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A Cygnaran-born mercenary warcaster, Marshal General Baldwin Gearhart has made a career of fighting and has enjoyed every moment along the way. He is never happier than when facing long odds and overwhelming numbers, much to the chagrin of his manservant Mr. Clogg. Gearhart has dragged his assistant across the Iron Kingdoms and into the wild yonder beyond the civilized world on countless hunting expeditions, and now he delights in knocking Khadorans around the battlefield in occupied Llael. Whatever enemies the Crucible Guard faces in the years ahead, the marshal general stands ready to deploy his unusual arsenal against them.
Basic Info
Gearhart
| Gearhart1 |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Small |
| SPD |
5 |
| STR |
6 |
| MAT |
7 |
| RAT |
7 |
| M.A. |
N/A |
| DEF |
15 |
| ARM |
16 |
| CMD |
9 |
| ESSENCE |
{{{essence}}} |
| FOCUS |
6 |
| FURY |
N/A |
| THRS |
N/A |
| HP |
17 |
| F. Field |
N/A |
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| WJP |
+30 |
| 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 Unit - All warcasters come with a stack of standard special rules - most notably being awesome. Furthermore, this warcaster comes with some troopers that can be ordered around. Click here for a newbie-friendly recap, or click here for the full rules.
- This unit is made up of Gearhart and Clogg.
Feat : Fox Hunt
Choose an enemy model/unit in Gearhart's control range. Friendly Faction models gain Prey against the chosen model/unit. When the prey is destroyed or RFP'd, choose another model/unit in Gearhart's control range to be the prey. Fox Hunt lasts for one turn.
- Prey - After deployment but before the first player's turn, choose an enemy model/unit to be this model/unit's prey. A model with Prey gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey.
Abilities
- Arms Caddy - Once per turn at any time during its activation and while within 5˝ of Mr. Clogg, Gearhart can use Arms Caddy. Replace his ranged weapon with one of the weapons on Mr. Clogg's card. Gearhart keeps that weapon until he uses Arms Caddy again.
- Battle Plan - This model can use one of the following plans at any time during its activation. A friendly Faction model/unit can be affected by only one plan each turn.
- Bloody Well Done! - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains an additional die on each model's first non-spray ranged attack roll this turn.
- Give 'em What For! - RNG 5. Target friendly Faction warrior model. If the model is in range, it gains Reciprocate for one round. (Reciprocate - When it is missed by an enemy ranged attack, immediately after the attack is resolved this model can make one basic ranged attack against the attacking model.)
- Operations Command - While in this model's command range, friendly Faction models can ignore other friendly Faction models when determining LOS. Friendly Faction models can advance through other friendly Faction models in this model's command range if they have enough movement to move completely past them. Operations Command last for one turn.
- Breather - This model does not suffer gas effects.
- Veteran Leader [ Faction warrior ] - While in this model's command range, other Faction warrior models gain +1 to attack rolls.
Weapons
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| Acid Cannon
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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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4
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14
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| Mechanikal Axe
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RNG
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POW
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P+S
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1
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7
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13
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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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| Boundless Charge
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2
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6
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-
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-
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Turn
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No
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| During its activation, target friendly Faction model can charge without spending focus or being forced and gains +2" movement and Pathfinder when it charges. Boundless Charge lasts for one turn.
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| Deceleration
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3
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SELF
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Control
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-
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Round
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No
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| While in the spellcaster's control range, friendly Faction models gain +2 ARM against ranged and magic attacks. Deceleration lasts for one round.
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| Hot-Shot
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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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| Target model in the spellcaster's battlegroup gains boosted ranged attack damage rolls.
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| Snipe
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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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| Target model/unit's ranged weapons gain +4 RNG.
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Mr Cloggs
| Cloggs |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Small |
| SPD |
5 |
| STR |
5 |
| MAT |
{{{mat}}} |
| RAT |
N/A |
| M.A. |
N/A |
| DEF |
13 |
| ARM |
11 |
| CMD |
N/A |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
N/A |
| THRS |
N/A |
| HP |
5 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| 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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Abilities
- Encumbered - This model cannot make attacks.
