Intercessor Kreoss

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Protectorate Exemplar Warcaster

Bestowed the ancient title of Intercessor reserved for the faith’s greatest champion, Mikael Kreoss has complete authority over the Protectorate’s armies and speaks with the voice of Hierarch Severius himself. Intercessor Kreoss leads his men from atop his great steed alongside a vanguard of his Exemplar Venger brothers. Bearing his spear Conviction, Kreoss acts as Menoth’s rightful judgment made manifest upon the world.

Basic Info[edit]

Kreoss3
Kreoss3.jpg
SPD 8
MAT 8
DEF 14
ARM 18
FOCUS 7
HP 18
WJP +28
See also How to Read the statblock

Weapons[edit]

  • Conviction - 2" reach, P+S 14 melee weapon.
  • Mount - 0.5" range, 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.
  • Divine Inspiration - This model gains an extra die on melee attack & damage rolls, but discards the lowest die.
  • Elite Cadre: (Exemplar Vengers) - This model gives all Exemplar Vengers in the same army Divine Inspiration.
  • Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.

Feat : Invocations of the True Law[edit]

All enemy upkeeps and animi in Kreoss's CTRL range expire. Kreoss can then cast all his upkeep spells straight away, without costing any focus.

Spells[edit]

Arcane Ward - Cost 2, 6" range, Upkeep

Target unit gains +2 DEF and cannot be targeted by enemy spells.

Assail - Cost 2, 6" range, Upkeep

Target friendly Faction warjack can charge, slam, or trample for free and gains +2" when it does so. Also, if it does a slam, the slammed model is moved +2".

Crevasse - Cost 3, 8" range, POW 12

If Crevasse boxes its original target you can make a 6" spray, POW 12 magic attack using the boxed model as a point of origin. You can target stuff in its back arc. All models boxed as a result of Crevasse are RFP'd.

Death Sentence - Cost 2, 8" range, Offensive Upkeep

Friendly Faction models can reroll attacks that miss the target enemy model/unit.

Force Hammer - Cost 4, 10" range, POW 12

Non-incorporeal models are slammed d6" directly away from the spell's point of origin, before making the damage roll. Collateral damage, if any, is POW 12.

Ignite - Cost 2, 6" range, Upkeep

Affected model/unit gains +2 to its melee damage rolls and Critical Continuous Fire on its melee attacks.

Thoughts on Intercessor Kreoss[edit]

Intercessor Kreoss in a nutshell[edit]

It's Kreoss! Kreoss on a horse! The first of Protectorate's casters to be promoted to cavalry, Kreoss3 offers a different playstyle to many other warcasters in the Faction, being very mobile and working closely with his army. His stats have crept a bit higher since his first incarnation as Kreoss1, and his abilities and the way he interacts with his army has similarly changed with each new incarnation.

Kreoss3 is a cavalry caster, that also supports other cavalry, and Exemplar Vengers shine with him. But he is on a large base, which can leave him exposed. His feat is not intuitive to use to best effect, or even particularly strong. He can threaten deeply, has a wide selection of spells, and his mobility and long threat range can give your opponent kittens in trying to protect their own caster.

Maximising his feat and spells[edit]

Feat thoughts[edit]

Kreoss3 does not have one of the more sexy or obviously game-affecting feats in the game. Lets face it, it looks rather lacklustre - and yes it requires a bit of effort to get the most out of it.

Spell thoughts[edit]

Kreoss3 has a healthy selection of 6 spells available, and 4 of those are upkeeps. Upkeeps are important for this version of Kreoss: his reasonably high focus, means he can maintain 4 of them a turn and still have some left over for his battlegroup. Heck, even his feat is all about upkeeps. It is possible (with a little help from an attached Hierophant or nearby Wrack) to cast all the upkeeps in the first turn of the game, but this means there is nothing much for his Battlegroup, but with Power Up this is fine as they are likely only running up to try and keep pace with the army anyway. In most situations he should be safe enough to do this and not need to camp any focus on the first turn. It is worth thinking about which units/models in the army are going to recieve which upkeep, as unfortunately a unit cannot benefit from both Arcane Ward and Ignite at the same time. Who needs more protection on the approach? Who needs to hit harder? Be preared to review these priorities as the game progresses and 'cycle' or recast these as the tactical situation demands and priorities change.

