Helga the Conquerer

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Helga the Conquerer
Minion Farrow Warlock

Having secured her vast territories through a combination of strength and cunning, Helga the Conqueror stands as one of the most formidable farrow warlords. With her great spear and shield cannon, she is a whirlwind of steel on the battlefield, and she can draw on her arcane reserves to bestow mystical strength on the warriors fighting beside her. Their every blow becomes a battering ram, capable of sending enemies flying back to shatter through walls, trees, or anything else in their way.

Basic Info[edit]

Base Size Small
WBP +29
DEF 15
ARM 15 / 17
(★) 17 including the Shield
See also How to Read the statblock


  • Shield Gun - 10" range, POW 13 gun
    • Shield - This 'weapon' is a shield that provides a cumulative +2 ARM bonus. The bonus doesn't apply if the weapon is crippled or if the damage originates in your back arc.
  • Hunting Spear - 2" reach, P+S 12 melee weapon.


  • Minion - In a 2+ caster game, she can work as a Skorne minion, Legion of Everblight Minion, Circle Orboros minion, or Trollblood minion.
  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Farrow Warlock - This model can only have Farrow Warbeasts in its battlegroup.
  • Assault - This model may make a ranged attack as part of its charge.
  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
  • Gang Fighter - When making a melee attack targeting an enemy model in the melee range of another friendly Faction warrior model, this model gains +2 to melee attack and melee damage rolls.
  • Field Marshal [Gang Fighter] - Warbeasts/warjacks in this model's battlegroup gain Gang Fighter.
  • Set Defense - Charge attacks, slam attacks, and impact attacks versus this model suffer a -2 to hit penalty.
  • Veteran Leader [Farrow Valkyries] - While in this model's CMD range, other friendly Farrow Valkyries models gain +1 to attack rolls.


The casters make a full advance, ignoring free strikes, then a simultaneous basic melee attack against every model within their reach and LOS. Can only be cast once per turn.
The caster and friendly Faction warrior models activating in the caster's CTRL range gain +1 SPD. While in the caster's CTRL range, friendly Faction warrior models gain Parry. Lasts for one turn.
Friendly Faction model/unit gains +2 DEF & ARM.
  • Distraction - Cost 2, 10" range, offensive spell that does no damage.
Target warrior model/unit cannot make ranged attacks and suffers -2 DEF and MAT for one round.
  • Muzzle - Cost 2, 10" range, POW 12
If this spell damages an enemy warbeast, that warbeast cannot advance towards the caster for one round.

Feat: Grand Finale[edit]

When a friendly Faction model in her CTRL range hits an enemy with a basic melee attack, instead of making a damage roll you can slam the model hit d6" directly away. The POW of the slam damage is equal to the P+S of the original attack, but the POW of collateral damage (if any) is only equal to the attacker's STR. Lasts for one turn.

Recent Changes[edit]

2017.11 Xmas CID

She wasn't in the CID, but her Distraction spell range increased by 2" to match the buff to Ashylynn (who was in the CID).

Analysis of Helga the Conquerer[edit]

Helga the Conquerer in a nutshell[edit]

She's a combined arms caster who does good things for infantry and warbeasts alike, but wants each to support the other. Just a really nice and really fun toolbox who's probably the most entertaining beer-and-pretzels warlock in the Minions roster thanks to that fet.

She is quite strong at assassination: With Cyclone she has a 15" threat range, and Cyclone + Dash pushes it to 16" (although doesn't leave you with much fury to finish the job). Stack Gang Fighter with her feat slamming the target into a larger model means she hits at P+S 14 + 4d6. She can get the job done.

She is also quite durable: Between Set Defense, her Shield, and Defender's Ward, Helga can become impressively durable (19/19 vs charges). This can help her play much further upfield to bully enemy casters out of scenario zones ... or if they come into the zone, they come into your assassination range for the next turn.

Maximising her Feat & Spells[edit]

  • To get all the benefits of the feat, make sure you closely read the slammed section of the rules and don't accidentally get mixed up with rules for slam Power Attacks.
    • Helga's feat works regardless of relative base size, and slam distance is not halved.
    • If the triggering attack was a charge, it still gets the boosted charge damage.
    • If you can slam your target into an obstruction or equal/larger based model, you get an additional damage die (hint: run an efaarit behind them).
  • Helga is a far scarier assassin on feat turn, as a smart attack angle will slam your target into something bigger and give you an extra damage die, making her effectively a P+S 14 weapon master. Just make sure you don't slam your target out of range to buy more attacks.
  • Dash is Parry for all infantry and an extra inch of movement. Always useful, especially for murdering infantry
  • Cyclone is Helga's assassination spell. An extra 5" of threat range you can use either before or after you charge.
  • Defender's Ward is just an excellent defensive buff.
  • Distraction is a very useful spell for keeping enemy infantry down - you generally need to boost it to hit (and can cast it via the Gatorman Soul Slave)
  • Muzzle is a zap. You don't often use it to shut enemy beasts down but it can really mess up the day of a Colossal.

