Madrak, Great Chieftain

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Trollblood Logo.jpg Madrak, Great Chieftain

Trollblood Trollkin Warlock

Madrak Ironhide has dedicated his life to guiding the United Kriels through a history fraught with suffering and betrayals. Madrak once wielded the cursed axe Rathrok, the World Ender, taken up out of desperation in the hope of using its power to save his people from impending destruction. Freed from the burden of that ancient weapon, Madrak returned to those loyal to him and has resumed the mantle of leadership, lending his strength to his people and drawing on theirs in return.

Basic Info

Madrak3
Missing Info
Madrak3.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 6
STR 8
MAT 7
RAT 7
M.A. N/A
DEF 14
ARM 17 / 19 (★)
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 18
F. Field N/A
WJP {{{wjp}}}
WBP +29
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST N/A
N/A
N/A
(★) 18 when you include the Shield bonus
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warlock - All warlocks come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat: Rallying Cry

  1. While in Madrak's control range, friendly Faction warrior models cannot become knocked down.
  2. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while in Madrak's control range, remove 1 damage point from that model.
  3. After removing this damage the affected model can advance 3" unless it was disabled while advancing (ie disabled by a free strike). The affected model cannot be targeted by free strikes during this movement.
Rallying Cry lasts for one round.

Abilities

  • Tough symbol.jpg Tough
  • Field Marshal [Shield Guard] - Warbeasts/warjacks in this model's battlegroup gain Shield Guard.
  • Protective Aura [8"] - This model can spend 1 fury point to use Protective Aura at any time during its activation. When it does, friendly Faction models gain +2 ARM while within 8" of this model +1" for each fury point on this model. Protective Aura lasts for one round.
  • Righteous Vengeance - If one or more friendly Faction warrior models were destroyed or removed from play by enemy attacks while within 5" of this model during the last round, during your Maintenance Phase this model can advance up to 3" and make one basic melee attack.
  • Shield Guard - Once per round, when a friendly model is directly hit by a non-spray ranged attack during your opponent's turn while within 3" of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard while it is incorporeal, knocked down, or stationary. The Shield Guard special rule can only trigger once per attack roll.

Weapons

Thrown Spear
Gun icon.jpg  RNG   ROF   AOE   POW 
8 1 - 14
  • Magical dam symbol.jpg Damage Type: Magical
  • Reload [1] - This model can spend 1 fury point to make one additional ranged attack with this weapon during its Combat Action.
  • Thrown - Apply any modifiers to this model's STR to the POW of this weapon.
Spear
Sword icon.jpg  RNG   POW   P+S 
2 6 14
Shield of Volarr
Sword icon.jpg  RNG   POW   P+S 
0.5 4 12
  • Shield symbol.jpg Shield
  • Magical dam symbol.jpg Damage Type: Magical
  • Beat Back - Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly toward it.

Spells

COST RNG AOE POW DUR OFF
Battle Lust

3 6 - - Turn No
Target friendly Faction warrior model/unit gains an additional die on melee damage rolls. Battle Lust lasts for one turn.
Defender's Ward

3 6 - - Upkeep No
Target friendly Faction model/unit gains +2 DEF & ARM. Models are not affected while out of formation.
Rebuke

2 10 - - Upkeep Yes
Target model/unit cannot give orders, receive orders, or make power attacks or special attacks.
Spellpiercer

2 SELF Control - Turn No
While in the spellcaster's control range, the weapons of friendly Faction models gain Blessed and Damage Type: Magical. Spellpiercer lasts for one turn.

Theme Forces

  • Other Factions

Recent Changes

No changes since 2021.10

Thoughts on Madrak3

Madrak3 in a nutshell

Madrak3 has a potent spell list, a great Field Marshall and beefy stats, worthy of a true hero. His downsides are his mediocre feat and not having enough fury to do everything he wants to each turn. He is a warrior support caster who also happens to have a significant personal threat.