  • Arcane Ward - A DEF boost cannot be bad. The best target for this is a unit, as it won't make his heavies too much harder to hit. On his beloved Exemplar Vengers this makes them much harder to hit, giving the same defence as Daughters of the Flame or Flame Bringers. Speaking of which, those two units become very hard to hit/remove with such high levels of DEF, and better targets for this spell. Don't forget that Kreoss himself, who doesn't have a particularly high DEF for a warcaster, would greatly benefit from this spell, improving his survivability if he is getting into the thick of things. The additional effect of making the target immune to spells is not one that will always be needed, but try and remember it, as sometimes that feature could be more valuable than the DEF boost.
  • Assail - A valuable spell for baord control, particularly to score in scenarios with Zones or flags, But don't just consider this spell for the free power attacks/charges/slams. It can also slightly increase the speed of a slower warjack earlier in the game. A SPD 4 warjack can run 8", but with Assail, it could declare a charge against a distant target, and get 9" up the board (but won't make any difference for a SPD 5 warjack). A small bonus, but in the faster armies it can be very useful for helping keep the warjacks not too far behind the action.
  • Crevasse - A peculiar ranged attack spell, in that you get to may a short spray attack if you box the attacked model, starting at the boxed model. So, what is the use for this? Well it could deliver a moderate POW magic attack deep into the enemy with the right positioning. The range can be extended, again with the Hierophant or an Arc Node. If the enemy caster is within 6" of the boxed target then they could also be targetted. Another use is clearing a line of infantry as sprays ignore the target in melee penalties. Kill a grunt, and then potentially several more of his fellows near him. Of course this relies on killing the first model struck. A feature of this spell that is worth remembering is that any boxed models are Removed From Play - they cannot come back and so this spell has extra value against armies relying on recursion.
  • Death Sentence - If Kreoss3 needs something dead fast, this is the spell to make it happen. It has a moderate range, though a Hierophant to increase that by 2", or an arcnode could help get it where it needs to be. A good spell to 'cycle' - that is upkeep at the start of the turn on one target which is then attacked (and hopefully destroyed), then recast on a new target. It is best help against the higher DEF units/models. Vengers with Kreoss3 are unlikely to be missing much against a target with this upkeep on them and their own Divine Inspiration.
  • Force Hammer - A more typical ranged attack spell, this one is expensive though as it has the added bonus of slamming the target away. It has the same POW as Crevasse so it is more likely to be used to control the board (moving models via the slam), or when you need the little extra range that this spell has over Crevasse. But for a caster wanting to maintain a large number of upkeeps, the need will have to be very severe to consider using this expensive spell.
  • Ignite - Just a good utility spell, as Feora1 and Reznik1 can attest to. With this and Hymn of Battle a warjack is getting +4 to damage rolls. Exemplar Venger charges can remove heavies, and Daughters of the Flame and Flame Bringers just eat through the enemy. Again, don't forget the Critical Fire effect too.

Typical Army & Strategy[edit]

Strategy[edit]

His main method of winning is moving fast and hitting hard. He fixes speed with Assail, accuracy with Death Sentence, and Damage with Ignite.

Army[edit]

  • Exemplar Vengers have a 52% chance of getting 9 or better on normal attack rolls thanks to their Elite Cadre or have an 80% chance of hitting DEF 14 on impact attacks. Also an ignited charge attack with a Venger's lance on average does about 28 points of damage. They hit hard and hit extremely accurately.
  • Flame Bringers love to be made DEF 16 under Arcane Ward. As for that matter do Daughters of the Flame
  • Two warjacks - you can't support many.
  • An arc node if you don't want to play recklessly far forward
  • Exemplar Interdiction gives you a free solo (or Exemplar UA) for each unit of Vengers. What's not to love?
  • Fire of Salvation is his warjack and can catch careless enemies napping as no one expects the SPD 4 warjack to move 12" in a turn.
  • Blood of Martyrs is another assassin-jack that loves Assail.

Drawbacks & Downsides[edit]

  • Big target on a big base gets shot.

Tricks & Tips[edit]

  • His feat was made for Spell Cycling - you get to Assail with two units in the turn, Ignite with two units, and you get a free Death Sentence (which you probably want to boost)

Other[edit]

Trivia[edit]

Originally released in the Warmachine: Colossals expansion (2012)

Theme Forces[edit]

Themes for any & all casters (Edit)

Other Protectorate models[edit]

MenothLogo.jpg
(Edit)
Battlegroups
Warcasters Durst - Feora1 - Feora2 - Feora3 - Severius1 - Severius2 - Amon - Reznik1 - Reznik2 - Kreoss1 - Kreoss2 - Kreoss3 - Malekus - Harbinger - Reclaimer1 - Reclaimer2 - Durant2 - Thyra - Vindictus
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Warcaster attachments Hierophant (Protectorate) - Madelyn Corbeau (Mercenary)
Other Controllers Bastion Seneschal (Marshal) - Durant1 (BGC) - Reclaimer Gatekeeper (Marshal)
Light warjacks Dervish - Devout - Purifier - Redeemer - Repenter - Revenger - Vigilant


Blessing of Vengeance

Heavy warjacks Castigator - Crusader - Guardian - Indictor - Reckoner - Sanctifier - Templar - Vanquisher

