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Accompanied by her personal guard of Clockwork Angels, Aurora flies into battle at the vanguard of the Convergence army, striking its enemies with swift precision alongside her mechanikal allies. Aurora is blazing a new way forward for the Convergence, proving herself a peerless warrior and visionary inventor. A beacon of inspiration to all within the Convergence of Cyriss, Aurora sweeps aside any who would impede the Great Work, continually seeking to prove she is ready to transcend the flesh and be set into an immortal clockwork vessel.
Basic Info
| Aurora1 |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Small |
| SPD |
7 |
| STR |
5 |
| MAT |
6 |
| RAT |
4 |
| M.A. |
N/A |
| DEF |
16 |
| ARM |
15 |
| CMD |
N/A |
| ESSENCE |
{{{essence}}} |
| FOCUS |
7 |
| FURY |
N/A |
| THRS |
N/A |
| HP |
16 |
| F. Field |
N/A |
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| WJP |
+29 |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
N/A |
| UNIT SIZE |
N/A |
| COST |
N/A |
| N/A |
| N/A |
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| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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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.
Living Convergence - Note that this model is a living model (unlike most of Convergence's forces).
Feat : Eleventh Hour
Friendly Faction models currently in Aurora's control range gain Reposition [5"] and Parry. Eleventh Hour lasts for one turn.
- Reposition [5"] - At the end of an activation in which it did not run or fail a charge, a model with Reposition [5"] can advance up to 5", then its activation ends.
Abilities
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Flight
- Apparition - During your Control Phase, place this model anywhere completely within 2" of its current location.
- Field Marshal [Apparition] - Warbeasts/warjacks in this model's battlegroup gain Apparition.
- Flank [ Angel ] - When this model makes a melee attack against an enemy model in the melee range of a friendly Angel model, this model gains +2 to attack rolls and gains an additional damage die.
Weapons
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| Polynomial Beam
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RNG
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ROF
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AOE
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POW
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12
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1
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-
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12
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| Polynomial Staff
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RNG
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POW
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P+S
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2
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7
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12
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Spells
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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| Admonition
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2
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6
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-
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-
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Upkeep
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No
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| When an enemy model advances and ends its movement within 6" of target model in the spellcaster's battlegroup, the affected model can immediately advance up to 3", then Admonition expires. The affected model cannot be targeted by free strikes during this movement.
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| Aerogenesis
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3
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SELF
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Control
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-
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Turn
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No
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| The spellcaster and friendly Faction warrior models/units beginning their activation in its control range gain +2" movement when advancing as part of their Normal Movement and Flight during their activations. Aerogenesis lasts for one turn.
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| Arcane Might
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2
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SELF
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Control
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-
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Upkeep
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No
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| While in the spellcaster's control range, friendly Faction non-warcaster warrior models can spend 1 focus point on the spellcaster to boost a melee attack or melee damage roll during their activations.
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| Bladed Gale
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3
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8" spray
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-
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13
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(★)
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Yes
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| Models hit lose Flight for one round.
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| Flashing Blade
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1
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SELF
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-
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-
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-
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No
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| The spellcaster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.
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Theme Forces
Thoughts on Aurora1
Aurora1 in a nutshell
Aurora runs what is likely the fastest army in the game. Her Aerogenesis spell combined with the myriad speed boosts offered in Strange Bedfellows, extends her army's threat ranges to impressive lengths. She also enhances melee accuracy (and sometimes melee damage) with her Arcane Might spell.
What she does not do is provide any protection for her force, so she relies on a quick and devastating alpha strike to ensure victory. Unless the foe has an impressive defensive feat or excellent ranged prowess, she will have the advantage.
She also does nothing for ranged infantry beyond Aerogenesis, as Arcane Might can only boost melee rolls.
