Karchev the Terrible

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Karchev the Terrible
Khador Greylord Warcaster

Karchev is the man in the machine, a warcaster with the body of a warjack and a heart of fury. This Khadoran patriot drives his battlegroup forward relentlessly to crush the enemies of his beloved Motherland. Few are those that can withstand the sheer brutality of his assault. A single swing of his mechanikal axe Sunder can fell entire units as he wades into close combat with his warjacks in tow. Nothing short of the most advanced firepower can slow the unstoppable force that is Karchev.

Basic Info[edit]

Karchev the Terrible
Karchev the Terrible
DEF 12
ARM 19
HP 34
WJP +30
See also How to Read the statblock

Weapons and Attacks[edit]

Special Abilities[edit]

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • Arcantrik Turbine - Karchev can spend focus to gain a movement buff and Pathfinder.
  • Man in the Machine - Karchev is neither a a warrior or a warjack, but a mix of both. He is a living model, but suffers damage like a warjack. He can make slam, trample and throw Power Attacks without spending focus. He cannot spend focus to heal damage, but he is Repairable.
  • Repairable - This model can be repaired as if it were a construct.
  • Unyielding - This model gains +2 ARM against melee damage rolls.
    This rule changed in 2018.01

Feat : Unearthly Rage[edit]

While in Karchev's control range, models in his battlegroup gain boosted melee damage rolls, and their melee weapons gain Damage Type: Magical. Unearthly Rage lasts for one turn.


Models in the caster's battlegroup and in their control range gain Countercharge. (Countercharge - When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. This model can use Countercharge only once per round and not while engaged.)
  • Eruption - Cost 3, 8" range, 3" AOE, POW 14
Causes Fire Damage. Also, the AOE is a cloud effect and a hazard that remains in play for one round. Models entering/ending their activation in the AOE take an unboostable POW 14 fire damage roll.
Center a 5" AOE on the caster. Each other model in the AOE is hit and suffers a POW 13 damage roll. Then, after all damage rolls, push enemy models d6" away.
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.
When a friendly Faction model in the caster's CTRL range destroys one or more enemy models with a melee or ranged attack during its activation, immediately after the attack is resolved one warjack in the caster's battlegroup that is in its CTRL range can advance up to 3". A warjack can advance as a result of Road to War only once per turn.

Thoughts on Karchev[edit]

Changes from Mk2[edit]

Karchev has changed dramatically. In Mk2, he was a caster focused on delivering a group of three or fewer jacks safely to enemy lines with little support using Tow and Sidearms, letting them wreck face for a turn with his feat, then keeping their damage output astronomical for the attrition game with Unearthly Rage.

Someone must have read the old battlecollege entry that called out Unearthly Rage as more of a feat than a spell, because that is exactly what they did, though they removed the boosted attack rolls. The lack of Unearthly Rage as a spell means his feat turn is far more critical than in Mk2. Also, the replacement of Tow and Sidearms means he is much more reliant on his army to get his 'jacks in position using Road to War. That being said, his new incarnation makes a successful alpha strike much, much worse for your enemy due to the potential of a field full of Counter Charging ARM 20+ jacks. He can also move many more jacks, since he is no longer limited to the three he can Tow.

Karchev in a nutshell[edit]

He's the jack caster of Khador - in every sense. Few can match his raw combat potential, and he rewards an aggressive play style on the board. Also he's big and mean, which works for him and against him. He has a lot of tricks to make his 'jacks faster than opponents expect and to allow them to come from unexpected directions.

Spell thoughts[edit]

  • Road to War - This is the most critical spell for getting the most out of Karchev. It can be difficult, since it requires 1) killing an enemy model 2) with a melee or ranged attack 3) during the model's activation. This means it is easiest to trigger by killing single wound infantry. Jacks can have difficulty activating this effect without being fed extra focus, but your army can help with this by taking out exposed solos or squishy members of support units (I'm looking at you Widowmakers). One move is triggered per attack, not per model killed so AoEs will not potentially move your whole battlegroup. Since this only triggers on attacks, enemies killed by non-attack sources will not help you. Finally, since it is only triggered during a model's activation it does not benefit from counter charges generated by Battle Charged.
  • Jumpstart - Your go-to spell against pop and drop tricks, stationary-causing attacks like Ice Cage, as well as movement shenanigans, like Telekinesis, which would change your jacks' facing. If more than one of your models were knocked down, use this spell rather than spending FOCUS on shaking the effect. Situational, but can be life-saving - and don't forget that it includes you too.
  • Eruption - Even with the above-average damage of the hazardous effect, this one is pretty restrictive on your FOCUS pool.
  • Battle Charged - ensures that the enemy must place itself very well, if they don't want to get charged in return.
  • Ground Zero - Expensive, but can worth its weight in gold, when it comes to play. First, because it hits automatically. Even the most elusive jamming models will be hit automatically, and unless they have a 2" melee range, they have no way engaging you and evading the hit the same time. Heavy targets can also be pushed away from you, freeing up space for mounting a counter-attack, or simply just spraying them down with Fissure. Just watch out for rough terrain, as it halves the push distance.