- Hit the Deck! - This model cannot be hit by AOEs. If it would be hit by an AOE, it instead becomes knocked down. While this model is knocked down, ranged attacks targeting it auto-miss.
- Johnny on the Spot (★ Action) - RNG 5. Target Gearhart. If Gearhart is in range, he immediately makes one basic melee or ranged attack.
Spare weapons
Mr Cloggs carries 4 guns, but can't attack with any of them. (Refer to his abilities for why.)
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| Acid Cannon
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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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4
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14
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| Catalytic Detonator
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RNG
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ROF
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AOE
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POW
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8
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1
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-
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15
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- Momentum - A small- or medium-based model directly hit by this attack is slammed d3" directly away from this model. The POW of collateral damage is equal to the POW of this weapon. In addition to suffering a normal damage roll, large-based models hit by this attack become knocked down.
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| Cryo-Evaporator
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RNG
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ROF
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AOE
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POW
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SP 10
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1
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-
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13
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| Vitriloic Ingression Catapault
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RNG
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ROF
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AOE
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POW
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13
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1
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-
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10
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Damage Type: Magical
- Shadow Bind - A model hit by this weapon/attack suffers -3 DEF, and for one round when it advances it cannot move except to change facing. Shadow Bind can be shaken.
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Theme Forces
Recent Changes
2021.10 Mega Update
Thoughts on Gearhart
Gearhart in a nutshell
Gearhart is the leader of the Crucible Guard, the military wing of the Order of the Golden Crucible. He, and his manservant Mr Clogg, carry a variety of experimental weapons into battle which can be used for a wide variety of jobs. He's a great leader of men (especially alchemically enhanced men), and likes to command the battle from a strategic position close to the front line. Gearhart is also the most moustachio-ed leader in the Iron Kingdoms (although you can't call him a Swanson 'cause he's not Cygnaran).
Feat & Spells
- Feat - Baldwin's feat is a pretty straightforward one. You only need to watch out for hidden models since you need to kill a whole unit before swapping Prey. Short Control range can leave Gearhart open to assassination, so don't overextend yourself. It's often best to work your way up from softer to harder targets, as if you fail to kill your Prey target you lose the bonus.
- Hot-Shot - Great for jacks with many ranged attacks like Vulcan, Suppressor or on Baldwin himself. Hot-swapping Hot-Shot is a decent investment of three focus, especially when Alyce is still able to provide focus support.
- Deceleration - Either pushes the ranged defense of heavy infantry through the roof or protects the squishier ones against blast damage. This spell is especially important for protecting Baldwin himself (and Mr Clogg), as you will often have to put yourself into your opponent's ranged threat to maximize Baldwin's personal output. When combined with Force Aura from an Ascendant Mentalist it makes most models virtually immune to ranged attacks, including Gearhart.
- Boundless Charge - Baldwin can't afford to spam this spell, so typically it is used with warjacks, Railless, and models in key positions (e.g., a trancer with a charge lane to an important solo). Pushes most models into the highly respectable 12" & 13" threat range, which is often enough to get the alpha. Forces your opponent to respect the increased threat even though you may rarely use it, encouraging them to keep a stand-off distance that is much more comfortable for your caster and his long-range shooting.
- Snipe - At first glance, Snipe is an obvious spell to cast on Baldwin to allow him to stay outside of the enemy threat. However keeping him back minimizes his available focus (you'll be upkeeping Hot-Shot & casting Deceleration anyway), diminishes the useful range of his feat, and it can often be more efficient to keep Baldwin further forward and use Snipe to guarantee you can land Dragon's Breath Rocket or Vindicator shots. A Vindicator with Snipe can often aim and shoot from the deployment line or just in front of it (whether this is a good thing or not is up to you to decide, at some point you're probably going to want that heavy warjack further forward).
Drawbacks & Downsides
- To make his Feat and personal ranged contribution count you need to bring Baldwin closer to the frontline than his statline typically would have liked. Don't overextend on feat turn and get killed in retaliation.
- He is really focus strapped if you're making use of his whole kit (-1 for upkeeping Hot Shot, -2 for Deceleration, leaving him on 3 for everything else), and often doesn't have anything to send to his 'jacks.