Feat thoughts
The feat is simple, and powerful. First gaining Parry in combination with Flight is fantastic, your models can now charge wherever they damn well please. Your extra fast units, such as Angels and Soulhunters, can drive deep into the enemy backline to kill support or start an assassination run. Your main units can ignore the frontline of screening enemy, declare charges vs juicy targets in the second rank of enemy, and get there without eating free strikes.
Secondly Repo 5 is a lot longer move than it appears on paper. You can strike the enemy frontline, kill it, and fade back and be somewhat safe from the enemy's second line. Or you can push forwards and gum up the second line to keep them away from scenario. Or better yet, so both; gum up the enemy with cannon fodder, and fade back with your valuable models.
It is a feat that can be held until the third or fourth turn. When used in Strange Bedfellows with a combination of Asphyxious4, Void Archons (or Death Archons), Angels of all types, and Soulhunters, all under Aerogenesis, it is something to be feared.
Lastly, note that while her signature spell Aerogenesis only works on warrior models, her feat works on everything. So don't forget to apply it to your warjacks and battle engines.
Spell thoughts
Most of the time Aurora is going to cast Aerogenesis, upkeep Arcane Might on herself, and camp the rest of her focus ready to trigger Arcane Might. This simply doesn't leave her focus to do much else.
- Admonition
- A great spell to put on Aurora if a) you need to put Aurora in a forward position that could leave her vulnerable to charges and b) you're willing to lose Arcane Might this turn (in which case, why are you playing her forward?)
- You could put it on a warjack but it is tough to find the spare focus to afford the upkeep. And she doesn't love her warjacks that much that she desperately wants to keep them alive.
- Aerogenesis - Her signature spell. When combined with Apparitionand Swift Vengeance in the Strange Bedfellows theme, it extends threat ranges to unparalleled levels.
- Arcane Might
- Devastating when combined with high-value models like Void Archons (note they are friendly Faction only in Strange Bedfellows) and Asphyxious4.
- Mostly wasted on the rank-and-file infantry of Convergence, with some exceptions
- Negation Angels can boost their melee attacks for better chances to hit and cause Paralysis. Great for assassination attempts.
- J.A.I.M.s loves the ability to boost her second attack.
- Death Archons can get 4 dice to hit drop lowest, practically guaranteeing the chain attack.
- Bladed Gale - fairly expensive, but accurate due to her high FOCUS. With Void Archons in her army, you'll never need it.
- Flashing Blade - With Flank: Angel, this gives her some late game smashing power, but only in a must-win situation would you do this.
Drawbacks & Downsides
- She herself is quite a boring caster, mostly standing around casting Aerogenesis every turn while upkeeping admonition on herself and MAYBE dropping it to use Arcane Might if going for an assassination.
- She offers no defensive help for her force.
- She is easily killed if knocked down or made stationary due to her need to play quite forward when using Arcane Might.
- She runs vectors and warjacks poorly.
Tricks & Tips
- Watch out for things that counter or interact with Flight - things such as the Hurricane's Turbulence, the Victor's Flak Fire, or Lanyssa Ryssyl's winter storm can be very dangerous for Aurora.
- Go first and meet the enemy on their side of objectives. Force them to sacrifice or lose on control points.
- Apparition works even if you are stationary or knocked down.
- Flashing Blade is not an attack per se. If you're knocked down but don't need to charge, it is better to forfeit your Combat Action to stand and save the focus to cast this spell, than it is to spend a focus to shake the knockdown.
- If you have a Shield Wall unit already in melee on your feat turn, issue the Shield Wall order, fly into the enemy's back arc ignoring free-strikes thanks to Parry then, once you've finished your attacks, Reposition back into a Shield Wall formation.
List Building Advice
Strategy
Aurora will win with a crippling alpha strike or by killing the opposing caster from a long way off after whittling down the army a bit. If the enemy can prolong the fight, she will fold fast.
Another strategy is running a bunch of slow but hard-to-kill models in Clockwork Legions - more on that below.
