of Corruption is not Damage Type: Magical, just Damage Type: Corrosion.
     
    • By default, when you put a template into play it doesn't do damage to models they overlap. The exceptions are templates that are created by an AOE weapon, and templates that explicitly say they do damage when they're placed.
    • A model which is "placed" also counts as "entering" an area, so the template will damage any one who teleports/spawns into it, too.
    • If two templates are overlapping, a model that enters them will take two points of damage.

Rules Clarification : Cold - None yet. (Edit)

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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)
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Rules Clarification : Ram and/or Batter     (Edit)

  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
    • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.

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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. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
      9. Units: See below.

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

      Units with "Any Time" abilities
      • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
      • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
        • You can use an "Any Time" ability before running, however.
      • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
    • Warcaster/Warlock Cavalry ( Edit )
      • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
        • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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    Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
    (Click Expand to read)

    This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
    • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
    • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
    • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
    • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
    • Press Forward Order vs Spells cast at Any Time (Edit)
      • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
      • If you cast spells before moving, you can't run so you must charge.
      • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
        In this situation the spellcaster must either:
        • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
        • forfeit their Normal Movement, then their activation ends.
        • (Infernal Ruling)
    • Steamroller 2018
      • The non-caster models can contest scenario zones & flags.
      • The caster model cannot contest.
      • The caster model can control zones and flags by itself, but:
        • to control a zone, the entire unit remaining in play needs to be in formation.
        • to control a flag, the entire unit remaining in play must be within 4" of the flag.
    • Units Buying Attacks (Edit)
      • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
      • A model can only buy additional attacks during its Combat Action.
      • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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    Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

    • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
    • They can't upkeep each other's spells.
    • They can only dominate one SteamRoller scenario element at a time.
    • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
    • Units Buying Attacks (Edit)
      • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
      • A model can only buy additional attacks during its Combat Action.
      • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
    • The Legion Twins
      • Rhyas cannot dominate a zone while out of formation.
      • Rhyas can use the feat while out of formation.
    • Haley3
      • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
      • The echoes can Control/Contest scenarios like a normal unit.
      • Haley Prime can dominate an element even if the echoes are out of formation.
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    Rules Clarification : Battle Engine      (Edit)

    • The main differences between battle engines and the other huge bases are:
      • They can be placed, and they can move outside their Normal Movement (such as Dodge).
      • They can benefit from Advance Deployment, Incorporeal, and Stealth.
      • They can't make ranged attacks while in melee.
        At least not by default; but many battle engines have Gun Platform, Dual Attack, or similar.
      • Unlike Colossals and Gargantuans, your opponent can take control of your battle engine. There are very few such abilities that work on this model type, though.
    • Being a huge-based model, a Battle Engine can never gain the DEF bonus from concealment ... but it can still have concealment and thereby trigger Prowl.

    Huge Base (Edit)

    But this bonus doesn't apply to slams triggered by normal attacks (such as Critical Smite or the Hurricane's Thunder Charge ability).
    Also, simply being on a huge base triggers a bunch of rules scattered throughout the rulebook, click to read them.   [Show/Hide]

    From the 2020.02 edition of the core rules (Edit)

    Fields of Fire
    Page 37 A huge-based model’s front arc is marked on its base. Its front arc is further divided into two 90° fields of fire. These fields of fire determine which models a huge-based model can target with its weapons, depending on the location of those weapons. Weapons located on a huge-based model’s left side (L) can be used to target only models in its left field of fire, and weapons located on its right side (R) can be used to target only models in its right field of fire. Weapons with locations “S,” “H,” or “—” can be used to target models in either field of fire. If any part of a model’s base is on the line separating the left and right fields of fire, the model is considered to be in both fields of fire.
    Concealment, Cover, LOS
    Page 49 Concealment & Cover - Huge-based models never gain the DEF bonuses from concealment or cover.
    Page 60 Clouds - Cloud effects do not block line of sight to huge-based models.
    Page 87 Forests - Forests do not block line of sight to huge-based models.
    Huge-Based models in melee
    Page 54 - Huge-based models never gain the Target in Melee DEF bonus.
    Page 65 - Combined Ranged Attacks cannot target a model in melee unless it has a huge base.

    Rules Clarification : Construct - None yet. (Edit)

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    Rules Clarification : Pathfinder      (Edit)

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

    (A) People think Bulldoze works like a bowling ball hitting tenpins.
    But this is wrong because the models haven't been moved DIRECTLY away.
    (B) Whereas if you move models DIRECTLY away, you bulldoze the first guy okay, but then the next one's path is blocked (shown in red), and you get stuck.