- If Mr. Clogg is killed you are stuck with your current weapon and drop to (effectively) ROF1.
- You can only use Arms Caddy once per turn. If you decide to switch weapons for your first shot, you cannot switch again for your second shot.
Tricks & Tips
- Gearhart can switch weapons even after making a melee initial attack. This is important when planning for your next turn and for Reciprocate (from the Battle Plan)
- Gearhart's plans can be applied to himself.
- Friendly AoEs can be used to knockdown Mr Clogg on your turn, preventing the enemy from sniping him out. Combat Alchemists throwing Ice Cages are particularly good at this job.
- The only piece of Baldwin's kit which is limited to his battlegroup is Hot-Shot, meaning he can support Prospero's battlegroup extremely well.
- Alyce can push him to effectively 7 focus, which is enough to hot-swap Hot-Shot and cast two Snipes/Boundless Charges for an assassination run.
- Get familiar with all of his guns as they are a big part of his toolkit. You may find yourself using Acid Cannon most of the time but don't pigeon-hole him to just that. Catalytic Detonator can be his most powerful scalpel/assassination gun if you can get within range, a boosted Cryo-Evaporator spray is good for hard-to-hit targets behind cover, and Shadow Bind from the Vitriolic Ingression Catapult can be devastating to battle engines and other models that can't shake it.
- Like with many Crucible Guard models, don't be afraid to shoot AoEs at targets that are high DEF or out of range. Lucky AoE deviations can wreak havoc and the Acid Cannon's continuous corrosion still effects models that are immune to blast. This can be a great way to deal with dug-in single-wound infantry or in trenches, behind terrain, etc.
List Building Advice
Strategy
Gearhart's main strategies are utterly crushing the opposing army by sheer overwhelming firepower, or by fielding droves of medium-base infantry that are well-protected on the advance and deliver crushing alphas when they arrive. His spell kit and abilities turn most ranged units into ranged monsters capable of taking down anything but the heaviest of armor and when he starts the Fox Hunt, and even colossals start to melt. He also really likes the Railless and the Vulcan, as he can turn their heavy guns to a ludicrous 24" threat. He is also fantastic with Assault Troopers and Failed Experiments working together (enhanced by Veteran Leader and Operations Command), stacking buffs/debuffs from models like Ascendant Mentalist, Death Archon, Suppressor Rust, and Vindicator Withering Humor to be extremely difficult to remove efficiently while hitting exceptionally accurately (up to MAT 10/11 on feat turn) and absurdly hard (able to remove most colossals with only 1-2 units, while also able to deal with virtually all flavors of enemy infantry en masse).
Baldwin wants to steadily advance up the board, using overwhelming concentrations of firepower and hitting power to triturate anything which can threaten his, or his manservant's, safety.
Theme thoughts
Prima Materia
Gearheart will go in this theme if he wants to run the "ass mountain"-style list as the the list is only improved by double Death Archons and focus-efficient jacks thanks to the Cutting Edge benefit handily solving his focus problems. All of the relevant support models are here as well. This is his preferred theme most of the time, because Cutting Edge is an amazing benefit for a focus-strapped caster who wants to contribute to the fight personally and double Death Archons are basically a theme benefit by itself. He won't miss Mercenaries, Rocketmen, or the other Infantry much, even if he does have good synergies with them.
- Death Archons, always in the plural. Mortal Fear and Decel make 'jacks and multi-wound infantry hard to take down at range and they are self-sufficient enough to not mind that Baldwin has no buffs for them sans the standard debuffs you can find in any CG list.
- Alyce is a must for such a focus-strapped caster. She also turns into a solid defensive piece post-feat, with countercharge on Big Alyce.
- The multiwound infantry, Crucible Guard Assault Troopers, Crucible Guard Storm Troopers and Failed Experiments are made even more resistant to shooting with Deceleration and thus make the best use of the spell. Storm Troopers benefit from Snipe, but most players prefer to go all-in on double Failed Experiments and double Assault Troopers (or triple min Assault Troopers) for a strong melee list, while still having a strong ranged game with Gearhart himself and his 'jacks. This kind of list has been dubbed "ass mountain" by the community (credit to Brandon Owens).
