Garryth, The Blade of Retribution

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Retribution Logo.jpg Garryth, The Blade of Retribution

Retribution Mage Hunter Warcaster

Even among mage hunters Garryth is considered a fanatic. He sweeps across the battlefield like a storm, letting the death reaped by his pistols and their razor-sharp blades serve as prayers to the stricken goddess.

Basic Info

Garryth1
Missing Info
Garryth1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR 6
MAT 8
RAT 7
M.A. N/A
DEF 17
ARM 14
CMD N/A
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 16
F. Field N/A
WJP +29
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.

Feat : Vortex Lock

For one round, while in Garryth's control range enemy models cannot cast spells, channel spells, spend focus or fury points, or be moved by place effects.

Abilities

  • Parry symbol.jpg Parry
  • Pathfinder symbol.jpg Pathfinder
  • Stealth symbol.jpg Stealth
  • Acrobatics - This model can advance through other models if it has enough movement to move completely past their bases. This model ignores intervening models when declaring its charge target.
  • 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.
  • Field Marshal [Reposition 3"] - Warbeasts/warjacks in this model's battlegroup gain Reposition 3".
  • 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

Pistol (x2)
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 - 12
Blade (x2)
Sword icon.jpg  RNG   POW   P+S 
0.5 5 11

Spells

COST RNG AOE POW DUR OFF
Crippling Grasp

3 8 - - Upkeep Yes
Target model/unit suffers -2 SPD, STR, DEF and ARM.
Gallows

3 10 - 13 - Yes
When an enemy model is hit by this attack, it can be pushed d6" directly towards Gallows' point of origin.
Gate Crasher

2 SELF - - - No
Place the spellcaster anywhere completely within 5" of its current location. After casting Gate Crasher, for the rest of this activation the spellcaster cannot advance and its ranged attacks must target models in its melee range. Gate Crasher can be cast only once per activation.
Mirage

2 6 - - Upkeep No
Target friendly Faction model/unit gains Apparition.
Apparition - During your Control Phase, place models with Apparition anywhere completely within 2" of their current location.
Perseverance

2 6 - - Upkeep No
Target friendly Faction model/unit gains +2 ARM, cannot be pushed, and cannot be moved by a slam or a throw. Models are not affected while out of formation.

Theme Forces

Recent Changes

No changes since 2021.02

Thoughts on Garryth1

Garryth1 in a nutshell

At first (and even second) sight Garryth bears a lot of similarity with the game's most dangerous assassin caster, and can be regarded as such. He has 2 decent guns, a feat that stops most of the FURY/FOCUS related defensive measures, and insanely high DEF, paired with a spell to potentially resist some methods of setting him up for an assassination. He also shares the dreaded Acrobatics, Pathfinder, and Parry combination of Rhyas, meaning, that whatever gets within his threat range (up to 17.5" with Apparition and a conveniently placed model to bounce off of with Gate Crasher) is pretty much dead.

However, he has great support spells too, and unlike his Cygnaran friend, he must use it actively, if you want to get the job done.

