Captain Jeremiah Kraye

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Cygnar Cavalry Warcaster

In previous centuries, salvation or doom was heralded by the sound of galloping hooves on the battlefield. The modern battlefield boasts the more fearsome sound of warjacks shaking the earth underfoot, but the meaning is unchanged. Captain Jeremiah Kraye of the Cygnaran Reconnaissance Service blends these old and new fighting disciplines into a doctrine of rapid, devastating assault. Kraye prefers to strike against an exposed flank or harass an enemy's reinforcements, and he instills his 'jacks with unprecedented mobility and crushing momentum.

Basic Info[edit]

Kraye1
CaptainJeremiahKraye WEB.jpg
SPD 8
MAT 6
RAT 7
DEF 15
ARM 16
FOCUS 6
HP 18
WJP +28
See also How to Read the statblock

Weapons[edit]

  • Radcliffe Carbine - 13" range, ROF 2, POW 11 gun
  • Bitter End - 1" reach, P+S 13 melee weapon.
  • Mount - 0.5" reach, POW 12 mount attack.

Abilities[edit]

  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • Cavalry - All Cavalry come with a stack of standard special rules, most notably Impact Attacks and auto-boosted charge attacks.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Parry - This model cannot be targeted by free strikes.
  • Iron Horse - Light and heavy jacks in Kraye's battlegroup gain Cavalry, Pathfinder, and Reposition 5". As Cavalry they can make Impact Attacks and get boosted attack rolls on the charge as well as boosted damage. For their Impact Attacks the range is 0.5" regardless of the jack's weapons and you use the jack's STR for the Impact's POW. They do not gain a Mount Attack to add to their initial attacks.
  • Reposition [5"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 5", then its activation ends.
  • Steady - This model can't be knocked down.

Feat - Light 'Em Up[edit]

While in Kraye's control range friendly models' ranged and melee weapons gain Beacon and Flare (Beacon - Friendly Faction models can slam, trample or charge for free against an enemy model hit with this weapon. Models who charge gain +2" movement. Beacon lasts for one turn. Flare - Models hit by this weapon/attack lose Stealth and suffer -2 DEF for one turn.) for one turn.

Spells[edit]

Target a model in the caster's battlegroup. If an enemy model advances & ends its movement within 6" of that model, it can immediately advance up to 3" ignoring free strikes, but then Admonition expires.
While within 5" of target friendly Faction model/unit, enemy models cannot make ranged attacks.
Warjacks in Kraye's battlegroup currently in his CTRL range gain +3˝ movement when they charge or make a slam power attack. Horsepower lasts for one turn.
The caster's warjacks currently in CTRL range stop being stationary, stand up, and face in any direction. But not if they were knocked down this same turn.
A model damaged cannot run, charge, make slam power attacks, or be placed for one round.

Recent Changes[edit]

2017.06 Trencher CID
Kraye received a complete overhaul.

  • Iron Horse now grants Pathfinder, in addition to what it did already.
  • He gained +1 ARM, RAT, Steady, and Brutal Charge on his melee weapon. Lost 2 warjack points.
  • His feat, and his entire spell list, completely changed.

Thoughts on Captain Jeremiah Kraye[edit]

Captain Jeremiah Kraye in a nutshell[edit]

With the 2017 Trencher errata gone live in September, Kraye gone from zero to hero. His unique Iron Horse rule grants an extremely mobile battlegroup, and his re-worked spell list supports it wonderfully. He is one of five Cygnaran "warjack casters":


Spell thoughts[edit]

  • Admonition - A life-saver, or threat range extender. Perfect extrication for your expensive jack, who might be jammed or is about to be denied from a safe reposition. Don't forget, place effects won't trigger it, but fortunately, Lock the Target denies placing altogether. See Tricks for further application,
  • Countermeasure - One of the most infuriating spells around. Especially on an advance deploying and hard to kill unit/solo. Or use it on a Minuteman, who can totally ruin an enemy gunline's day by lurking behind their lines. The enemy might move away, but this will still force him to give up his aiming bonus.
  • Horsepower - Will be your #1 spell to cast on feat turn, yielding a potential +5" for your charge range on a Beacon-ed target.
  • Jumpstart - often a dead feat on your card, but invaluable against certain builds, who can get you stationary often (Sorcha1 and the like). Also, the spell includes a free turning part - use this if your enemy managed to get into your back. It can also mitigate the damage from a Knockdown+Disruption combination in a Cygnar-Cygnar fight.
  • Lock the Target - a weak zap, with excellent control feature. Condemning your opponent's expensive solo to walk-and shoot/strike attacks is very useful. Especially, if you can pull it off on a gargantuan, or colossal.