Feat thoughts[edit]

Since all melee attack damage rolls are boosted, Karchev loves jacks with multiple melee attacks. Karchev is also a member of his own battlegroup, so he is an extreme assassination threat on his own with a full stack of Focus. His feat gives a boost, not an extra die, so it does not stack with the damage boost from charging. If you don't need the extra 3" of movement from a charge it is better to walk up and spend all of your focus boosting attack rolls and/or buying extra attacks. Since Karchev has few good ways of improving accuracy efficiently, you may want to knock target models down first. A charge from your Gun Carriage, or a shot from a Field Gun Crew will make sure your boosted damage rolls won't be wasted.

Though it gives you magical melee weapons too, it doesn't make your melee attacks magical, so you still won't be able to trample Gremlin Swarms to death.


Karchev is an odd duck now. He allows an extremely mobile Khador jack game through Road to War/Counter Charge shenanigans, but at the same time, he has no way of addressing rough terrain. He allows extreme damage output from his jacks during his feat turn, but at the same time he doesn't have any focus efficient ways to make them more accurate outside of Fissure, which can easily leave him overexposed. This means he needs to be very careful in choosing his army if he is no going to be stymied by certain enemies or battlefield layouts. Ironically, if you are aiming for a well-suited theme force, you might best be served by the Winter Guard Kommand force instead of the jack oriented Jaws of the Wolf, since it provides far more sources of knockdown to maximize the damage from his feat turn as well as advance move for his jacks and possible ways to provide protection despite his large base via sacrificial pawn. Also worthy of note is the Wolves of Winter theme, since stationary can also make those boosted damage rolls connect and it gives you access to the Greylord Forge Seer which can mitigate some of your focus shortage with Empower. Doom Reavers can also trigger plenty of Road to War movement.

It is difficult to consider Karchev independently of the other offbeat beat stick jack caster, Captain Jeremiah Kraye, with whom his Mk2 incarnation shared a lot of similarities. It appears he got the short end of the stick in the edition bump, since Kraye gets reposition 5 and cavalry rules for his jacks as passive effects, while Karchev has to pay upkeeps for far less reliable mobility boosts, nor does he get any accuracy benefits. He is definitely an incredibly powerful piece in his own right, and his damage potential far outstrips most casters in the game. His bump in WJ points also offsets some of the nerfing, but he will struggle far more against specific enemy army compositions, board layouts, and scenario conditions than he did previously.

Karchev is not for subtle scenario manipulation or cunning movement shenanigans. Quite often you'll win by assassination, or simply by attrition, destroying a huge chunk of your enemy's force under your feat turn. Though the in-yo-face approach seems easy, it requires perfect timing and model placing. Key elements are setting up a reliable Road to War chain to move your most important jacks up before a critical strike, and managing Battle Charged to stave off enemy jammers and/or heavy hitters from your army. For his personal combat output, Fissure is quite an efficient tool for setting up targets for the rest of your army. Sometimes it is better to stay your hand, and just shoot the target for a reliable knockdown, then letting your jacks finish the job, than rushing in all by yourself. With 1 focus, his personal threat range is a respectable 16", while with another to boost the attack roll, he can knock down warcasters and warlocks up to DEF15 with ease (while ignoring concealment, cover and stealth).


