Supreme Guardian

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Skorne Logo.jpg Supreme Guardian

Skorne Exalted Ancestral Guardian Battle Engine

Towering above the battlefield, Supreme Guardians were created to guard powerful and important cities in eastern Immoren, animated by the souls of the greatest Tyrants in skorne history. These vigilant stone constructs have stood as a testament to the wealth and might of those few skorne houses that could afford their construction and upkeep. Like all ancestral guardians, a Supreme Guardian is able to gather the souls of worthy skorne slain in battle as sacred companions, using their energies to empower its own devastating assault.

BAHI icon.png

Black Anchor Heavy Industries
BAHI models are not available through normal distributors or local retailers. Players must purchase them directly from PP's online store (or second-hand).

See also Category: BAHI.

Basic Info

Supreme Guardian
Missing Info
Supreme Guardian.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Huge
SPD 5
STR 12
MAT 7
RAT 6
M.A. N/A
DEF 8
ARM 19
CMD 10
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 33
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 2
UNIT SIZE N/A
COST 16
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

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.

Abilities

  • Construct symbol.jpg Construct
  • Pathfinder symbol.jpg Pathfinder
  • Defensive Strike - Once per turn, when an enemy advances into and ends its movement in this model's melee range, this model can immediately make one basic melee attack against it.
  • Direct Spirits - (1) When a friendly living Faction warrior model is destroyed in this model's command range and generates a soul token, you choose which model with the Soul Taker ability gains the destroyed model's soul, regardless of the proximity of other models. (2) Enemy models are not eligible to gain soul tokens from friendly models destroyed in this model's command range.
  • Divine Inspiration - This model gains an additional die on melee attack and melee damage rolls. Discard the lowest die of each roll.
  • Soul Taker: Gatekeeper - This model can collect soul tokens. When a living friendly Faction model is destroyed while in this model's command range, this model gains the destroyed model's soul token. This model can have up to three soul tokens at any time. This model can spend soul tokens for the following:
    • Arcane Vortex - This model can immediately negate any spell that targets it or a model within 3" of it by spending 1 soul token. The negated spell does not take effect, but its COST remains spent.
    • Soul-Powered - During its Combat Action, this model can spend soul tokens to make additional melee attacks. It can make one additional attack for each token spent.
    • Well of Rage - Once per turn, at anytime during this model's activation, you can remove up to three soul tokens from it to return to play one destroyed small- or medium-based friendly Faction Grunt warrior model for each token removed. Models return with 1 unmarked damage box. Place the returned Grunts completely within this model's command range, in formation, and completely within 3˝ of another model in their unit. Returned Grunts must forfeit their Combat Actions the turn they are returned to play.
  • Soul Vessel - This model generates soul tokens as if it were a living model.

Weapons

Fires of Rage
Gun icon.jpg  RNG   ROF   AOE   POW 
10 1 4 14
Obsidian Blade
Sword icon.jpg  RNG   POW   P+S 
3 6 18
  • Magical dam symbol.jpg Damage Type: Magical
  • Siege Weapon - This weapon gains an additional die to its damage rolls against huge-based models.
  • Thresher (★ Attack) - This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range. Thresher attacks are simultaneous.

Theme Forces

Recent Changes

No changes since 2018.12


Thoughts on the Supreme Guardian

Supreme Guardian in a nutshell

The Supreme Guardian is a mixture of damage-dealer and support piece. Boasting a little-seen melee range of 3" and some quite powerful combat abilities the Supreme Guardian is about the equivalent of a heavy warbeast offensively when fully loaded. With Direct Spirits it provides a way to promote your own soul collection and stymie your opponents. Well of Rage brings a large amount of utility to both Exalted as well as other living themes. There is a perpetual argument about how good it is; some think it's the best battle engine in the game while others don't even think it's the best battle engine in faction (but is still very good).

Any infantry-heavy force that can use revive will appreciate this guy. It's a tough decision when to engage and when to hold back and revive/ use fire of rage, but usually you want to use his impressive melee threats against only the hardest enemies.