- Ascendant Mentalists - Always two of them. Force Aura stacks with Deceleration and Carapace/Impervious Flesh, so your mountain of posterior will wade through incoming fire unscathed. She's also a strong melee solo to boot.
- The Railless Interceptor benefits from almost every part of Baldwin's kit, and compliments hit "get to the middle of the table shooting all the way" strategy more than any other piece in the Crucible Guard's arsenal.
- Prospero can take some of that focus burden upon his shoulders, and his battlegroup can take advantage of every piece of Baldwin's kit save Hot Shot. Note that Prospero himself is a warrior, and does actually benefit from Baldwin's Battle Plans & Veteran Leader.
- Prospero's battlegroup can be as simple as a single Vanguard, or can be the Retaliators needed to enhance the hitting power of Baldwin's infantry.
- He also can run a Vulcan very well, allowing Baldwin to keep his focus for casting spells or boosting.
- Combat Alchemists are extremely relevant with Baldwin for their defensive implications post-feat. They are also the most cost effective way to knock down Mr Clogg without accidentally damaging him. However their offensive capacity is limited, so take one of them as a requisition choice and the points that would be spent on a second or third unit are probably better spent elsewhere.
- Containment Operatives - Veteran Leader and Snipe are what the doctor ordered for them, so they can aim and deliver their debuffing shots.
- Crucible Guard Mechanik- They are a great point filler as always and they can repair jacks or give them Pathfinder, even though Boundless Charge already does that. That being said, a single Mechanik can be a way of pseudo-extending your focus, as you can avoid casting Boundless Charge on things within 11" but behind terrain.
- Gorman1 & Hutchuk are always solid options for Crucible Guard. Hutchuk is especially relevant for Baldwin due to Ambush, as he can be used either offensively to disrupt the enemy advance or defensive as a counter-ambusher.
Magnum Opus
This theme provides Baldwin access to Mercs, Rocketmen and CG Infantry, instead of juiced-up jacks and double Death Archons. Baldwin can provide his infantry a fairly reliable +4 MAT/RAT swing thanks to Veteran Leader & the Vitriolic Ingression Catapult.
- Crucible Guard Infantry can get to obscene levels of ranged damage from a great distance with Snipe and Veteran Leader. This is when you'd consider bringing the Retaliator.
- Crucible Guard Rocketmen really like the feat as a damage buff, can screen well and jam zones while your gunline is taking enemy out from distance. Death From Above and Prey lets them hit pretty hard, too.
- The Rocketman Ace can be a good budget option when the unit points are being spent on Troopers or Infantry instead. The Ace also has a hilarious assassination run with Baldwin, as Gravity Bomb can become a range 8" Pow 16 weapon master attack.
- The Rocketman Stinger loves Boundless Charge for extra threat range and delivers a bunch of very mean debuffs.
- Order of Illumination Resolutes are very strong pieces that can be an excellent target for Bloody Well Done! or Snipe, so long as they attach Mosby. In addition to that, they have the option to take 3 shield guards Morrowan Battle Priest.
- Anastasia - +1 to the starting roll, on top of the re-roll, mean you should be able to go first most of the time.
Battlegroup
Gearhart generally prefers a smaller battlegroup due to his somewhat limited pool of focus, especially if he's playing in Magnum Opus. A Suppressor and a Vindicator fill his WJP alsmost exactly and are considered the most optimised battlegroup you can run with him.
- The Vulcan is generally a strong choice as it benefits greatly from Deceleration, Boundless Charge and especially Hot-Shot.
- The Suppressor can dish out some serious damage with Hot-Shot and two sprays. Boundless Charge also fixes it's puny threat range.
- A Vindicator is a great recipient for Snipe and with Powerful Attack you can put Hot Shot on a Suppressor instead. It packs a whole slew of relevant shot types and a 2" P+S 18 mace to beat face with.
- Vanguards are another great option. When benefitting from Deceleration, they become ARM 21 sheild guards. In Prima Materia, they can also shield guard twice. Run a couple with Prospero as a focus battery. When Gearhart applies Boundless charge, they have a respectable melee threat of 13" with pathfinder.
- Liberators are not that useful since Baldwin has no spells he'd really like to arc.