  • Every warjack in his arsenal can screen him. If you expect pop&drop tricks, the clamjacks are ideal counters, as all of them resist knockdown. Spriggan has other utility for stealth removal too, and can activate RtW at range with its grenades. The Demolisher and the Devastator resist pushes on top of Knockdown, and can serve a pretty good deterrent against lists with lots of movement shenanigans (Rahn, for example).
  • Karchev synergizes surprisingly well with the Decimator. RtW plus Beat Back allows a surprisingly mobile jack that is still able to gain an aiming bonus. It's auto-hit on subsequent melee attacks after a hit is also particularly deadly on his feat turn. You will still probably want a Forge Seer to feed this guys focus if you want to get the most from him.
  • For RtW chains units with long range guns can serve well. They can be either jacks (Destroyer, Behemoth), or units (Rifle Corps, Mortar Crew, etc.). The Widowmaker Scouts are also great, self-supporting shooters for that purpose.
  • Field Gun - beside its respectable range for RtW, it has secondary use for knocking down hard targets for your jacks.
  • Battle Mechaniks - you want to keep those jacks running, right? These are the guys you need. In jaws of the Wolf reposition ensures that they won't die to blasts once they finished repairs, while in Armored Korps a minimum unit will repair 6 points on your jacks. Note though that in the latter Karchev offers next to no support for the MoW units.
  • You can also swell your repair potential with Mechanikally Adept models, and thanks to the updates, a presence of one won't lock you out from most of the themes.
  • Kodiak - Kodiaks are already very mobile jacks thanks to their speed boost when running. This gets turned up to 11 with RtW/BC Karchev will also appreciate their built in Pathfinder since he does not have any way to hand it out. Finally, a source of cloud effect for screening is always appreciated, just be aware that Vent Steam cannot trigger RtW movement because it is not an attack.
  • Mad Dog - earlier in Mk3 entourage of a dozen of Mad Dogs were quite common for Karchev. After the updates this humble jack still has some place in your battlegroup. It can still trample for free, still reliably hit DEF15 models while doing so, and still has some minor speed buff in form of Fleet.
  • Rager - a shield guard is always nice for such a large caster, and under your feat your point-blank shot's damage roll is also boosted.
  • Greylord Ternion - yet another tool for making targets easy prey with Ice Cage
  • Greylord Forge Seer - A jack list tends to be critically low on magical weapons - the Seer can help you with that. Your feat amends that situation for a turn, but you will truly feel an Unearthly Rage, if you have to waste it to get rid of a contesting Gremlin Swarm or a Feralgeist near your flag. Don't be greedy to give a jack under the Seer's care.Though it cannot be affected by RtW's free move, it can trigger it for other jacks. His Empower can also be a crucial factor in triggering RtW movement or hitting a difficult target on Karchev's feat turn.
  • Gun Carriage - Great source for knocking down the enemy and throw rough terrain into their path.
  • War Dog - Guard Dog puts up his DEF to 14 in close combat, enough that non-elite models without boost start to miss attacks on him.
  • Sylys Wyshnalyrr - He can make an upkeep free, which frees up Focus for your jacks. He can sort of boost your AoE spells, making them a real threat to even the heaviest of infantry. He's expensive and fragile though so be careful to protect him from blast damage and the like.

Drawbacks and Downsides[edit]

  • Joint lowest DEF in the faction with Old Witch2 - whatever targets him, will likely hit. Beware Eyriss.
  • Large base makes his screen hard, and screening jacks can easily be hit/pushed out of place.
  • Deceptive ARM - he is as easy to kill as a regular heavy warjack.
  • Karchev does very little to help anything outside warjacks.
  • With two upkeeps and possibly a focus to improve his own mobility, Karchev has to be very careful with Focus management for his battle group without additional support.
  • Even with SR2017, his army's focus points are jacks. Actually, low SPD, low DEF jacks.
    • That makes him vulnerable to many tricks which hurts constructs (Dismantle and the like), and especially those which hurt warjacks and their controller (Domination, Feedback, Backlash)
    • Speed de-buffs and rough terrain tricks can hinder the delivery of his army.

Tricks and Tips[edit]

  • Don't forget, he's not a Construct. Anything that interacts with living models (Poison, Annoyance, Burning Ash, etc) affects him too.
  • The open fist is not magical, unlike Sunder. Keep it in mind, when you try to wreck Incorporeal models.
  • Since Karchev can trample for free, and since trampling doesn't end your activation, you can declare a trample and then cast spells afterwards, effectively giving you +3" range on your spells.
  • Reinholdt can "reload" Karchev's ax giving him an extra spray during a round. How you reload an ax I have no idea.
  • Though you use an AoE for Ground Zero, the damage is not a blast damage, so blast immune models can still be hurt. Also, the spell targets Karchev, so targeting restictions against spells (like Spell Ward or Sacred Ward can be circumvented).
  • If an enemy cannot be targeted by your spray attack, run up one of your own model in line with the enemy, then target it with Fissure, catching the intended target with it.