Combos & Synergies

Warlocks

  • Beast Master Xekaar can keep the Supreme Guardian safe with his feat - and in return one or two will keep both Xekaar and Chiron safe in a Basilisk-spam list.
  • Dominar Rasheth really likes infantry brought back to be moved into position and then burned via dark rituals.
  • Zaal1 can power it with soul tokens and Zaal's feat interacts very neatly with Well of Rage. Also you can do some very interesting things with Last Stand and then threshering the models that will die to Last Stand while spawning models that won't.
  • Zaal2 has waited a lot of time for a worthy model to protect with either his feat or Vision.
  • Void Seer Mordikaar has ridiculous synergy with the Supreme Guardian with Direct Spirits enabling him to collect souls as if he were Zaal2

Non-warlocks

  • Basilisk Krea and Agonizer - incoming fire, as ever, has right of way. You're safe from spells, but DEF 8 ARM 19 aren't good defensive stats. (Also anything with Shield Guard like the Cyclops Brute, Abidan the Keeper, and Tiberion)
  • Siege Animantarax - the more huge bases the merrier, and the Supreme Guardian can keep spells away from the Animantaraxes as well as from themselves. The Animantarax normally goes in before the Supreme Guardian.
  • Put a Venator Catapult behind a Guardian. Now you've got a fairly safe base to a gunline.

Drawbacks & Downsides

  • It is just about the only huge-based model that can't shoot while in melee ("can shoot while in melee" is not a core rule for battle engines)
Then again, with that 3" thresher, why would you ever want to?
  • A bit slow, has among the worst DEF in the game, and has a bullseye on its forehead. It can prove challenging to make survive.
  • Its points cost mean you're removing about 8 souls from your army to take it.
  • It has a big base, is slow, and wants to be in the middle of a swarm of infantry who are going to trip it up.
  • The gun is basically a backup weapon you use to take pot-shots before you throw it into melee.
  • Compared to Animantarax, Worse Speed, No slams or tramples, Possibly Worse shooting, Similar melee except vs huge targets. So a guardian has more threats vs swaths (barely used) and huge things (situational) as opposed to the more generalist Animantarax. If you want utility though, This thing's a lot better.

Tricks & Tips

  • Thresher
    • You get to thresher everyone in your front arc, it's not limited to one field of fire.
    • You need LOS to all your targets before rolling any attacks.
      Vs densely packed small-based models there's a chance you won't be able to see and attack the back rank, even though they're within 3".
    • Threshering your own models can fuel the Supreme Guardian, giving you all three buyable attacks after a charge.
    • Use Well of Rage at the end of your activation so you don't accidentally thresher the guys you just spawned.
      • Unless you intentionally want to thresher your own troops (because they're near an enemy, for example). In which case you'll use WoR at the start to empty your soul tank, move away from the spawned dudes and towards the poor sods that are in the wrong place at the wrong time.
  • Remember your warbeasts have souls.
  • Screen with infantry. You can fight over them, you get souls from them, and they get spell immune. You can also revive them. Good infantry for this are Immortals, Karax, and Cetratii.
  • Always leave it with one soul if you're at all worried about incoming spells.

Other

Trivia

  • This model is a BAHI model. It is not available in stores, it can only be purchased directly from PP's online store (or 2nd hand).
  • One of the quickest model turn around from "Show" to "Go" ever: It was spoiled at Lock and Load 2018.06, beta rules were in CID in 2018.07, and the final rules plus the model were released 2018.08.
  • PP mentioned that they tried to design an exalted warbeast, and it just didn't work out (whether it was a rules design issue or a physical production issue is unclear, but I suspect the former given it was one of the rules developers who made the comment).

Other Skorne models

Skorne Logo.jpg       Skorne Index       (Edit)
Battlegroup & Similar
Warlocks Hexeris1 - Hexeris2 - Jalaam1 - Makeda1 - Makeda2 - Makeda3 - Mordikaar1 - Morghoul1 - Morghoul2 - Morghoul3 - Naaresh1 - Rasheth1 - Xekaar1 - Xerxis1 - Xerxis2 - Zaal1 - Zaal2 - Zaadesh2
Lessers & Attachments Aptimus Marketh (Warlock attachment) - Zaadesh1 (Lesser Warlock) - Makeda0 (Lesser Warlock)
Lesser

Agonizer - Aradus Scarab - Reptile Hounds - The Terrorizer

Light Basilisk Drake - Basilisk Krea - Cyclops Brute - Cyclops Raider - Cyclops Savage - Cyclops Shaman - Razor Worm
Heavy

Aradus Sentinel - Aradus Soldier - Archidon - Chiron - Bronzeback Titan - Despoiler - Molik Karn - Rhinodon - Tiberion - Titan Cannoneer - Titan Gladiator - Titan Sentry

Gargantuans Desert Hydra - Mammoth
Units, Solos, & Battle Engines
Units

Cataphract Arcuarii - Cataphract Cetrati - Cataphract Incindiarii - Immortals - Legends of Halaak - Nihilators - Paingiver Beast Handlers - Paingiver Bloodrunners - Praetorian Ferox - Praetorian Karax - Praetorian Keltarii - Praetorian Swordsmen - Tyrant Commander & Standard Bearer - Venator Catapult Crew - Venator Flayer Cannon Crew - Venator Reivers - Venator Slingers