Feat thoughts[edit]

His feat is for all of your army, not just your battlegroup. The 2 special rules work really well with each other. If the enemy denies charges, you can still shoot them effectively. If you can charge, well, punch them into oblivion. Fast units, like Storm Lances can have a respectable 15" charge range.

Strategy[edit]

Thanks to the excellent mobility of his battlegroup and himself, Kraye can win on scenario as well as with assassination against an overly bold opponent. You live for an alpha strike, and not really have tool to support your army in protracted fights tough.

Rule #1
Remember about the Cavalry rules. Both his and his warjacks' charge attacks are boosted, meaning higher crit chance and by extension a critical effect chance. Impacts will also be crucial and allow your warjacks to charge deeper into enemy lines.

Rule #2
Use his mobility to give you a tactical edge over the enemy. Iron Horse providing pathfinder and Reposition 5 to his entire battlegroup gives him immense movement shenanigans, you can play a great ranged hit & run game, or send heavies flying across the board thanks to Horsepower that then run away 5". Add in Admonition and his army can be impossible to pin down. You can even try charging something with Kraye, and even if you wont kill it you can reposition safely after your activation - just double check if you can screen yourself or otherwise avoid danger after such a bold move.

Rule #3
Seriously, use his mobility. Didn't talk about Iron Horse yet! This ability and high Reposition stat it confers is the main gimmick of this caster. An Avenger / Centurion / Hammersmith chassis warjack can reposition further than it walks, making wasting focus to run with them sub par - but since you power up and get a focus anyway, why not spend it to trample and reposition afterwards? Although Kraye lost the spell that boosts ranged attacks on his battlegroup, ranged jacks can still do some interesting stuff. A Cyclone can lay down Covering Fire and reposition away for example. And advancing, shooting and moving away is just obvious. Kraye can also do this with his nifty double shot ranged weapon. Also warjacks that knock people down, make warjacks stationary or slam people away will allow you to reposition away unscathed and possibly, ideally ready for another charge next turn.

Typical Army[edit]

His army is centred around his battlegroup of course (giving all of it Iron Horse). You tend to see a small number of support solos and sometimes a cheap (5pts or less) unit for scenario play.

Preferred Warjacks[edit]

It is worth saying that most of Cygnar's Warjacks go from good to amazing with Kraye (Although the Colossals gain little from Iron Horse). Particular highlights include:

  • The Minuteman - the most mobile light warjack around. Jump. Leap. Double slug gun (probably into the enemy's back), then reposition away. Or, stay there with a countermeasure spell, and make gunlines cry.
  • The Charger - move up, blow away a solo, reposition clear. Two solos if you had a free focus to give it.
  • The Sentinel. OK, so it's there for Shield Guard. And infantry clearing. It can even impact attack on screening infantry or slam stuff - and then draw back to shield guard.
  • The Reliant - the cheapest heavy with a gun.
  • Ol' Rowdy - an excellent, Focus efficient jack with a full 14" charge on feat turn with Horsepower.
  • The Centurion - melee and threat range on a tough jack that can't be charged. The boosted charge attack from Iron Horse increases your chances of activating Critical Sustained Attack.
    • It's also an excellent target for Admonition. Between Polarity Field and the 3", it becomes incredibly hard to apply melee attacks to.
    • Admonition also gives a certain level of safety against Telekinesis 'casters if they turn the Centurion around to charge it in the rear. Use Admonition to walk away and face the right direction again.
  • The Stormclad - along with a Stormblade Captain can prove to be really effective.
  • The Hunter - Combining a ridiculous range on its gun with a 5" reposition move means that your opponent can struggle to retaliate against it, especially if it can move back through terrain to get out of sight completely.
  • Brickhouse - you have to be less afraid of walking away from the enemy with reposition, or trampling through them, if you are defended by ARM23. Also, if you happened to Critical Smite an enemy heavy away, you can often reach it with reposition to activate Force Lock on it.