Theme Thoughts
Strange Bedfellows
This theme is unique in that it provides her with the perfect blend of models that work well with her kit. Among cavalry to speed up, free angels to flank off of, hit and damage fixers, merc jacks, and a friendly faction Hermit it is likely this theme will be her new home.
Aurora doesn't want to spend points she doesn't have to on warjacks, and to work well Convergence jacks generally require 6 points of support in a Corollary. Mercenary jacks are therefore normally a much better choice for her. A couple of heavies (normally the Toro or the Mangler) to soak up most of her warjack points and then she might spend what she has left over towards a Diffuser because improved threat ranges are great.
- Cryx options
- Soulhunters - Probably the single best recipiens for both Aerogenesis and her feat. SPD 9 Cavalry with Flight and Parry is no joke, especially since they don't need her focus to boost due to the Cavalry and Strength of Death rules.
- Mechanithralls - sometimes quantity has a quality all of its own, especially with recursion from the Necrosurgeon. And especially when they fly and move fast.
- Bloat Thrall Overseer Mobius - He's a pretty good shooty solo but he's stuck at SPD 4, so he loves Aerogenesis.
- Bloat Thralls - Similar to Mobius. You can also play around with Death Blast and throw them into enemy lines where they blow up.
- Scrap Thralls - As above, use Aerogenesis and send them screaming into enemy lines as mobile bombs.
- Convergence options
- Asphyxious the Sanctified is a melee threat of his own right and likes the combination of Parry and Aerogensis. He is great with Arcane Might, since he can spend his own focus to buy attacks and Aurora's focus to boost those attacks. He also brings a damage buff to Aurora's army.
- Negation Angels - More Angels to proc flank and they provide hitfixing to boot in Paralysis, meaning they set up the rest of your list to slaughter what the Angels can't kill. There is also virtually no reason to boost against paralysed targets, meaning you can use your precious focus to boost damage.
- J.A.I.M.s - Speed buffs go a long way on combat solos, as does the ability to boost attack or damage rolls on a models that is already a Weapon Master. Aurora turns her into a fearsome ball of bladed death. We are talking a model with speed 9 and two boostable, Weapon Master, MAT 9, P+S 17, Grievous Wounds, ripping claws so long as you attack a Prey target under Dark Shroud and Master of Ruin.
- Prefect Hypatia - She grants Apparition to Angels in her CMD range, which is a critical piece of the threat range game.
- Reflex Servitors - If you go for the exploding thrall boat, here are even more solos who blow up!
- Mercenary options
- Hermit of Henge Hold - Special mention here because he becomes faction friendly and thus gains Swift Vengeance and is affected by Aerogenesis and her feat, which means he becomes even easier to deliver. As usual the arm debuff and Mad Visions is great and a M.A. 9 Bladed Gale is neat, too.
- Toro - A no-frills beat stick with Countercharge. Perfect for Admonition!
- Mangler - Apparition is great on it, as it desperately needs a speed buff. Aggressive makes it nicely focus efficient to boot.
- Mariner - It has a great gun and can get by without focus.
- Nomad - Powerful Charge means it can deliver an accurate attack without needing focus if it is needed elsewhere.
- Death Archon - This being friendly Faction in Strange Bedfellows means that the nerf is felt the least here: it still gets access to Swift Vengeance and Aerogenesis for a threat of 16 inches (18 with the diffuser and 20 if Nemo4 summons a Steelhead Ironhead).
- Princess Delores Graciela - Aurora gives her +2" threat range with Aerogenesis and her feat gives her much appreciated Repo 5". Arcane Might lets her boost her guns if you want to empty Auroras stack very quickly. In SBF she also gins Swift Vengeance, which wont let her attack, but gives her a 3" move regardeless.
Clockwork Legions
In comparison to Strange Bedfellows:
- Most of the Convergence models available in Strange Bedfellows are also available here.
- You lose access to the Cryx & Cygnar troops, and the Mercenary warjacks.
- You gain access to Convergence's non-Angel unit options.
- You keep access to the Mercenary solos/units, but they won't become Faction-friendly in this theme.