Typical Army & Strategy[edit]


Unless your opponent gives you the opportunity to use your feat for an overwhelming alpha strike or scenario dominance, her main method of winning is assassination.


She's a Farrow - and there are enough other Farrow she works well to run her in The Thornfall Alliance. Will Work for Food gives her access to Valkyries, Nyss, and all the solos she could want. Gang Fighter is excellent for buffing beasts, but forces her into a combined arms play.

Warbeasts and Battle Engines[edit]
  • Battle Boar - Primal is essential; stacking gang fighter and primal gives your beasts have +4 mat and pow.
  • Road Hog - Really likes Gang Fighter to give it a better melee game. P+S 19 on a Road Hog still wrecks heavies, and the Road Hog burns things. Also Helga likes Lighting Strike.
  • War Hog - Who needs Primal? War Hogs with Gang Fighter make things very very dead. Bulldoze sometimes helps Helga with the assassination run.
  • Razor Boar - hits harder than any light, and Helga likes Countercharge. Countercharging MAT 7 P+S 14 (boosted) is pretty nice for throwing enemies off your front line - especially from such a cheap model. Proportionately it benefits the most from Gang Fighter.
  • Meat Thresher - It's debatable how good this is with Helga, but on her feat turn it's certainly hilarious.
  • Farrow Valkyries - She's their Veteran Leader, and each Valkyrie can each slam twice on feat turn. Helga doesn't do much to defend her army against shooting, so the shield guards are very helpful. And they are surprisingly fast thanks to the Shield Wall/Vengeance combination. so good at triggering Gang Fighter.
  • Farrow Brigands - Your primary infantry option in Thornfall Alliance.
  • Swamp Gobber River Raiders - On feat turn they shoot, use their harpoon pistols to put themselves anywhere B2B with the enemy, and then they can make a melee attack and slam them. So you get to exactly choose the slam angle - a popular option is directly back towards your own lines. Bringing multiple sets of River Raiders makes this strategy difficult to prevent and lets you chain one River Raider slam after another to move models extreme distances or line them up perfectly for extra damage dice. Vastly entertaining and quite effective. Also cheap solos are good for setting up Gang Fighter.
  • Swamp Gobber Bellows Crew - useful for more than the smoke clouds, run them to set up Gang Fighter.
  • Farrow Slaughterhousers - Your cheapest troops with long melee range. On feat turn they can get up to five damage dice on the charge.
  • Nyss Hunters - Your primary infantry option in Will Work for Food. Can reach Def16 with Defender's Ward.
  • Farrow Bone Grinders - Your cheapest non-zombie troops to trigger Gang Fighter, and they can increase the range of her Distraction.
  • Lynus Wesselbaum & Edrea Lloryrr - just a nice utility unit.
Solos and lesser warlocks[edit]
  • Gatorman Soul Slave - Provides a free upkeep of Defender's Ward, and can effectively leverage the two spells Helga is least likely to cast herself: Distraction and Muzzle.
  • Saxon Orrik or Gatorman Witch Doctor. Pathfinder rocks!
  • Totem Hunter - As with the River Raiders, Jump lets you line up precise slams or get into enemy back arcs to slam things into your heavies' threat range. The ability to jump is great for both weird angles for the slams and for triggering Gang Fighter.
  • Feralgeist - In addition to serving as 2pt incorporeal solos to contest with, Feralgeists are notable for having a melee range while incorporeal. This lets them run through other models to apply gang fighter, and makes them fairly survivable while doing so.
  • Gatorman Witch Doctor - Helga doesn't bring any pathfinder, so Shadow Walk is very helpful. Letting Helga fly through buildings is an entertaining bonus.
  • Eilish Garrity - Puppet Master is helpful for preventing failed assassination runs, and Unbinding helps strip arm buffs off colossals, which she otherwise can struggle with.
  • Orin Midwinter - Arcane Vortex can provide another layer of defenses for Helga, and his always-reliable lightning bolt fries infantry. With a reach weapon and the ability to buy/boost melee attacks, he can be surprisingly effective on Helga's feat turn despite p+s 9.
  • Efaarit Scouts - In addition to their normal functions, they are fast, repositioning large bases. This is relevant on feat turn because you get an additional damage die for slamming models into an equal or larger base. Efaarit acting as backstops can enable this damage buff against any slammable model. They may die from the collateral if you're attacking with a heavy but they're reasonably capable of surviving multiple hits from Helga or other infantry models. The Efaarit can't make the actual charge attack but it can make impact attacks (which are a type of basic attack and therefore become slams on her feat).
  • Dahlia Hallyr & Skarath - Skarath is likely the best target for Defenders' Ward besides Helga herself. A 16/19 heavy is never pleasant to deal with and it's possible to layer star-crossed on top of that. Having a heavy with pathfinder is valuable, and Dahlia's anti-infantry orders are nice to have.
  • Brun & Lug - Helga under Defender's Ward is incredibly resilient, but vulnerable to knockdown. Staying base to base with Brun is her best way to get Steady.
  • Wrong Eye & Snapjaw - Since Helga doesn't help deliver her army, their independence is quite valuable. Star-crossed synergizes well with Defender's Ward, whether on Skarath, Helga, Snapjaw, or elsewhere.
  • Rorsh & Brine - Nonlinear threat is helpful when engineering slam angles for the extra damage die on Helga's feat turn. Feat turn can provide knocked down targets for Rorsh to shoot at, and it's always helpful to have more boostable guns in an assassination list.