Outside of Warjacks, it can be worth including:

Units[edit]

  • Trencher Infantry is obnoxious to kill and very handy for Countermeasure.
  • Trencher Commandos have the double-bind with Countermeasure - either stealth or countermeasuring. Enemies can still target you with templates and AoEs - your thin ARM will hardly help on that, but against lists without such tools they will be downright annoying.
  • Rangers - perfect candidates for your feat's shooty part, applying accurate Beacon/Flare shots from afar for the rest of your army.
  • Field Mechaniks! You're probably ploughing most of your points into Warjacks with Kraye, so with whatever points you happen to have left over, they're a good option.
    • They repair Warjacks!
    • They're DEF14!
    • They score those Circular Zones in Steamroller that the rest of the army can't do anything with!

Solos[edit]

  • The Squire - lots of Warjacks to control, with a great CTRL range spell and feat - this little fella is very useful.
  • Captain Arlan Strangewayes. The extra Focus is always welcome, as is the ability to Repair.
  • Journeyman Warcaster - Although you'll lose Iron Horse on the journeyman's warjack, you'll gain access to Arcane Shield and even more focus reserve.
  • Gun Mage Captain Adept - universal, nimble, accurate solo. Great for applying the feat to pesky Stealth targets or getting some moderate damage in with a Snipe, Brutal Damage shot.
    • Sons of the Tempest is worth an honourable mention at this stage. Kraye can get most of his Warjack toys in this theme, while taking the Black 13th and a GMCA will net you another solo, even a 2nd GMCA, for free.
      • That gives you 5 RAT 8, True Sight models that apply the feat to nearly anything from 20" away.

Drawbacks & Downsides[edit]

  • Large base makes him an easy target, ripe for assassination. Eiryss1 can be a huge problem, though the newly re-acquired Steady, and a Shield Guard model can make attempts on his life all the more difficult.
  • Smart enemies will not let reposition on warjacks happen too often.
  • An over-emphasis on your battlegroup will put you into disadvantage in scenarios, where units and solos could grab objectives.
  • Doesn't offer much support for models outside of his battlegroup.

Tricks & Tips[edit]

  • Apply Admonition on Ol'Rowdy. Smart enemies may try to circumvent Counter Charge by walking behind Rowdy. As both Admonition, and CC trigger immediately, you can choose the resolution order. First, turn around with Rowdy due to Admonition, then trigger counter charge.
  • Admonition can be triggered by enemy admonition, or by changing facing too.
  • As for Countermeasures, enemies can still target you outside from the spell's range, but within, they cannot do the trick of lining up a friendly model as target for your spray attacks, and shoot the protected models too.
  • Remember, Countermeasures doesn't shut down spells. Also, be on the lookout for weapons with Dispel.
  • Trample + reposition is a perfect speed booster in the 1st turn. An Ironclad chassis 'jack is 30% faster than running and a Centurion chassis 'jack is 50% faster. That makes a Centurion with Polarity Field up very meaningful in scenario play from early on in the game. Add in the deployment area bonus from Heavy Metal theme force, and you get a wall of iron rolling at you.
  • Horsepower and Light 'em Up solve a lot of Thunderhead's problems.
    • A big speed boost makes him a serious melee threat.
    • Meanwhile, the boosted charge attack has the potential to bring the Critical Cortex Damage into play
    • Reposition[5"] and Pathfinder can be utterly devastating if you can use the Energy Pulse to annihilate infantry from within terrain and move back to safety.
  • Your feat works on Kraye's attacks too. 2 RAT7 carbine shots often mean 2 very exposed heavies for your army.