Spell thoughts

  • Crippling Grasp - A fantastic debuff that means Garryth will want at least 1 arc node and possibly Sylys to mitigate his average focus stat.
  • Gallows - It's cost means an extreme Focus burden upon you, so don't bank too hard on it for assassinations. Consider arcing it to remove screening models to get LOS for your shots, or pull pesky Shield Guards or Guard Dogs out of range. If you do go for it in an assassination, pulling models close to your primary target into Garryth's charge range can set up unexpected chances to jump onto casters with Gate Crasher, though the two spells will use up 5/6 of your Focus and make the assassination attempt quite risky.
  • Gate Crasher - Gate Crasher is an incredibly powerful spell to have on a caster with such high assassination potential, the threat extension it grants makes Garryth a nightmare to deal with. Upkeeping Mirage (ideally for free with Sylys) for a 2" place, walking 7" (with Pathfinder, Parry, and Acrobatics letting you get just about anywhere), and then casting Gate Crasher gives you a 14.5" threat range and still leaves you with all your initials and 3 (4 if you have Sylys) focus to dump on the assassination. Garryth can charge a target and then cast Gate Crasher after finishing his movement, but before attacking, since warcasters can cast spells at any time, and teleport to a 'caster within 5" for a monstrous 17.5" assassination threat range with no external help. When playing with or against Garryth1 this spell should always be at the front of your mind as he can, and likely should, use it to secure an assassination at every possible opportunity.
  • Mirage - A tough decision, whether you want it on yourself, or on your units. It can unjam your fast units, like Destors, and might even allow them a charge with their lances, but it is also a powerful threat-extension when cast on Garryth himself. Combined with Gate Crasher, Garryth can project a ludicrously large threat area. Whatever you cast Mirage on will generally appreciate the extra positioning advantage, so there is a lot of room for experimentation in its application.
  • Perseverance - A solid defensive upkeep, putting it on your main frontline unit to help buy time for Garryth to find an opening is generally going to be the standard use. Sentinels appreciate the armor bonus, though paper-armored Mage Hunters will generally die too easily for it to make too much of a difference unless you are expecting a lot of very low POW blasts. If you are up against an opponent like Rahn, or anyone else that likes to slam models around, then having a Warjack that can't be pushed, slammed, or thrown as a bodyguard for Garryth goes a long way in making him safer to move up the field. Do note that this spell does nothing to stop place effects, so effects like Telekinesis ignore it and can still move affected models. Also, unlike Garryth's old spell, Heightened Reflexes, Perseverance doesn't prevent knockdowns from any source other than being slammed. If another target is slammed over a model affected by this spell, they are still potentially knocked over. For this reason, putting the spell on Garryth himself for knockdown-protection is of questionable worth, as most slam-based assassinations don't slam a caster directly since it's often easier to just slam something else over them and not have to deal with their caster-level DEF stat.

Feat thoughts

  • His feat prevents the opponents from being able to avoid his damage through spending a focus to block damage, and it prevents them from spending fury to transfer the damage as well. This effectively gives your entire army the equivalent of mkII Arcane Assassin for the turn, which is very dangerous for the opposing warcaster/warlock. If you don't want to (or can't) get the caster with it, keep in mind the restriction about placement. It can pull out the fangs of placing tricks, like Apparition, Telekinesis, or the Slipstream animus. Spells like Respawn and Reconstruct also lose their placing part, so the reviewed model will still be placed in melee with you, if you killed them in melee. Most important, it also shuts down Jump and Bounding Leap.

Drawbacks & Downsides

  • Squishy - a knocked-down or stationary Garryth is usually a soon-to-be-very-dead Garryth.
  • Even without KD or stationary, electro leaps and countinous fire, as well as AoEs are valid dangers.
  • Anti magic tricks - especially when combined with charge denial - can potentially hurt you really bad.
  • Anti upkeep tricks can remove Mirage or Perseverance, reducing your vitally important threat range or either leaving you more vulnerable or removing your most direct army support tool. Plus, 60% of your spells are upkeeps - be on the lookout for bad match-ups.
  • If you need Gallows, you'll rarely have focus to pull off a proper assassination run. If you need both Gallows and Gate Crasher you should think hard about whether that one focus you'll have left once you get into melee will be enough.