- Instead of solos gaining Swift Vengeance, the medium-based units gain normal Vengeance.
One strategy is running a bunch of slow but hard-to-kill models with Enigma Foundries and using Aerogenisis + her feat to get them across the board and bog down the enemy. The idea being that you move fast enough to claim the scenario zones.
The troops in this theme are a little pillow-fisted though, so to avoid the game turning into an un-fun grindfest you'll be relying on the few damage buffs available (Asphyxious4, the Hermit, and/or the Void Archon).
Aurora1 works quite well with the medium-based troops, as her Aerogenesis spell nicely overcomes their low SPD.
Destruction Initiative
Aurora does not want to be in this theme. It's for battlegroup casters, and she prefers infantry.
Battlegroup
As mentioned in Strategy, Aurora doesn't have much focus to spare and will end up with a very small battlegroup.
In Convergence she'll want:
- Corollary to basically manage her jacks focus for her. Used smartly, she shouldn't have to allocate focus all game.
- Conservator - A nice shield guard to keep her save, though you are probably better served with Steelsoul Protectors.
- A Diffuser (or two) to get another +2" on your charges and make her army's mobility even more ridiculous.
- Her RAT isn't great so, aside from the Diffuser, you probably want to avoid shooty jacks.
In Strange Bedfellows she's probably better to skip the Vectors entirely and just have some self-sufficient Mercenary warjacks (suggestions given in Theme Thoughts).
Starting a 25 point Brawl list
In 2021.03 Phillip Melvin, one of the LOS authors, put together this Mercenaries list for the Brawlmachine format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.
Theme - Strange Bedfellows
- Aurora1: [+29 WJP] (Mercenaries)
- Void Archon: [9 pts]
- Prefect Hypatia: [Free] (5 pts)
- J.A.I.M.s: [5 pts]
- Widget1: [3 pts]
- Scrap Thralls: [2 pts]
- Negation Angels: [6 pts]
Similarly, In 2020.11 Jaden Iwassa, one of the LOS authors, put together this Convergence list for the Brawlmachine format.
Theme - Clockwork Legions
- Aurora, the Numen of Aerogenesis: [+29 WJP]
- J.A.I.M.s: [Free] (5 pts)
- Void Archon: [8 pts]
- Eradicators (Max unit): [13 pts]
Total RRP: USD $202 (based on PP's online store prices 2021.03)
- Note - This list/article was written before the 2021.10 Errata and therefore may have incorrect point values
For more Brawlmachine list ideas, see Category: Brawl List
Other
Trivia & Lore
Other Convergence models
Video Battle Reports
Rules Clarifications
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* 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 : Mechanikal Seizure (Edit)
- Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
- Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.
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Rules Clarification: : Warcaster (Edit) (Click Expand to read)
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- 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)
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Restrictions on "Any Time" abilities ( Edit) [Show/Hide]
- "Any Time" abilities can be used at any time during a model/unit's activation, except:
- Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
- 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).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- 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.)
- Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
- 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.
- 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)
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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: : Flight (Edit) (Click Expand to read)
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- Flight doesn't ignore:
- Impassable terrain.
- Most hazards. The exception is they do ignore Acid Bath and Burning Earth as long as they don't land in them.
- Templates that stay in play and do damage to models moving through them (such as a Scather).
- Free strikes.
- Trampling with a flying model (Edit)
- Flight allows you to trample "over" medium- and larger-bases.
- Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
- Unless, of course, you have an exception like Blade Rush.
- Flight on a Cavalry model (Edit)
- Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
- 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 : 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 : 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 : Flank (Edit)
- You can gain the Flank bonus vs knocked down/stationary models (refer to the latest Errata).
- Melee range is measured from your front arc so you cannot trigger Flank on models in your back arc.
- The target enemy doesn't need to be in the Flanker's LOS, just their melee range.
- Most of the time if something is in your melee range then it is so close it's in your LOS too, and the difference is meaningless.