Other[edit]

Trivia[edit]

Theme Forces[edit]

Themes for any-and-all casters (Edit)

Other Cygnar models[edit]

CygnarLogo.jpg
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Battlegroups
Warcasters Jakes2 - Darius - Kraye - Sloan - Haley1 - Haley2 - Haley3 - Nemo1 - Nemo2 - Nemo3 - Stryker1 - Stryker2 - Stryker3 - Sturgis1 - Constance - Caine1 - Caine2 - Caine3 - Maddox - Siege1 - Siege2
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Y
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N
A
R
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers BGC Journeyman - Jakes1 - T. Warcaster Lieutenant
Marshals Runewood - Strangeways - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA
Light warjacks Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy warjacks Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
     
Units, Solos, & Battle Engines
Units Gun Mages - Mechaniks - Long Gunners - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - T. Cannon Crew - T. Chain Gun Crew - T. Commandos - T. Express Team - T. Long Gunners - T. Infantry - T. Mechaniks
Black 13th Gun Mage Strike Team

Ranking Officer CA : Captain Jonas Murdoch

Solos Arcane Tempest Rifleman - Captain Adept - Journeyman Warcaster - Squire - Stormblade Captain - Stormcallers - T. Buster - T. Master Gunner - T. Patrol Dog - T. Warcaster Lieutenant
Runewood - Strangeways - Maxwell Finn - Anson Hitch - Harlan Versh - Jakes1 - Bastian Falk - Gwen Keller - Laddermore - Harrison Gibbs - Viktor Pendrake
Battle Engines & Structures Storm Strider - Trencher Blockhouse
 
Theme Forces
Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Merc cygnar.jpg

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Mercenary Battlegroups
Warcasters Ashlynn - Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten
Requires a 2+ caster game
C
Y
G
N
A
R
M
E
R
C
E
N
A
R
I
E
S
Other Controllers Mini-casters Gastone Crosse - Rorsh & Brine - Brun Cragback & Lug
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Thor Steinhammer
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Cygnar army depends entirely on which mercenary is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
     
Units, Solos, & Battle Engines
Units High Shields - Horgenhold Artillery - Forge Guard - Ogrun Assault Corps - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Tactical Arcanist Corps - Thorn Gun Mages
Alexia1 - Sam & the Devil Dogs - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Anastasia - Bradigan - Eilish Garrity - Grogspar - Brun Cragback & Lug - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gastone - Gorman - Hutchuk - Lanyssa - Rockbottom - Dougal - Ragman - Raluk - Rhupert - Rorsh & Brine - Savio - Sergeant Nicolas - Stannis - Taryn - Thor
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Battle Engines Hammerfall Siege Crawler


Rules Clarifications[edit]

Rules Clarification : Magical Damage      (Edit)

  • 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)
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can 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.")

Rules Clarification : Brutal Charge      (Edit)

  • If your charge movement was less than 3", your first attack is not considered a 'charge attack' and thus you won't get the Brutal Charge bonus.


Rules Clarification:  : Warcaster      (Edit)
Warning: This is a long one.

 
  • General
    • 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.
Restrictions on "Any Time" abilities (Edit)
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    2. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    4. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
  • Units
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat 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.


Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argii can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • 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).

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:  : Cavalry      (Edit)
Warning: This is a long one.

Mount Weapon
  • Mount Weapons are melee weapons. (Infernal Ruling) This means:
    • Mount Attacks can benefit from any buffs that affect "melee weapons" (such as Acidic Touch and Elasticity) or "melee attacks" (such as Battle Lust).
    • Mount Weapons can be used to make free strikes.
    • If the model doesn't have any regular melee weapon (such as the Gun Carriage) then it does have a melee range, can engage enemy models, and can make free strikes; anyway.
    • Despite being a melee weapon, you cannot use a Mount's special attack on the same activation you charge. (Infernal Ruling)
      • Exception: If you have Trampling Hooves, because that allows you to make charge attacks with your mount when you charge.
  • Mount attacks will trigger "Melee attack" stuff like Battle Wizard.
  • You can purchase additional attacks with your Mount Weapon. (Infernal Ruling)

Impact Attacks - Movement

  • You cannot "stop" in an illegal position to carry out Impact Attacks. For instance, halfway over a linear obstacle, or a flying cavalry stopping while it 'overlaps' other models, or stopping halfway through an Incorporeal model.
    • The reason is, you need to obey the rule "this model can advance through [stuff] if they have enough movement to move completely past it".
    • Stopping during your movement doesn't satisfy that rule, whether that's the "stop" at the end of the model's normal movement or the "stop" for impact attacks.
  • If your charge target is included in your Impact Attacks, then you need to turn and face it and end your movement before starting the attacks (refer rulebook, last paragraph of 'Impact Attacks').
    • As such, things which trigger at "End of Movement" (such as Admonition) will occur before your Impact Attacks.
    • On the other hand, if your Impact Attacks don't include your charge target, then you're interupting your movement to resolve them, and thus stuff like Admonition won't trigger.