Tricks & Tips

  • Parry and Acrobatics allows Garryth to charge through models freely in order to assassinate an opposing caster without the risk of free strikes.
    • Factoring Pathfinder into the mix means that if there is a straight line between Garryth and his target and enough space for him to end next to them, he can generally get there the same as if it was an open field without any extra investment. Unless your opponent is hiding behind a solid piece of terrain or is sitting way out of range Garryth can generally get into melee with them, and the terrain can even be ignored with Gate Crasher so hiding isn't really a great option against him.
  • While charge denial is potentially quite damaging to Garryth's main plan of putting his knives into the opposing 'caster, having a 14.5" threat range from Mirage, walking 7, and casting Gate Crasher means that a charge is quite possibly simply not necessary. Especially when you can do the 5" place through obstructions that you otherwise couldn't charge through anyways, or place yourself behind the target for easy backstrike bonuses.
  • Don't underestimate Garryth's guns! Combined with his feat, Garryth can quite easily end the average warcaster or warlock by himself with a very long threat range.
  • His Feat is weaker against Hordes as it still allows Forcing, meaning that warbeasts can still attack normally. Though, you probably used your feat for assassination; if there's a warbeast still standing, and can be forced, things are usually not going your way...
    • Additionally, his feat is MUCH less useful against Infernal Masters. Essence is neither Focus nor Fury, so it doesn't prevent them from spending it on anything that the feat doesn't otherwise limit. They still won't be able to cast spells with it, channel spells, or place themselves, but that's really it. They can still summon with it, have their big scary monsters spend it to boost attacks into Garryth, or Tithe their Horrors with it. Most importantly, and most frustratingly, they can still spend it to transfer damage to their Horrors. Grievous Wounds cannot stop transferring damage either, so attempting an assassination run against an Infernal Master with a stack of Essence is generally a terrible plan unless you think you can hit enough times to overwhelm their transfers or simply deal enough damage to their Horrors through transferred damage to be worth it. Garryth really does not like fighting Infernals.
  • His Feat might not always work as intended - knowing that they won't be able to use FOC/FURY for defence when in feat range, enemies will likely just spend those resources anyway, instead of camping them However, it is often a win-win situation for you.
  • Against spell-slinging opposing 'casters, prioritizing the removal of Arc Nodes is especially important. If you can disable their options to safely channel spells at you from outside Garryth's threat range, you can force them to move into range to cast spells themselves on what will likely be their last turn with a 'caster that isn't full of knives. Garryth can threat out to 14.5" without charging, and many spellcasters can't cast offensive spells with a range further than that.

List Building Advice

Strategy

Garryth demands an aggressive play-style to dictate the flow of the battle. 2 out of his 3 upkeeps are for offensive use (though only Crippling Grasp is an offensive spell in game terms), though the third is a decent enough defensive buff for either himself or a model/unit that expects to benefit from a bit more durability. The whole toolset he has available is largely focused towards picking on a single model and either killing it himself or setting it up for his army to pick it off. When possible this one model will hopefully be the opposing warcaster getting Garryth's knives in their back, but Gallows and Crippling Grasp can be used to set up unexpected and hard-hitting alpha-strikes against freshly softened up targets in order to open up your opponent's army for a future run at their caster. Garryth himself can pick off key solos/troops with his guns or execute hit and run attacks over his frontline to eliminate just about anything softer than a heavy 'jack.

Garryth is going to want to keep the assassination run as his primary plan, but it is important to remember that every model you remove from the table makes it that much harder for your opponent to protect their 'caster, and rushing in immediately is potentially not as wise as waiting until the perfect time once some key pieces have been removed from the equation. True, you will be losing your own models as well, but Garryth is more than capable of killing the opposing 'caster even if he is the last of your models on the table and trading away your army in order to get him closer to his goal is often a sound plan. Just do be careful not to wait too long, or you will quickly find yourself in serious risk of being assassinated yourself, or simply losing on scenario once you no longer have an army to contest with.

Theme Thoughts

    Defenders of Ios    

  • Stormfall Archers absolutely love the DEF and ARM debuff from Crippling Grasp. In fact most ranged models, like Scythe or Ghost Snipers love Crippling Grasp
  • Elara1 to hand out Ghost Walk so Garry can charge through a house and thus still project his assassinations. Give her a Gorgon to double stack the SPD debuff of Crippling Grasp, or a Harpy for those Thunderbolt shots.
  • Pretty much all stripes of infantry love Perseverance and Crippling Gasp, as it makes them surprisingly tanky and also makes them hit harder or more accurately. House Ellowuyr Wardens come to mind, but Ryssovass Defenders or House Ellowuyr Swordsmen love it just as much.
  • Dawnguard Trident - That's a 19" assassination threat range thanks to slipstream (Apparition 2", Trident 2", charge 10", gate crasher 5") and everybody knows how good Tridents are baseline and Perseverance and Grasp push them to ludicrous levels.