Drawbacks and Downsides[edit]

  • Because she likes combined arms it's almost impossible for her to skew her force properly to get more than a couple of free solos for her theme force.
  • Gang Fighter looks great for beasts - but she's only Fury 6 and has little in-faction fury management so can't run big battle groups.

Tricks and Tips[edit]

  • Plan your charges on feat turn so that your weapon slams maximise collateral damage and knock-downs.



  • Released in Hordes: Exigence (2014)
  • Styled like Richard Wagner's fictional character "Brünnhilde (Das Rheingold / Die Walküre)". She lost the iconic viking horns, but kept the absurd boobed armor, the spear and the braided pig tails. She's a pig, after all...

Theme Forces[edit]

Warbeasts she can take[edit]

This warlock can only take the following warbeasts in their battlegroup.

Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager
Heavies Road Hog - War Hog

Other Minion models[edit]



Farrow Warlocks (Edit)
Warlocks Arkadius1 - Carver1 - Helga1 - Midas1 - Sturm & Drang1
Lesser Warlocks Rorsh
Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager
Heavies Road Hog - War Hog
Gatorman Warlocks (Edit)
Warlocks Barnabas1 - Barnabas2 - Calaban1 - Jaga-Jaga1 - Maelok1 - Rask1
Lesser Warlocks Wrong Eye
Gatorman Warbeasts (Edit)
Lights Boneswarm - Bull Snapper
Heavies Blackhide Wrastler - Blind Walker - Ironback Spitter - Swamp Horror
Gargantuans Dracodile
Units, Solos, & Battle Engines
Warlock attachments Targ - Gatorman Soul Slave
Units Farrow Farrow Bone Grinders - Farrow Brigands - Farrow Commandos - Farrow Razorback Crew - Farrow Slaughterhousers - Farrow Valkyries
Gatorman Bog Trog Ambushers - Croak Raiders - Gatorman Bokor & Shamblers - Gatorman Posse - Gobber Bellows
Special WA: Void Leech
Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea
Solos Farrow
Agata, Queen of Carnage - Maximus - Rorsh & Brine - Targ
Gatorman Boil Master & Spirit Cauldron - Bog Trog Mist Speaker - Bog Trog Trawler - Croak Hunter - Gatorman Husk - Gatorman Soul Slave - Gatorman Witch Doctor
Kwaak Slickspine & Gub - Longchops - Wrong Eye & Snapjaw
Unaligned Efaarit Scout - Feralgeist -Gobber Tinker - Gremlin Swarm - Ogrun Bokur - Gobber Chef - Gobber Raiders - Thrullg - Totem Hunter
Alten Ashley - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Eilish Garrity - Gudrun the Wanderer - Hutchuck - Lanyssa Ryssyl, Nyss Sorceress - Orin - Raluk - Saxon Orrik - Viktor Pendrake
Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
Minion - Theme Forces (Edit)
The Blindwater Congregation - The Thornfall Alliance - Will Work for Food

Rules Clarifications[edit]

Rules Clarification : Feat: Grand Finale

  • "Basic Attack" includes everything except Special Attacks and Power Attacks.
  • Weaponmaster and charge damage roll boosts will apply to hits affected by Grand Finale. (Infernal Ruling)
Push     (Edit)      
  • 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)

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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:  : 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.")