- Retaliator is a great choice if you play Crucible Guard Infantry so it can Oil things up for them, but superfluous when not.
First Seven Purchases
A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.
- Warjack: Suppressor
- Warjack: Vulcan
- Solo: Aurum Ominus Alyce Marc
- Solos: Trancer (x2)
- Unit: Dragon's Breath Rocket
- Command Attachment: Doctor Alejandro Mosby
- Mercenary unit: Order of Illumination Resolutes
Other
Trivia
- Released with the Faction launch (2018.06)
- Gearhart's mustache is a Baldwin not a Swanson because he's not from Cygnar.
Video Battle Reports
Other Crucible models
Rules Clarifications
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Rules Clarification : Corrosion (Edit)
- If you deploy in corrosion hazard terrain (Acid Pool), then you get corroded 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.
- A weapon can inflict continuous corrosion without itself being a corrosion damage weapon (for example, the Acidic Touch animus). In this case, the attack can hurt models with Immunity: Corrosion it just won't apply the continuous effect.
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Rules Clarification : Arcing Fire (Edit)
- Arcing Fire lets you ignore models but not terrain. You don't ignore clouds, forests or buildings.
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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 : Breather - None yet. (Edit)
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Rules Clarification : Veteran Leader (Edit)
- Veteran Leaders don't give themselves the buff, because of the "other models within ..." clause. However, if you have two models giving out the buff, then they can give it to each other. (Locked thread)
- If a model can get Veteran Leader from two sources (such as Vet Leader [Winterguard] simultaneous with Vet Leader [Assault Kommandos]) then the benefit does not stack. (Infernal Ruling)
- Some versions say "friendly" and some don't. Regardless, Veteran Leader only buffs friendly models. (Infernal Ruling)
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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 : Arms Caddy (Edit)
- You only get to shoot one gun per activation (not including the Johnny on the Spot attack). That is to say, you cannot make an initial attack with one weapon, then swap, then claim you get more initial attacks with the new weapon. (Infernal Ruling)
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Rules Clarification : Battle Plan (Edit)
- A model can issue a Battle Plan to itself (assuming it meets the 'model type' criteria).
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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)
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Rules Clarification : Bloody Well Done! - None yet. (Edit)
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Rules Clarification : Tactician and/or Operations Command (Edit)
- Applying the LOS and Movement bonuses work like mirror opposites:
- LOS: The models you draw LOS through do not need to be in the Tactician bubble. The model drawing LOS does need to be in the Tactician bubble.
- Movement: The models you move through do need to be in the bubble. The model moving does not.
- The "can ignore for LOS" is not optional. You cannot opt to "turn off" your ability to see through models, in the hope of getting a free strike or some such. (Infernal Ruling)
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Rules Clarification : Deceleration (Edit)
- Deceleration works vs blast damage.
- Deceleration works vs special effects on the gun/spell that cause "direct" damage. For instance, the Throw damage caused by the White Squall spell.
- Deceleration doesn't work vs 'secondary' damage that is 'not considered to be an attack' (such as Electro Leap).
- Deceleration doesn't work vs hazards that are put into play by spells/guns (such as the Stormwall's Covering Fire).
- Deceleration doesn't work vs non-offensive spells that also do damage, such as Blazing Effigy. (Locked thread)
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Rules Clarification : Hot-Shot - None yet. (Edit)
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Rules Clarification : Snipe (Edit)
- Although Snipe the spell and Snipe the Attack Type are two different "sources", they are multiple instances of the same effect. As such, they're not cumulative. Refer to the "Rule Priority" section of the core rulebook.
- Snipe does not affect the range of weapons that use the Spray template, or one's which have RNG = CTRL.
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Rules Clarification : Prey (Edit)
- When you declare your Prey target, it has to be used on a model that is currently on the table. You can't use it on models that are in Ambush, Burrow, etc. (Infernal Ruling)
- If you have both Prey and Ambush, then you declare your Prey target at the normal time (even though the Prey-er isn't currently on the table). (Infernal Ruling)
- Prey bonuses apply to "non-attack" damage, such as Electro Leap. (Infernal Ruling)
- If you hit your Prey target, but your attack is "shifted" to a non-Prey model (via Shield Guard etc) then you don't get the damage bonus vs the new target.