- But if you have 2" reach and you're jammed up in B2B with a bunch of closely-spaced enemies, you'll find your LOS is blocked. In this case, you might be able to trigger Flank on an enemy model that is "hiding" behind that front row of jammers, even though you don't have LOS to it.
- Flank is not tied to a specific weapon, so Mount attacks and Power Attacks can benefit as well.
- If you have two sources of Flank they are still giving you the bonus from the Flank rule so do not stack. (Infernal Ruling)
- If the target moves in/out of the Flanker's melee range between the attack roll and the damage roll (for instance if you throw it) then you need to reassess whether you get the Flank bonus for the damage roll. (Infernal Ruling)
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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 : Parry - None yet. (Edit)
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Rules Clarification: : Admonition (Edit) (Click Expand to read)
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* What does trigger Admonition
- Admonition triggers off any advance, not just in-activation stuff. You could even trigger your Admonition off an enemy's Admonition!
- Standing still but changing facing is an advance.
- What doesn't trigger Admonition
- Aiming, or forfeiting your movement, is not advancing.
- If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
- Being placed (such as Teleport) is not an advance.
- Involuntary movement (being slammed, thrown, or pushed) is not an advance.
- You don't have to trigger Admonition the first time an enemy moves nearby - you can save it until it best suits you. (Infernal Ruling)
- Countercharge during your own activation (Countercharge vs Admonition etc) ( Edit )
- You can trigger Countercharge during your own activation, but only if an enemy model moves during your activation. For instance, you move towards a model who has Admonition and they trigger that to try to move away. (You do a normal move, they trigger admonition and move, you trigger countercharge from their admonition-move.)
- However countercharge always counts as being out-of-activation, no matter when you trigger it. (Infernal Ruling)
- As a result, you can't trigger only-during-activation effects (such as Critical Shred & Sustained Attack).
- On the other hand, you can potentially get two charge attacks (one for your normal charge, one for the counter charge). (Infernal Ruling)
This ruling still applies even after the 2018.07 update (Infernal Re-ruling)
- Countercharge plus Admonition
- If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
- Countercharge Inception
- If a model [A] has Countercharge, and it charges an enemy model [B] that has Countercharge and Admonition, then ...
- Model [A] charges and triggers CC and Admo on [B]
- Model [B] Admo moves but before it can resolve its own CC, it triggers CC on [A]
- You now have two models that have triggered CC simultaneously. So the Active player gets to resolve their one first.
- Battlegroup members (Edit)
- Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
- It won't target/affect models which are Attached, though.
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Rules Clarification : Aerogenesis (Edit)
- "Normal Movement" includes charges/slams/etc as well as "normal" advances.
- It doesn't include 'bonus' moves such as Sprint, Reposition, Admonition, etc.
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Rules Clarification: : Flight (Edit) (Click Expand to read)
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- Flight doesn't ignore:
- Impassable terrain.
- Most hazards. The exception is they do ignore Acid Bath and Burning Earth as long as they don't land in them.
- Templates that stay in play and do damage to models moving through them (such as a Scather).
- Free strikes.
- Trampling with a flying model (Edit)
- Flight allows you to trample "over" medium- and larger-bases.
- Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
- Unless, of course, you have an exception like Blade Rush.
- Flight on a Cavalry model (Edit)
- Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
- 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 : Arcane Might and/or Aura of Power (Edit)
- This ability can't be used on charge damage rolls, simply because they're already boosted.
- This ability can't be used on Impact Attacks, because Impact Attacks are defined as "cannot be boosted".
- It can be used on CMA or CRA.
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Rules Clarification : Bladed Gale (Edit)
- Models can regain Flight afterwards. For instance, Krueger1 could cast Skyborne on himself.
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Rules Clarification : Flashing Blade (Edit)
- Flashing Blade is an unlimited spell.
- Flashing Blade is optional.
- All attacks generated are basic attacks.
- Flashing Blade will not 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)
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