Rules Clarification : Inflict Pain - None yet. (Edit)

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

  • General
    • 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)
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. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. 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).
    6. 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).
  • 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
    • 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.

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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 argus 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).
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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 : Farrow Warlock      (Edit)

  • This model cannot take control of wild non-Farrow warbeasts.
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Rules Clarification:  : Assault      (Edit)
(Click Expand to read)


Step 1: Declare the charge

  1. Are you in already melee? With any enemy, not just your charge target?
    • If yes, you don't get an Assault attack at all (Refer to the latest Errata). Instead it's just a normal charge.
    • If no, continue to Step 2.
  2. Note: You cannot be "in melee" with a stationary/knocked down target. Feel free to declare charges (and Assault shots) in this case.
    • You can even charge a knocked down model you're in B2B with, advance 0", and get your ranged attack and your melee attack(s).

Step 2: Move the charging model

  1. As soon as the movement is finished, determine whether it was a successful charge or not.
    • Do this before resolving anything that triggers on "Ends Movement" (like Admonition, Countercharge).
    • Do this before resolving your Assault attack.
  2. Did you make a successful charge? You get the ranged attack even though you're "in melee". Refer to the latest Errata.
  3. Did you fail the charge? You still get the Assault shot anyway.
    • Did you fail the charge, but end your movement in melee with someone different to your charge target? You get the ranged attack even though you're "in melee". Refer to the latest Errata and also this (Infernal Ruling)
  4. Now that you've figured out whether the charge successful, you (or your opponent) can trigger "Ends Movement" effects.
    • Nothing that happens from this point onwards will retroactively change a failed charge into a successful charge, or vice versa.
  5. If your charge was successful you may use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)
  6. If you fail your charge, you may not use "any time" abilities before or after making the Assault attack. (Infernal Ruling)
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Tip !
The Infernal Ruling dictates that Assault is not a "triggered ability" (since if it was, you wouldn't be able to cast a spell between ending movement and using your Assault shot).
Thus Assault will never occur simultaneously with another ability that triggers/resolves at "ends movement". Instead, the other ability is always resolved before the Assault shot

Step 3: Make the ranged attack

  1. The ranged attack is optional.
  2. Since the Assault attack is outside your Combat Action, you can only do a basic ranged attack. CRA & Special ranged attacks are only allowed during your Combat Action, you can't do them. (Infernal Ruling CRA & Special Attack)
  3. Did you move at least 3" during the charge movement? Who cares, that is irrelevant to the Assault attack!
  4. Make your ranged attack vs your charge target
    • If the charge target is already dead (which can happen when units charge) then you don't get to redirect your Assault attack vs 'someone else'. You simply don't get an Assault attack. (Infernal Ruling)
    • A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as an Assault attack. (Infernal Ruling)
    • If your ranged attacks triggers other attacks/damage that occur "after the attack" (such as Drag or Electro Leap) then those will resolve as per normal, regardless of whether you had a successful charge or not. (Infernal Ruling)
  5. Is the target in melee with the shooter?
    • If yes, then you ignore the +4 DEF bonus (as per the 3rd paragraph of "Targeting a Model in Melee" (TMM) rules)
    • If no, resolve the ranged attack exactly the same as if it were a normal ranged attack.

Step 4: If you miss

  1. If you miss the target, and the target is not in melee with you, then resolve it the same way as a normal ranged attack.
  2. If you miss the target, and the target is in melee with you, then ...
    • Randomly reassign the shot (as per the TMM rules) (nothing in Assault says it ignores this).
    • Do not include the shooting model in potential 'randomees' (because you can't target yourself as per the 4th paragraph of TMM) but do include models the shooter is in melee with (as per the TMM rules).
  3. If the shot is randomly reassigned to a friendly model, then they will always get the +4 DEF bonus. The only way to ignore that bonus is if the 'point of origin of the attack is in melee with the target' and you can never be in melee with a friendly model.

Step 5: After finishing the Assault attack

  1. If it was an unsuccessful charge, your activation now ends.
  2. If it was a successful charge, and your charge target is ...
    • still alive, then you get your charge attack (as per the charge rules)
    • dead, then you get your initial melee attack(s) vs anyone still in your melee range (as per the charge rules).
  3. Either way, you don't get to make more ranged attacks (other than the obvious exceptions like Gunfighter, of course).