    Bulldoze - General

    • Models are pushed directly away from you at the point of contact. Some players do this incorrectly, refer to the section on moving models, below.
    • You cannot cast spells or use any other "any time" abilities when you 'stop' to resolve the Bulldoze movement. It's just a pause, not a stop.
    • The size of the Bulldozer vs the Bulldozed does not matter. A small model bulldozes a large model just fine. (Just don't expect to move a Colossal etc.)
    • Bulldoze only works during your Normal Movement. This includes full advances, runs, charges, and slams, but doesn't include stuff like Reposition or Energizer.
    • You can't make free strikes against models you Bulldoze (because for them it is involuntary movement).
    • Enemy models with 2" melee range will still engage you after being bulldozed. Because they will be exactly 2" away and thus still within 2".
    • An enemy model can only be pushed once by the Bulldozer, but if you have multiple Bulldozer models then you could push the same enemy multiple times.
    • If you contact a model you want to Bulldoze while overlapping another model or an obstacle, then you can "pause" on top of that other model/obstacle while resolving the Bulldoze, then continue your movement off the other model/obstacle. (Locked thread)


    Bulldoze - Charges / Slams

    • If you attempt to Bulldoze a model out of your charge lane but it does not move far enough, you can't Bulldoze again. You will continue your charge, contact it again, and stop.
    • You can use Bulldoze to get the charge bonus against models between 1 and 3" away. Simply move into B2B, bulldoze them 2" to make some more room, then you can move 2" further forward to get to the "moved at least 3 inches" requirement.
      • Similarly for Slams vs models within 1-3".
    • If you Bulldoze your charge target out of your melee range, this doesn't break the "once in your melee range the target must stay in your melee range" rule. Bulldoze is an exception. (Infernal Ruling)


    Bulldoze - Moving the models
    A lot of people think they can bulldoze straight through the enemy lines, like shown on Image A. But what actually happens is more like Image B. This is due to 3 important factors you need to apply:

    1. Bulldoze pushes models directly away from your base. Not at an angle. Directly. Away.
    2. If there is a model behind the bulldozed model, the model will STOP.
      • And in this situation, a model beside the pushed model is effectively behind it unless you're pushing at a perfect tangent.
    3. A model can be pushed only one time via Bulldoze.
    • Push - General     (Edit)   [Show/Hide]
      • Pushed models do not change their facing.
      • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
      • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
      • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
      • Pushed models suffer the effects of anything they move through (such as acid clouds).
      • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
        • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
        • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
      • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
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    Rules Clarification:  : Dual Attack      (Edit)
    (Click Expand to read)

    * If you fail a charge, then you do not get to make ranged attacks.
    • If you have multiple ranged attacks and/or melee attacks, you can intermingle them in any order. (Infernal Ruling)
    • You can charge, make a ranged attack, then make your charge melee attack. Even though you made a ranged attack, that doesn't change the fact that your first melee attack is the charge attack. (Infernal Ruling)
    • You must complete all initial attacks before buying attacks. You can't go: Make an initial melee attack, then buy a melee attack, then make an initial ranged attack. (Locked Thread)
    • Dual Attack doesn't let you mix initial attacks with a (★) attack. Dual Attack only lets you make either:
      1. Initial melee attacks and initial ranged attacks.
      2. Power attack and initial ranged attacks.
        Any other combination of (★ Attack) and initials is disallowed. See this thread for full explanation and links to relevant Infernal Rulings.
      • You could theoretically make a special melee attack and then buy additional ranged attacks (or vice versa) ... but the core rules say "The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any" so the special attack would have to explicitly allow a swap - and I'm unaware of any that do so.
    • There is no penalty for shooting an enemy you are in melee with.
    • Your ranged attack(s) can target a model you are not in melee with. (Infernal Ruling)
    • Dual Attack & Drag ( Edit )
      • This is pretty-much limited to just the Prime Axiom under Syntherion, or the Swabber, Galleon or Prime Axiom under Aurora2
      • If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
      • If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
      • If you didn't charge then ... just go nuts. There's no restrictions that I know of.
    • Dual Attack & Slam/Trample ( Edit )
    Power Attack Slam and Trample combine your Normal Movement and Combat Action, and how this works with Dual Attack is:
    • Slam: You must resolve the movement, the attack, and moving the slammed model. Only then can you make initial ranged attacks.
    • Trample: You must resolve the movement, the attacks, and the free strikes. Only then can you make initial ranged attacks.
    • (Infernal Ruling)

    Rules Clarification : Exhaust Fumes - None yet. (Edit)

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    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.


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

    • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
    • Run & Gun won't trigger if you RFP the model, but Sprint will.
    • End of Activation (Edit)
    You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
    • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
    Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
    You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
    • If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
    • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
    • See also the training article: LPG - End of Activation.


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    Rules Clarification : Fail-Safe      (Edit)

    • Fail-Safe only protects against those effects described in the core rulebook.
      Other "effects" of crippled systems that are on a model's card (such as Deathjack not generating free focus when his Skulls of Hate are crippled) are not ignored by Fail-Safe. (Infernal Ruling)
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    Rules Clarification : Jumpstart      (Edit)

    • A warjack that stands up via Jump Start can still forfeit movement to aim and etc during their normal activation. Basically, it's as if you were never knocked down at all.
    • Jump Start does not allow you to shake Blind or Shadow Bind.
    • A warjack knocked down earlier on the same turn, cannot stand up via Jump Start. This is not a typo. (Infernal Ruling)
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    Rules Clarification : Mobility      (Edit)

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    Rules Clarification : Return Fire      (Edit)

    • When you resolve Return Fire, you don't need to attack the same model that attacked you.