Solos

Abidan the Keeper - Ancestral Guardian - Aptimus Marketh - Extoller Novitiate - Extoller Soulward - Hakaar the Destroyer - Immortal Vessel - Makeda0 - Mortitheurge Willbreaker - Paingiver Bloodrunner Master Tormentor - Paingiver Task Master - Tyrant Rhadeim - Venator Dakar - Void Spirit - Zaadesh1

Battle Engines Siege Animantarax - Supreme Guardian
Theme Forces
Disciples of Agony - Masters of War - The Exalted - Winds of Death
Minions
Refer to Who Works for Whom and/or Category: Skorne Minion
This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification : Supreme Guardian and Thresher

  • You get to thresher everyone in your front arc, it's not limited to one field of fire. (Infernal Ruling)


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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 : Defensive Strike      (Edit)

  • If an enemy doesn't stop in your melee range, but continue all the way through it and out the other side, you won't get to make a Defensive Strike.
    You will get to make a free strike as per normal, though.
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Rules Clarification : Direct Spirits      (Edit)

  • There is no range limit on who you allocate the soul to. Any friendly model anywhere on the board can receive it. (Infernal Ruling)
  • You cannot give souls to enemy models. (Infernal Ruling)
  • Enemy models can't gain souls even if there is no way for you to get it. Instead no one gets it.
  • Direct Spirits modifies both the proximity limit and the "source type" limit. (Infernal Ruling)
    For example:
    • Source type: You can give friendly souls to models that normally only gather them from enemies.
    • Proximity: You can give a soul to a model from 20" away, when they normally only collect from stuff within 10"
  • A model that is full of souls is not eligible to collect more souls, and can't benefit from Direct Spirits.
  • For the purposes of taking/giving souls, Soul Vessels are counted as living models. (Infernal Ruling)
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Rules Clarification : Divine Inspiration      (Edit)

  • Discard Die (Edit)
    • If you're discarding lowest or highest, you have to discard even if you want it for a critical hit.
    For instance: if you discard "the lowest die", need 6+ to hit, and roll a 3, 3, and a 4 ... then you must discard one of the 3s, and you'll end up with a non-critical hit with the 3 + 4.

Rules Clarification : Gatekeeper - None yet. (Edit)

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Rules Clarification : Arcane Vortex      (Edit)

  • Warjacks and warbeasts can spend focus or fury, outside of their activation, to use Arcane Vortex. (Infernal Ruling)
  • Mulg spends fury to use it, he is not forced for fury. (Infernal Ruling)
  • Arcane vortex can be used to counter spells with "Range: Self". (Infernal Ruling)
  • Some spells do not have a target, mostly CTRL area spells (such as Siege's Foxhole) but also some (★ Action) (such as Ragman's Death Field). These cannot be cancelled by Arcane Vortex. Infernal Ruling)
  • The "Cost" for non-warcaster models includes stuff like "using your special action" or "killing a Mind Bender Drudge."
  • Arcane Vortex triggers at step 3 of the spellcasting sequence. (Resolve effects that occur when a model is targeted by a spell.) (Infernal Ruling)
  • If a channeled spell is cancelled, it doesn't count as being channeled, so the channeler can't trigger stuff like Reaction Drive or Spell Martyr. (Infernal Ruling)
  • There are a couple of odd spells:
    1. (Primal Shock and Essence Blast) - Both these spells "Choose" model A, then gets to "Target" model B with an attack. In this case you can trigger Arcane Vortex only when model B is targeted.
    2. (Crevasse) - This spell attacks model A, then gets to use model A to make another attack vs model B. In this case you can trigger Arcane Vortex only when model A is targeted.
(Infernal Ruling for both of the above.)
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Rules Clarification : Soul-Powered      (Edit)

  • You cannot buy melee attacks after casting a spell, due to the "The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any." rule. And none of the spells you can cast specify that additional attacks can be made.
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Rules Clarification : Well of Rage      (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)

Return/Add to Play - Typical (Edit)

  • If you're returning/adding multiple models simultaneously, they are placed sequentially. Often this will let you leapfrog the "within 3" of [x]" requirement.
  • If you're adding models to a unit, then typically there is no limit and you can go over the unit's starting size. However, some abilities do have a limit (such as Stir the Dead)
    If you're returning models to a unit, then you're limited by how many there are in the "dead but not removed from play" pile.
        (See Add, Return, and Remove From Play for further detail.)
  • If you're adding more models than you started with, then in a Tournament you must physically own the correct models - proxies are not allowed in tournaments. (Locked thread)

Return/Add to Play - Other Units (Edit)