  • Move all models in the unit before making any Assault attacks. (Infernal Ruling)
  • Make all Assault attacks before making any Charge attacks. (Infernal Ruling)
  • Each model in the unit is effectively "stalled" while you move/shoot the other models. This "stall" does not create an opportunity to use "any time" abilities. (Infernal Ruling)
  • If a trooper's target dies before they make their Assault shot, they don't get to redirect it. You just skip their Assault shot. (Infernal Ruling)
  • You cannot make Assault attacks while out of formation, as per the regular formation rules about making attacks.
  • Assault & CRA (Edit)
    • You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)


  • Warbeasts
    • Warbeasts cannot use Assault during a Frenzy. Refer to the latest errata.
  • Assault vs Countercharge ( Edit )
    • With reference to the Activation Timing (Apdx A), Countercharge occurs at Step 5, and Assault occurs at Step 5 for independent models and Step 6 for units. (Infernal Ruling about the Step 6)
    • So, if a model with Assault finishes its charge movement within range of a model with Countercharge then...
      • If it's an independent model then you need to resolve the Assault shot before making the Countercharge move. This is because both abilities occur at the same time but active player effects are resolved first.
      • But if it's a model belonging to a unit, then you need to resolve the Countercharge immediately, then finish moving the rest of the unit, then start Assault shots.
  • Assault & Drag ( Edit )
    • You determine whether a charge was successful or not before making the Assault attack.
    • If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
      • It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
      • You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
      • Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
      • You won't be able to purchase additionals (because your activation ended).

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Gang and/or Gang Fighter     (Edit)

  • You can gain the Gang bonus vs knocked down/stationary models (refer to the latest Errata).
  • You can gain the Gang bonus on free strikes, but generally only the first "Ganger" will get it.
For example, if a target is engaged by two models with Gang, when it leaves the melee range of the first Ganger it suffers a free strike with the Gang bonus. Then it leaves the melee range of the second and suffers a normal free strike.
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Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks in the battlegroup, so (normally) the warcaster 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)

Rules Clarification : Set Defense - 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.
    • Although if you have two models giving out the buff, then they can give it to each other. (Locked thread)
  • Some versions say "friendly" and some don't. Regardless, Veteran Leader only buffs friendly models. (Infernal Ruling)

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Rules Clarification:  : Thresher and/or Flashing Blade and/or Cyclone     (Edit)
(Click Expand to read)

Resolving the attack

Under this heading, the word "Thresher" is used interchangeably for "Flashing Blade" and "Cyclone" too

  • Thresher makes an attack against every model, and as such it targets every model. Thus if a model "may not be targeted by melee attacks", you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • All attacks made by a Thresher attack are simultaneous.
    • If a model is out of LOS when you start the Thresh, then you may not attack it as part of the Thresh (even if the Thresh kills what is blocking your LOS)
    • This means you need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    • In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens (for instance the Cryx Harrower that collects souls), it cannot collect them until all Thresh attacks are resolved.

Thresher only

  • All attacks made by a Thresher are special melee attacks, and as such won't trigger stuff like Grim Salvation or Rhyas's feat. (Infernal Ruling)
  • No matter how many enemy you kill, Thresher only counts as a single attack for the purposes of triggering Berserk, Quick Work, Black Spot, etc
  • You can do a Thresher on a charge (it's a special melee attack).
    • If you charge & Thresher, only the damage roll against your charge target is automatically boosted - other models caught in the thresh suffer an unboosted damage roll (although you can spend focus/fury to boost it)
  • You can't buy additional Thresher attacks, because they're (★ Attack). You can buy additional normal melee attacks, though.
  • Thresher will hit friendly models.

Flashing Blade only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell , then you'll get your boosted charge attack against it.
  • Flashing Blade doesn't hit friendly models

Cyclone only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell and is still in range, then you'll get your boosted charge attack against it.
    • If you used the advance to move out of range of your charge target, it was still as successful charge so it won't cause your activation to end. However, you are still limited to making melee attacks only.
  • Cyclone will hit friendly models.
  • The attack(s) from Cyclone occur simultaneously with "Ends its movement" triggers (such as Admonition). As such, the active player can use the Cyclone attacks before the inactive player uses his Admonition move. (Infernal Ruling)
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Rules Clarification : Dash      (Edit)

  • Non-warrior casters (such as Skarre3) will benefit from the extra SPD, but not Parry.

Rules Clarification : Parry - None yet. (Edit)

Rules Clarification : Defender's Ward - None yet. (Edit)
Rules Clarification : Distraction - None yet. (Edit)
Rules Clarification : Muzzle - None yet. (Edit)