His Field Marshall [Shield Guard] is great for keeping your troops alive. When it's time to go in he and the Runebearer can put out Battle Lust. Defender's Ward is one of the best defensive unit buffs in the game. The Pyre troll animus can also be put on specific important models to increase their damage. Spellpiercer is there for those pesky Incorporeal models or for ignoring spells. His stone aura is now a base 8" and increases with fury so he can get a much larger amount of his army inside it. With Righteous Vengeance he threats a very respectable 14", preferably with the Runebearer putting Battle Lust on him and possibly with the pyre or slag troll Animus on top.

His different incarnations fit his lore pretty well: Madrak1 supports his army but is reliant on his weapon and the dark power within, Madrak2 having awakened Rathrok is all about wrecking face, but risks getting his friends killed and Madrak3, now free of his burden, is fully focused on helping and supporting the trolls around him by layering defensive support abilities and offering ad hoc damage boosts to his warriors.

Feat thoughts

His feat is an obvious defensive feat which you take in order to tank the alpha strike. No knockdown with 4+ tough just makes the infantry hard to kill.

Note that his feat doesn't stack with Tough. That is, a multi-wound model that passes a Tough check only heals 1 hitpoint under his feat, not two hitpoints.

Spell thoughts

  • Spellpiercer is a great spell when you need to cast it - and utterly pointless two games in three. It's an excellent hard counter to a lot of spells and to incorporeal models (although not to incorporeal models charging through yours). You'll know when you want it; it tries to force a fair fight and trolls excel at winning a fair fight.
  • Battle Lust is an awesome warrior buff, can be cast by the Runebearer.
  • Defender's Ward one of the best defensive upkeeps in the game, make Champs 14/20, make Long Riders 14/22, the world is your oyster.
  • Rebuke is a powerful offensive upkeep - but can't be cast by a Runebearer, normally needs boosting to hit, and the only arc node is in Power of Dhunia, and thus is frequently not cast.

Drawbacks & Downsides

  • He's a counterplayer, rather than a warlock with a plan.
  • Protective Aura on a warlock isn’t as great as it sounds, you would assume as the Krielstone with UA is so iconic to trolls that he could split his forces. But as his beasts still need to be in his ctrl range and because trolls lack the channelling options to cycle his buffs efficiently to far away infantry you rarely get enough of a second bubble for it to be worthwhile.

Tricks & Tips

  • He has Shield Guard. He's a WARLOCK with SHIELD GUARD. Usually, you use Shield Guards for the warlock or warcaster! You could use this to take some heat off of someone in your battlegroup, but don't bite off more than you can chew! (It's normally used on shots like Alten Ashley's - which doesn't worry a warlock but can seriously hurt a warbeast). Note that you can shield guard then transfer the damage if need be. If possible, try to save this for taking a shot off of a key support piece like a Fell Caller.

List Building Advice

Strategy

Madrak is a toolbox caster with fury management for beasts and an attrition feat for infantry - and a backup krielstone. He's therefore a decent attrition caster who can finish games.

In terms of what to put in his army, this is a harder question than it sounds; of Madrak's abilities, Spellpiercer helps everything, his feat helps all infantry roughly equally, and Fortune works on anything. And Soothing Song makes Madrak able to run surprisingly warbeast heavy or lets a lone gargantuan clear a fury so he can transfer to it.

Theme thoughts

Madrak woks best in melee oriented theme that allow the Runebearer, so Band of Heroes and Storm of the North.

    Band of Heroes    

  • Trollkin Fennblades - Two full units of them. Both with CAs. Put battle lust on one, have the Runebearer do the same for the other, then send them screaming into enemy lines.
  • Trollkin Champions - Your clean up crew. Defender's Ward on them makes their stats obscene and they are already Weapon Masters so Battle Lust will do quite a number coming from them.
  • Kriel Warriors - a 15 person strong unit under defenders ward can be a really great tarpit. The WA especially, the fact that it can grant Carapace to medium based models nearby is great, especially if Carapace is coupled with shield guard.

    Storm of the North    

  • Champions are here too. You can even upkeep Defender's ward on them for free.
  • So are Kriel Warriors
  • Krielstone - Only mentioned here because one of Madraks main upsides is that you don't need a Kriel Stone. In this theme you might still want to take a stone for the Northkin elder, though.
  • Bumbles - A great fire and forget missile with Advance Deployment and Battle Lust.