    Legions of Dawn    

  • Garryth can take the Dawnguard Trident, mentioned above in this theme, too.
  • Dawnguard Destors - yep, that's 15" of charge distance with Mirage. And Perseverance and Crippling Grasp are once again excellent.
  • Imperatus - This and Moros make for a truly excellent battlegroup that this barely over his Battlegroup point total. Also an excellent Perserverance target.

    Shadows of the Retribution    

  • Narn - He's part of the "Mage Hunter Care Package" Garry gets to benefit from. Narn gives him Sprint, meaning you can jo-jo him around after he got some work done and project your threat at the same time with clever positioning.
  • Elara1 is also here. You can even give her Moros if you want to for super-sprint.
  • Mage Hunter Strike Force with Crippling Grasp they can just shoot most things straight off the board.
  • Void Archons - Amazing debuffers and they do lots of work with their void slaps and sprays. They have similar mobility to Garyyth and can thus Dark Shroud a target an enemy caster easily if you want better odd of winning the game outright.
  • It's a hard sell, but Nayl is potentially a semi-reasonable pick with Garryth1 due to Perseverance preventing your opponent from simply pushing, slamming, or throwing him back at you. Yeah, he will still most likely do nothing or be used as Fury management by your opponent, but he is at least far less likely to backfire as horrifically as he usually would. If you can get him past shooting and within 8" of the opposing 'caster he can at the very least force them to think carefully about their positioning and potentially be quite the amusing distraction.

    Support models - Various themes    

  • Either Fane Knight Guardian or Sylys. Choosing between them might be your biggest dilemma. An extra die on attack rolls with Crippling Grasp is very good, but so is DEF 19 in melee with an ARM 20 shield guard. Sadly, you can't have both.
  • Eiryss4 - The other part of the care package, granting him Swift Hunter and thus extending his assassination threat range to 21" ((Apparition 2", charge 10", shoot twice, Swift Hunt twice for 4", gate crasher 5")

Battlegroup

Moros is his pet warjack that he can take in any theme.
  • Banshee - A knocked down target is ripe for the taking.
  • Manticore - lay down covering fire, back up with reposition. And they hit like trucks too. And you can gallows targets through covering fire templates.
  • Chimera - A cheap arc node with capacity to hurt heavies.
  • Moros is Garryth's pet warjack that he can take in any theme. It can lower your main target's DEF to near-stationary level (you still miss on snake-eyes), and his bond allows a really nice attack from behind your screening models.

Starting a 25 point brawl list

As of 2020.04 most veteran Retribution players agree that you should put pretty much the same group of models in every army list, regardless of caster. That group of models is:   [Show/Hide]
(Edit this list)
We go over why these models are so central to the army on the main Retribution page.

When you're running Garryth1, you might want to adjust the above list by Placeholder

Other

Trivia

Gunslinger Garryth; Minicrate Exclusive.

Video Battle Reports

Other Retribution models

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

Elara2 - Falcir1 - Garryth1 - Garryth2 - Goreshade4 - Helynna1 - Issyria1 - Kaelyssa1 - Ossyan1 - Rahn1 - Ravyn1 - Thyron1 - Vyros1 - Vyros2

Warcaster attachments Fane Knight Guardian (Retribution) - Sylys Wyshnalyrr (Retribution) - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Elara1 (BGC) - Sentinel Scyir ('Jack Marshal) - Artificer ('Jack Marshal)
Light Warjacks Aspis - Chimera - Gorgon - Griffon - Harpy - Siren
Moros
Heavy Warjacks

Aeternae - Banshee - Daemon - Discordia - Hemera - Hydra - Hypnos - Imperatus - Manticore - Phoenix - Sphinx

Colossal Hyperion - Helios
Units, Solos, & Battle Engines
Units

Cyelna & Nyss Hunters - D Destors - D Invictors - D Sentinels - Heavy Rifle Team - H Halberdiers - H Riflemen - HE Swordsmen - HE Wardens - HS Arcanists - HS Battle Mages - HV Electromancers - MH Infiltrators - MH Strike Force - Ryssovass Defenders - Spears of Scyrah - Stormfall Archers
Special: Eiryss3 (CA) - Soulless Escort (WA)