Theme Forces[edit]

Themes for any-and-all casters (Edit)

Other faction models[edit]

Warcasters Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2
Warcaster attachments War Dog (Khador) - Madelyn Corbeau (Mercenary) - Reinholdt (Mercenary) - Wyshnalyrr (Mercenary)
Other Controllers Malakov1 (BGC) - Man-o-War Kovnik (Marshal) - Greylord Forge Seer (Marshal)
Heavy warjacks Berserker - Decimator - Demolisher - Destroyer - Devastator - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Spriggan
Beast-09 - Behemoth - Black Ivan - Drago - Ruin - Torch
Colossal Conquest - Victor
Units, Solos, & Battle Engines
Units Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Great Bears of the Gallowswood - MOW Atanas & Standard
Ranking Officer CA : Koldun Kapitan Valachev
Solos Greylord Forge Seer - Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - MOW Strike Tanker - MOW Suppresion Tanker - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Sofya - Yuri
Battle Engines Gun Carriage - Man-o-War Siege Chariot - Man-o-War Assault Chariot
Theme Forces
Armored Korps - Jaws of the Wolf - Legion of Steel - Winter Guard Kommand - Wolves of Winter
Merc khador.jpg


Mercenary Battlegroups
Warcasters Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten - Magnus1 - Magnus2

Requires a 2+ caster game

Other Controllers Mini-casters Brun Cragback & Lug - Rorsh & Brine
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Thor Steinhammer
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Khador 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.
Mercenary Units, Solos, & Battle Engines
Units High Shields - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Tactical Arcanist Corps
Alexia1 - Croe's Cutthroats - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Bradigan - Eilish Garrity - Grogspar - Brun Cragback & Lug - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gorman - Gudran - Harlan - Hutchuk - Bailoch - Rockbottom - Dougal - Orin - Ragman - Raluk - Rorsh & Brine - Rutger - Saxon - Sergeant Nicolas - Stannis - Thor
Battle Engines Hammerfall Siege Crawler
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr

Rules Clarifications[edit]

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

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.
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Rules Clarification : Open Fist (aka, Power Attack Throw)     (Edit)

  • See the Throw article for a recap of the core Throw rules.
  • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws.
  • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
  • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
  • Unresolved: Since throwing Model [A] at Model [B] involves making a melee attack vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. The Infernals are currently checking it.

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Rules Clarification:  : Warcaster      (Edit)
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  • 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.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (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 : Arcantrik Turbine      (Edit)

  • Karchev gains the movement buffs all types of Normal Movement (Full Advance, Run, Charge, Slam, or Trample). They all count as "advancing during Normal Movement".
  • Arcantrik Turbine cannot be used multiple times to increase movement multiple times. (Infernal Ruling)
  • Pathfinder (Edit) - Pathfinder does not apply to involuntary movement (pushes & slams). (Infernal Ruling)
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Rules Clarification : Man in the Machine      (Edit)

  • Karchev is a living model for the purposes of spells/effects that target/interact with living models (such as Bloodthirst and Soul Taker).
  • Karchev is a warjack for the purposes of spells/attacks that get bonus damage vs warjacks (such as 'Jack Hunter). (Infernal Ruling)
    • He is not a warjack for any other purpose. For instance, he does not get to advance via his own Road to War spell, or be repaired by the 2016 Steamroller objective "Stockpile". (Infernal Ruling)

Rules Clarification : Repairable - None yet. (Edit)
Rules Clarification : Unyielding - None yet. (Edit)

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Rules Clarification : Battle-Charged      (Edit)

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Rules Clarification:  : Countercharge      (Edit)
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Triggering Countercharge
  • You can trigger Countercharge if you're engaging, but not engaged.
  • What does trigger Countercharge
    • Countercharge triggers off any advance, not just in-activation stuff.
    • You can trigger Countercharge during your own turn, if your opponent has an ability to move during your turn (such as Admonition).
    • Standing still but changing facing is an advance.
  • What doesn't trigger Countercharge
    • 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.
  • Even when an entire unit is moving, countercharge is triggered per model. So you can countercharge after any models of the unit had finished his move within range, but you can only countercharge the model who finished its movement. You can't "save it" until the unit finishes moving and then say "I'm going to Countercharge the first guy you moved."