  • "Return to Play" and "Add to Play" are quite simple if you only return models to your own unit (like Blood-Bound) or only return independent models (like Thagrosh1's feat). But if you're returning/adding models to other units, then click to read more.   [Show/Hide]
    • If you can return multiple troopers at once, they don't all have to be the same unit. Spread the love around.
    • Troopers must return to their original unit. Even if you have two units of the same type (such as two units of Convergence Eradicators) then you can't have 4 die from unit [A] and return them all to unit [B].
    • If your rule is something like "return d3 models to units within CMD range" (Old Witch3) then it is d3 models total, not d3 models to each and every unit.
    • If your rule is something like "spend 1 soul to return 1 Grunt" (Enigma Foundry) then it doesn't matter where the souls came from originally. Think of them like currency, in this case.
    • You can Return models even after a unit is reduced to just Attachments (Weapon or Command)
      • If your Return ability lets you return a Leader or Officer model, then they will immediately become the unit commander and redefine the "in formation" bubble.
      • If your Return ability only allows Grunts, then the Grunt will not be field promoted when he arrives.
        This means that, in the unusual scenario where the Leader model has different wargear to the Grunts (such as Cygnar Stormguard), then that wargear is effectively 'lost'.
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Rules Clarification : Soul Vessel      (Edit)

  • The only thing the Soul Vessel rules does is, the model produces a soul when it is destroyed as if it were a living model.
For similar logic, things that prevent living models from generating souls (such as Annihilator) also prevent Soul Vessels from generating souls. (Infernal Ruling)
  • A Soul Vessel is not a living model for the purposes of anything except soul generation & collection. Special rules that interact with living models but which aren't soul-related (such as Bloodthirst or Poison) don't do anything vs Soul Vessels.
For example: An attack that RFPs living models (such as Snacking) would normally prevent that living model from generating a soul token; but Snacking doesn't work vs non-living. So a Soul Vessel doesn't get Snacked and will produce a soul token.


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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 : 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)

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

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Rules Clarification : Thresher      (Edit)

  • Thresher is a special attack. If you make additional attacks, they will be a single basic attack (you cannot buy additional special attacks).
  • Thresher is optional.
  • All attacks generated are Special Attacks.
  • Thresher will hit friendly models.
  • Simultaneous melee attack (Edit)
There are several abilities/spells that allow a model to make simultaneous melee attacks vs everything in range (Blood Reaper, Cyclone, Flashing Blade, High-Impact, Thresher)
      Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all of these abilities:   [Show/Hide]
Targeting/Timing
  • To make a multi-melee-attack (MMA) you have to make individual melee attacks vs every model, and this means you need to target every model with a melee attack. If a model "may not be targeted by melee attacks" (such as Una2's feat) then you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • The attacks are effectively multiple separate attacks.
    • If you have a buff to your "next attack" (such as Tune Up) then it only works vs the first model you roll dice against, not vs every enemy. (Infernal Ruling).
  • The attacks are simultaneous.
    • If a model is out of LOS when you start the MMA, then you may not attack it during the MMA (even if the MMA kills what is blocking your LOS).
    • You need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens from destroyed models (for instance the Cryx Harrower that collects souls), it cannot collect any tokens until all MMA are resolved.
Charging
  • If you charge and cast a spell to generate MMA, then none of those MMA count as a charge attack. You've "paused" your charge. If the charge target survives the spell, then you get to make a normal charge attack vs it.
  • If your MMA is simply tied to your weapon, then only the damage roll against your charge target is automatically boosted - other models caught in the MMA suffer an unboosted damage roll (although you can spend focus/fury to boost it)
Triggering other abilities
  • Most abilities that give the attacker a bonus move/attack tend to use the phrase "destroy one or more enemy models with a melee attack" and as such you'll only trigger this ability once. For example Berserk, Quick Work, Black Spot, etc
  • Other abilities, that trigger on "hit" or "damage", can be triggered from every attack in the MMA.
Many abilities only trigger off a basic melee attack, so don't work with special MMA (like Thresher). But if your MMA is basic (like High-Impact), things might get a bit complicated. In particular:
  • If you have Beat Back on the attacker, it is resolved after the attack. Every model that survives the MMA is eligible to be Beat Back-ed, and the attacker chooses the order. Pick one, push it and follow it, then decide if you want to Beat Back another survivor. Each push will recenter the directly away / directly toward part of the push. (Infernal Ruling)
  • If you have Electro-Leap on the attack, it is resolved after all attack rolls but before any damage rolls. The models that you just attacked will have electo-leaps bounce between them (as they will generally be the closest to each other). After the Electro damage is resolved, you can roll melee damage vs any models that survived the electric damage. (Infernal Ruling)