Solos

Aelyth Vyr - Arcanist Mechanik - D Destor Thane - D Sentinel Scyir - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - Elara, Tyro of the Third Chamber (1) - Fane Knight Guardian - Fane Knight Skeryth Issyen - Ghost Sniper - Hermit of Henge Hold - HE Warden Executioner - HS Artificer - HS Magister - Houseguard Thane - Lanyssa Ryssyl, Nyss Sorceress Lys Healer - MH Assassin - Narn, Mage Hunter of Ios - Nayl - Priest of Nyssor - Scythe - Soulless Voidtracer

Battle Engines Arcantrik Force Generator - Dawnguard Trident
Theme Forces
Defenders of Ios - Forges of War - Legions of Dawn - Shadows of the Retribution
Mercenaries
Refer to Category: Retribution of Scyrah Mercenary
This index was last updated: 2021.04

Rules Clarifications

RC symbol.png

Rules Clarification : Feat: Vortex Lock

  • His feat prevents models spending fury, but warbeasts can still be forced for fury. (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 : Blessed and/or Creator's Wrath     (Edit)

  • Blessed ignores spell buffs even if they're not directly on the target. (For example, Haley3's Temporal Distortion spell is cast on Haley and gives a DEF buff to everyone within 5". Blessed ignores it on everyone, not just on Haley.) (Locked thread)
  • You only ignore the DEF/ARM buff if the spell directly adds to the stat (for example Arcane Shield gives +3 ARM).
Whereas a spell which grants an ability, and the ability gives a DEF/ARM buff, would not be ignored by Blessed (for example Cloak of Ash gives a model concealment, and concealment gives +2 DEF).
(Infernal Ruling)
  • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else]. (For example, the spell Death Ward grants +2 ARM and the defender chooses which column suffers damage. You would ignore the ARM bonus, but the defender still picks the column.)
  • This ability only ignores buffs from spells, not buffs from feats (such as Stryker1's Invincibility +5 ARM) or abilities (such as Protective Aura's +2 ARM).

Rules Clarification : Weapon Master - None yet. (Edit)

RC symbol.png

Rules Clarification : Grievous Wounds      (Edit)

  • GW prevents "repairs" as well as "heals".
  • It does not stop a warlock transferring damage, or stop the wounded model from being able to 'heal' someone else.
  • Does not affect models with the Massive rule.


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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 : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.

Rules Clarification : Parry - None yet. (Edit)

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Rules Clarification : Pathfinder      (Edit)


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Rules Clarification : Acrobatics      (Edit)

  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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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)
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Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)
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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.

Rules Clarification : Crippling Grasp - None yet. (Edit)

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Rules Clarification : Gallows      (Edit)

  • The target is pushed directly toward the point of origin, not the caster. This distinction is important if the spell is channeled.
  • 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)

Rules Clarification : Gate Crasher - None yet. (Edit)

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Rules Clarification : Mirage      (Edit)

  • The upkeep needs to be paid before you can get the Apparition move. Refer Step 4 vs Step 5 of "Control Phase" in the core rulebook.
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Rules Clarification : Apparition      (Edit)

  • Apparition is an "Other" Control Phase effect, so it happens at Step 7 of the Control Phase.
    • It happens after paying for upkeeps, Power Up, etc
    • If you have another "Other" Control Phase effect, you get to choose the order to resolve them.
  • If a model is B2B with you when you use Apparition then they will be exactly 2" away afterwards. So you'll still be in the melee range of anything with RNG 2 or higher.
  • Unit members must always be placed in formation. Refer to the "Placed" section of the core rulebook.
    • If a trooper can't be placed in formation (because it's more than 2" out of formation to begin with) then it can't be placed at all.
    • The unit commander is always "In Formation" by definition, so can be placed where it likes.
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Rules Clarification : Perseverance      (Edit)

  • You can still be placed.
  • You can still be damaged by a slam.
  • You can still be moved if someone is thrown on top of you, and you need to apply the rule of Least Disturbance.