    Support Models - Various Themes    

  • Trollkin Runebearer - Extremely important for him, as he can cast a second instance of Battle Lust. Don't leave your hovels without one!
  • Fell Caller Hero - A MAT buff for your infantry, or plain old Pathfinder.
  • Dhunian Archon if one trooper dies heal another. Fury Management is real nice for him too.
  • Horgle1 - Madrak wants to save any spare fury for battle lust, so casting animi is rare - having him throw out another Pyre Troll animi is handy.

Battlegroup

Starting a 25 point Brawl list

In 2021.03 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Band of Heroes

Madrak, Great Chieftain: [+29 WBP]
Fell Caller Hero: [Free] (5 pts)
Stone Scribe Chronicler: [4 pts]
Troll Whelp: [1 pt]
Trollkin Fennblades (Max unit): [15 pts]
  • Command Attachment: [5 pts]

Total RRP: USD $218 (based on PP's online store prices 2021.05)

For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

  • Released 2016.12
  • His weapon from previous incarnations, Rathrok, was stolen by Kromac2.

Other Trollblood models

Trollblood Logo.jpg       Trollbloods Index       (Edit)
Battlegroup & Similar
Warlocks

Borka1 - Borka2 - Calandra - Gunnbjorn1 - Gunnbjorn2 - Grim1 - Grim2 - Grissel1 - Grissel2 - Doomshaper1 - Doomshaper2 - Doomshaper3 - Horgle2 - Jarl - Kolgrima - Madrak1 - Madrak2 - Madrak3 - Ragnor

Warlock Attachment

Trollkin Runebearer

Lesser Warlocks

Horgle1 - Madrak0

Light warbeasts

Ice Troll - Night Troll - Pyre Troll - Slag Troll - Storm Troll - Swamp Troll - Troll Axer - Troll Basher - Troll Bouncer - Troll Impaler - Winter Troll

Heavy warbeasts

Dire Troll Blitzer - Dire Troll Bomber - Dire Troll Brawler - Dire Troll Mauler - Dozer & Smigg - Earthborn Dire Troll - Mulg the Ancient - Rök

Gargantuan Glacier King - Mountain King - Sea King
 
Units, Solos, & Battle Engines
Units

Dannon Blythe & Bull - Boomhowler1 - Dhunian Knot - Kriel Warriors - Stone Bearer - NK Bears - NK Fire Eaters - NK Raiders - Pummeler Crew - Pyg Burrowers - Pyg Bushwhackers - Pyg Lookouts - Sons of Bragg - Scattergunners - Thumper Crew - T Champions - T Fennblades - T Highwaymen - T Long Riders - T Runeshapers - T Scouts - T Sluggers - Warders
Special WA: Trollkin Sorcerer

Solos

Boomhowler2 - Boomhowler3 - Braylen Wanderheart, Trollkin Outlaw - Bumbles - Dhunian Archon - Fell Caller Hero - Fennblade Kithkar - General 'Thunderstone' Brug - Horgle1 - Horthol, Long Rider Hero - Janissa Stonetide - Ledfoot & Tredz - Madrak0 - Northkin Shaman - Pyg Tank - Stone Scribe Chronicler - Troll Whelps - Trollkin Champion Hero - Trollkin Skinner Valka Curseborn, Chieftain of the North

Battle Engines Hearthgut Hooch Hauler - War Wagon
 
Theme Forces
Band of Heroes - Kriel Company - Power of Dhunia - Storm of the North - Vengeance of Dhunia
 
Minions that work for the Trollblooods
Refer to Who Works for Whom and/or Category: Trollblood Minion
This index was last updated: 2021.10

Rules Clarifications

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Rules Clarification : Feat: Rallying Cry

  • His feat doesn't stack with Tough. That is, a multi-wound model that passes a Tough check only heals 1 hitpoint under his feat, not two hitpoints. (Infernal Ruling)


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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Reload      (Edit)