Impact Attacks - The attack(s)

  • You resolve stuff that occurs "after the attack is resolved" (such as Battle Wizard) before continuing with your charge movement.
  • If you have an ability that boosts your "first" melee attack (such as Stir the Blood), then only one attack will be boosted even though you're making multiple simultaneous attacks.
  • If you choose to make any impact attacks, you make all attacks against all models in the Mount's melee range (even friendly models).(Infernal Ruling)

Impact Attacks - Other

  • You cannot use "any time" abilities while resolving Impact Attacks. Because Impact Attacks occur during movement; and you can only use 'any time' abilities before moving or after moving, but not during movement. (Infernal Ruling)
    • Exception: If your Impact targets 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.

Cavalry unit

  • If you have a unit of Cavalry, charge them and do impact attacks, remember you interrupt movement to do impacts, but you have to resolve all movements before doing any charge attacks. So for example it would go:
    • Cavalry model A charges enemy X, and contacts model M. Stop and make impact attacks against M. Then continue movement to X.
    • Cavalry model B charges enemy Y, and contacts model N. Stop and make impact attacks against N. Then continue movement to Y.
    • Cavalry model C charges enemy Z, and contacts model O. Stop and make impact attacks against O. Then continue movement to Z.
    • Resolve model A's charge attack vs X, B's vs Y, and C's vs Z. (This can be done in any order, as per normal)

Other interactions

  • Countercharge & Cavalry ( Edit )
    • A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
  • 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.
  • Flight on a Cavalry model (Edit)
    • Although you can move over obstacles/models while charging, if you want to stop and make Impact Attacks while you fly "over" models you need to stop in a legal position. You can't make Impact Attacks while your flying horse is on top of obstacles, models, etc.
  • Gunfighter & Cavalry ( Edit )
    • A cavalry model that charges then makes a Gunfighter attack will not gain a boosted charge attack roll, because a ranged attack is not a charge attack. (Infernal Ruling)
    • You also won't gain a boosted charge damage roll, as per normal for a Gunfighter.

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Parry - None yet. (Edit)

Rules Clarification : Iron Horse      (Edit)

  • If you're going to play Kraye, you should really brush up on the Cavalry rules.
  • Warjacks can make Impact Attacks even they don't "technically" have a Mount weapon. (Infernal Ruling)

Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. (Infernal Ruling) See also this article for a detailed explanation.
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)

Rules Clarification : Steady      (Edit)

  • Steady models are still susceptible to other effects of knock-down attacks (if there are any).
    • For example, a steady model hit with a Head butt won't be knocked down but will take damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.

Rules Clarification : Beacon - None yet. (Edit)
Rules Clarification : Flare - None yet. (Edit)


Rules Clarification : Admonition      (Edit)

  • 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.

  • Countercharge vs. Admonition (etc) ( Edit )
    • You can trigger Countercharge during your own activation - if a model with Admonition (or similar) uses it to (try to) move away.
      • You move, they trigger admonition and move, you trigger countercharge off their admonition-move.
    • In this scenario you may boost Countercharge attacks and trigger only-during-activation effects (such as Critical Shred & Sustained Attack) exactly as if you were in your activation (because you are).
    • Also, you can potentially get two charge attacks (one for your normal charge, one for the counter charge).
  • 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.
  • 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.

Rules Clarification : Countermeasure - None yet. (Edit)
Rules Clarification : Horsepower - None yet. (Edit)

Rules Clarification : Jumpstart      (Edit)

  • A warjack that stands up via Jump Start can still forfeit movement to aim and etc during their normal activation. Basically, it's as if you were never knocked down at all.
  • Jump Start does not allow you to shake Blind or Shadow Bind.
  • A warjack knocked down earlier on the same turn, cannot stand up via Jump Start. This is not a typo. (Infernal Ruling)

Rules Clarification : Lock the Target - None yet. (Edit)