Avatar of Menoth - Blood of Martyrs - Eye of Truth - Fire of Salvation - Hand of Judgment - Scourge of Heresy

Colossal Judicator - Revelator
 
Units, Solos, & Battle Engines
Units Choir of Menoth - Daughters of the Flame - Deliverer Sunburst Crew - Deliverer Skyhammers - Exemplar Bastions - Exemplar Cinerators - Exemplar Errants - Exemplar Vengers - Flame Bringers - Flameguard Cleansers - Holy Zealots - Idrian Skirmishers - Knights Exemplar - Temple Flameguard

Visgoth Juviah Rhoven & Honor Guard
Ranking Officer: Attendant Priest

Solos Allegiant - Champion of the Wall - Deliverer Arms Master - Exemplar Bastion Seneschal - Exemplar Errant Seneschal - Hierophant (Attached) - Knights Exemplar Seneschal - Paladin of the Order of the Wall - Reclaimer Gatekeeper - Vassal Mechanik - Vassal of Menoth - Wrack

Gravus - Vilmon - Durant1 - Nicia - Pyrrhus - Covenant

Battle Engines Vessel of Judgment
 
Theme Forces
The Creator's Might - Guardians of the Temple - Exemplar Interdiction
Merc menoth.jpg

(Edit)

Mercenary Battlegroups
Warcasters Ashlynn - Bartolo - Damiano - MacBain - Durgen - Ossrum - Magnus1 - Magnus2

Requires a 2+ caster game

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Other Controllers Mini-casters Gastone Crosse - Rorsh & Brine
Marshals Colbie Sterling - Dirty Meg - Rutger Shaw
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Protectorate army depends entirely on which mercenary 'caster 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.
     
Mercenary Units, Solos, & Battle Engines
Units Horgenhold Artillery - Horgenhold Forge Guard - Ogrun Assault Corps - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Thorn Gun Mages
Captain Sam & the Devildogs - Croe's Cutthroats - Blythe & Bull - Herne & Jonne - Aiyana & Holt
Solos Alten Ashley - Anastasia - Bradigan - Grogspar - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gastone - Gorman - Bailoch - Rockbottom - Dougal - Orin - Rhupert - Rorsh & Brine - Rutger - Saxon - Sergeant Nicolas - Stannis - Taryn
Battle Engines None
Warcaster attachments Madelyn Corbeau


Rules Clarifications[edit]

Rules Clarification : Blessed and/or Creator's Wrath     (Edit)

  • You only ignore the DEF/ARM buff if the spell directly adds to the stat. A spell which instead grants a separate non-spell ability, and the ability gives a DEF/ARM buff, would not be ignored. (Infernal Ruling)
    In this ruling, Blessed does not ignore the DEF from Ashen Veil, because the DEF bonus comes from Concealment, and not the spell itself.
  • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else].
    • For example, the spell Cloak of Ash grants concealment, and models with concealment gain +2 DEF. You would not ignore this DEF bonus.
    • 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.
  • The Mk3 Blessed icon resembles the old Mk2 Magical Weapon icon. Do not get them confused.
  • 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).

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.

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 : Divine Inspiration      (Edit)

  • The lowest dice must be discarded - you can't keep it even if you want it. Say, for a critical hit.
    • For instance, if you need 6+ to hit and roll a 3, 3, and a 4 then you must discard one of the 3s, and you'll end up with a non-critical hit with the 3 + 4.

Rules Clarification : Elite Cadre      (Edit)

  • Elite Cadre bonuses persist even after the model dies.
  • Elite Cadre bonuses can apply to teammates in multiplayer games.

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. Click here 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.
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)

Rules Clarification : Arcane Ward - None yet. (Edit)

Rules Clarification : Assail      (Edit)

  • If you're planning on casting this spell often, you should probably check out the Trample and Slam clarifications.
  • The extra slam distance applies to any slam the warjack causes, not just Power Attack Slams. For instance, it also applies to the Banshee's Force Cannon.

Rules Clarification : Crevasse      (Edit)

  • When casting this spell into a melee, if you miss your original target then you cannot trigger the spray attack; regardless of whether you successfully box the new randomised target or not.

Rules Clarification : Death Sentence - None yet. (Edit)

Rules Clarification : Force Hammer and/or Thunder Strike     (Edit)

  • An Incorporeal model will be damaged by this spell, but not slammed.
  • The slam distance for the spell is not halved vs larger models - that only applies to a Slam Power Attack.
  • See also the rules clarifications on slamming.

Rules Clarification : Ignite      (Edit)

  • Since Ignite buffs "melee attacks" (and not "melee weapons") it will also affect Mount Attacks, Power Attacks, and various 'make a melee attack' abilities like Point Blank.

Rules Clarification : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helio's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.