  • You cannot mix melee attacks and ranged attacks in the same activation unless you have a special rule (such as Dual Attack). Reload does not get around this restriction.
    • A Trample Power Attack is a melee attack, even if you don't actually trample over anyone and make zero dice rolls. So you can't trample then Reload (unless you have something like Dual Attack).
  • You can use Reload to make additional attacks after a Special Ranged Attack. (Infernal Ruling)
  • If you have (x2) of a weapon with Reload (such as Caine1), the special rule will only be written on the card once. But you can reload both weapons to the max limit. (Infernal Ruling)
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Rules Clarification : Thrown      (Edit)

  • You do not add the model's base STR to the thrown spear, just modifiers. The base STR is already included in the POW of the weapon. (Locked thread)
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Rules Clarification : Shield and/or Buckler     (Edit)

  • The only time you lose the Shield bonus is when the weapon is crippled, or if the attack originates in your back arc. (Infernal Ruling)
    • In other words, you still get the Shield bonus while knocked down or stationary.
  • You don't get the Shield bonus vs stuff originating in your back arc. This includes stuff that "leaps" off models in your back arc, such as Electro Leap. (Locked thread)
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Rules Clarification : Beat Back      (Edit)

  • You cannot use Beat Back if you destroy the target; because you can't advance towards a model that is no longer on the table. (Infernal Ruling)
  • You can trigger Beat Back even if the model is no longer in your melee range after the attack. For instance, if you used a Pitch to throw it away, you can still Beat it Back. (Locked thread)
  • The free advance doesn't depend on the target being pushed, but it is dependent on you trying to push them:
    • If you try to push something which Cannot Be Pushed (such as a Colossal), then it won't move and then you can advance directly towards it.
    • If you choose not to push your target, then you choose not to trigger Beat Back, so you don't get to advance.
    • (mk2 Ruling)
  • Beat Back can be used to push larger models.
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
    • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)


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

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury 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 warlocks 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 Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

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

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


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

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

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

Rules Clarification : Tough - None yet. (Edit)

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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 : Protective Aura      (Edit)

  • For the Stone Scribe, if you have to Field Promote the Stone then Protective Aura is lost. It is not transferred to the newly promoted Grunt.
  • Madrak3 doesn't have this issue, he's got bigger problems to worry about (namely, being dead).
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Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • Vengeance is not an activation. It does not prevent the model/unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Units only
    • Out of formation models cannot make Vengeance moves nor Vengeance attacks.
    However if the unit commander uses their movement to bring the Grunts back into formation, then they can move and attack.
    • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
    • If you manage to spawn new models during the Maintenance Phase (such as with Reconstruction or Blood-Bound) then those new models can also make Vengeance attacks. (Infernal Ruling)
    • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
      • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
      • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
    • Granted [ Vengeance ]
      • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
      It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
      It is not "If you get damaged, you get Vengeance next turn."
      • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
  • Triggers
    • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
    • If a CA has Granted: Vengeance then only models in formation have it. However, models that are damaged while out of formation can trigger Vengeance, they just will not benefit from it. (Locked thread)
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Rules Clarification : Shield Guard and/or Shadow Guardian     (Edit)

  • You can't use this ability vs spells.
  • You shift all effects onto the new model, including stuff that triggers on "when this attack hits".
  • When you use this ability vs an AOE attack, the template moves too. Because, with reference to Apdx A, the hit 'moves' at Step 6 and the template placement is determined at Step 7.
  • This ability doesn't work vs Point Blank attacks. Because Point Blank attacks are melee attacks that are made using a ranged weapon.
    • On the other hand, it will work vs Gunfighter attacks.
  • Shield Guard only
    • Since Shield Guard specifies "opponent's turn", it can't be used against stuff that shoots in your own turn (such as Watcher or Counterblast).
    • The Shield Guard does not necessarily need to be in the attacker's LOS or range.
    • The Shield Guarder is always hit even if they have an ability that makes them automatically get missed, such as Stealth. (Automatically missing is determined earlier in the timing sequence than the Shield Guard moving the hit.) (Infernal Ruling)

Rules Clarification : Battle Lust - None yet. (Edit)
Rules Clarification : Defender's Ward - None yet. (Edit)
Rules Clarification : Rebuke - None yet. (Edit)

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Rules Clarification : Spellpiercer      (Edit)

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Blessed and/or Creator's Wrath     (Edit)

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