What can your opponent do?

  • Once you trigger countercharge, your opponent cannot use a "Any Time" ability until the countercharge is fully resolved. Even though it's their turn.
  • They can trigger their own abilities from your movement (such as Admonition) and/or your attack (such as Shock Field).

Attacks & Boosting

  • You only get one attack when making a countercharge, regardless of how many initials you normally have.
  • You can't spend fury/focus to boost it, or buy additional attacks afterwards. Because you're only allowed to do spend fury/focus during your own activation.
  • The charge attack damage is only boosted if the Countercharger moved 3" or more, as with a regular charge.

After the Countercharge

  • You cannot use any abilities that trigger on "during activation" or "during combat action" (such as Sprint) after a Countercharge, as Counter Charge is not an activation. (Locked thread)

Enemy "Skipping" their movement

  • If your opponent 'forgets' to move their model and didn't declare they're forfeiting movement (they just said "I'm activating this model and making an attack") then do they count as moving or not?
  • Technically the rules don't have a default condition for this, and it becomes a Sportsmanship issue for you to sort out with your opponent.
  • However, the Judges document (which is used to run all official PP events) states that the model officially counts as "Advancing 0 inches" and thus will trigger Counter Charge. Most players follow the Judges document for casual play as well.

Unit with countercharge

  • This applies to Zaadesh2 with Scarab Packs
  • Each model in the unit has its own individual countercharge. They don't have to all countercharge at the same time, and only the specific model within 6" of the trigger will be able to countercharge.
  • If a model is out of formation, it won't be able to countercharge (since it is unable to move out of his normal movement).
  • If a model starts in formation but the countercharge movement takes it out of formation, it won't be able to make the charge attack (but will engage).
  • If several models in the same unit want to countercharge the same model, you fully resolve the counter charge of the first, including the attack, before starting the counter charge of the other(s).
  • If the unit commander countercharges such that the other models become out of formation, they immediately lose the ability to trigger countercharge (because out-of-formation models can't move).

Other interactions

  • Since Countercharge isn't an actual activation, you can't trigger in-activation stuff like Sprint or Quick Work.
    • Exception: Very rarely you can trigger Countercharge during your own activation. For instance your opponent triggers Admonition to try and move away.
  • 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.
  • Countercharge vs Slipstream ( Edit )
    • Both these abilities trigger at the same time (end of movement). The active player then resolved his first.
    • This can let the Slipstream model place something to block the Countercharge model.
  • 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.
  • Countercharge & Cavalry ( Edit )
    • A model with Countercharge and Cavalry can make Impact Attacks during the countercharge. (Refer "Charges Outside of Activation" in the rulebook).
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Rules Clarification : Eruption      (Edit)

  • Not blast damage (Edit)
    • Due to the way it is worded, this spell/weapon does full POW to all models in the AOE. It is not blast damage and it is not halved.
    • For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)
  • Hazard templates and "non-hazard damage" templates (Edit)
    • Some templates are defined as 'Hazards' but some, like Creeping Barrage, are not.
    • Damage templates from spells:
      • Spells which leave a template and are not described as a hazard will do magical damage to models that walk around in them. (Example: Razor Wall)
      • Spells which leave a template and are hazards will not do magical damage to models that walk around in them. Instead, they do whatever damage type is specified by the spell description. (Example: Breath of Corruption).
      • (Infernal Ruling)
    • A model which is "placed" also counts as "entering" an area, so the hazard will damage any one who teleports/spawns into it, too.
    • If two hazard templates are overlapping, a model that enters them will take two points of damage.
    • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance).
    • Damage from a hazard is not considered to be from the weapon/spell that originally put it into play (so it doesn't gain the Damage Type or any other special rules of the weapon/spell).
  • Hazardous Clouds (Edit)
    • A hazard, by definition, is a terrain effect. As such, if a template is both a cloud and a hazard it will block sprays as per the normal terrain rules for terrain blocking LOS. (Infernal Ruling)
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Rules Clarification : Ground Zero      (Edit)

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)
  • Not blast damage (Edit)
    • Due to the way it is worded, this spell/weapon does full POW to all models in the AOE. It is not blast damage and it is not halved.
    • For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)
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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 : Road to War - None yet. (Edit)