- If a model with Prey can return to play, then:
- If the Prey target is still alive when the Prey-er returns, then it stays as your Prey target.
- If the Prey target died while the Prey-er was off the table, you get to pick a new Prey target when you return to play.
- This is based on a MK II ruling.
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Rules Clarification : Momentum (Edit)
- Huge-based models with Momentum don't get the +2" slam distance that normally applies when huge-based models slam smaller ones. Because that bonus movement only applies to a Slam Power Attack and Momentum is an effect of the weapon, not a Power Attack.
- Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.
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Rules Clarification: : Slam (Edit) (Click Expand to read)
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- General
- If you slam someone via a Power Attack the distance they move depends on relative base sizes.
- If you slam someone via a weapon or spell, the distance they move will be as per that weapon's/spell's rules text. Sometimes it doesn't depend on base size.
- Obstacles stop slams, but they don't stop throws.
- Obstructions stop both.
- If three models are B2B and in a triangle formation, and you slam one toward the other two, it will contact both those two models simultaneously. (Infernal Ruling)
- You can add model special rules (such as Gang) to the damage roll.
- Power Attack Slam
- You don't add any special rules on your model, unless it specifically refers to Power Attack Slam (such as Hard Head)
- You can use an "any time" ability after resolving the slam movement but before the slam attack roll. (Infernal Ruling)
- The range of a Power Attack Slam is irrespective of your weapon range:
- A Power Attack Slam made by a colossal or gargantuan has a 2˝ melee range.
- A Power Attack Slam made by any other model has a 0.5˝ melee range.
- You can boost the damage roll.
- Weapon Slam (ie Smite)
- You use the weapon's full P+S, not the attacker's base STR.
- You can add weapon special rules (such as Weapon Master) to the damage roll.
- You can boost the damage roll (and if you charged, it is auto-boosted).
- 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)
- Incorporeal vs Slammed/Thrown models ( Edit )
- Incorporeal models cannot be moved by someone trying to slam them.
- Slammed models can move through Incorporeal models.
- If they have enough movement to get past them, no dramas.
- If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
- If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
- For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
- The same logic applies to Throws.
- Collateral Damage
- Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
- It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
- It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
- It doesn't matter if the attacker has crippled weapon systems or aspects.
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Rules Clarification : Freeze (Edit)
- Remember Stationary only prevents what it says it does. Refer the page on Stationary for a refresher.
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Rules Clarification : Shadow Bind , Force Hold, Force Lock, Quagmire, and/or Crawling Chaos (Edit)
- Models affected by this ability may still advance 0" and thus abilities that trigger on "ends their movement within ..." or "after this model advances ..." will still trigger (for example Slipstream, Countercharge, etc).
- Models may still be placed, so abilities like Apparition will still work.
- The restriction applies to all advances: normal activation, bonus in-activation (like Overtake), and out-of-activation (like Energiser).
- Shadow Bind only
- If you manage to free strike a charging model and Shadow Bind it, their charge movement ends because they can no longer advance. At that point, you check whether their charge movement was successful or not.
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Rules Clarification : Encumbered - None yet. (Edit)
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Rules Clarification : Hit the Deck! (Edit)
- This model cannot be hit by any type of AOE (ranged AOE, magic AOE, or the very rare Point-Blank melee AOE). However the "auto-miss when knocked down" part only applies to ranged attacks.
- While knocked down, non-AOE ranged attacks can target someone near this model and still hit it.
- This model cannot be directly hit by an AOE, and it cannot be hit with blasts from an AOE.
- It also cannot be hit by AOEs that are "spawned" from non-AOE weapons (such as Vortex Blast or Hellmouth).
- However Hit the Deck is ignored by AOEs that skip "hitting" models and instead skip straight to damage (such as Krueger1's feat) or skip straight to applying debuffs (such as Burning Flames).
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Rules Clarification : Johnny on the Spot (Edit)
- Gearhart can use Johnny on the Spot to make a ranged attack, even if Gearhart used his normal Combat Action to make a melee attack or forfeited his Combat Action. (Infernal Ruling)
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Note to Editors
To edit Clogg's tagged abilities, Click here
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