Kommander Andrei Malakov

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Kommander Andrei Malakov
Khador Warcaster

Kommander Andrei Malakov has developed into a ruthless but eminently capable Khadoran officer. Driven by bold self-confidence and implementing unconventional tactics, he has no qualms about ordering artillery strikes close to his own lines or pushing feints to their limits despite casualties. As a protégé of Supreme Kommandant Irusk, the young warcaster strives not only to emulate his mentor but also to surpass him, developing his own more aggressive doctrine.


CID icon.jpg

Rules subject to change.
This is an existing model, but it is being updated.

This model is part of the current CID cycle (What is CID?) and the information shown below does not represent its final rules.

This is a existing model, and the information here is the rules it had before the CID cycle.

If you wish to document the CID changes before they're finalised, please do so under the Recent Changes heading only.

Basic Info[edit]

Malakov2
Malakov2.jpg
SPD 6
MAT 7
RAT 6
DEF 15
ARM 14
FOCUS 6
HP 15
WJP 28

Weapons[edit]

Abilities[edit]

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • Battle Plan - Once per activation, at any time, this model can issue one of the battle plans listed below:
    • Fighting Dirty - Nearby Faction warrior gains the ability to knock down with its next basic melee attack this turn.
    • Sneak - Target friendly Faction warrior model/unit within 5" gains Prowl for one round. Models out of formation are not affected. (Prowl - While concealed this model has stealth. )
    • Throat Cutter - Nearby Faction warrior model/unit gains Backstab. (Backstab - This model gains an additional die to hit and damage rolls when it attacks from the target's back arc.)
  • Sucker! - If this model is hit with a ranged attack, it must redirect the shot to a nearby friendly warrior.

Feat - Poison Pill[edit]

Friendly Faction models gain Parry and cannot become knocked down. Also, whenever a friendly, non-battle engine faction model suffers damage from an enemy attack it may make a full advance afterwards. Poison Pill lasts for one round.

Spells[edit]

  • Escort - Cost: 2, RNG: Self, AOE: CTRL, DUR: Up
Warjacks in the spellcaster's battlegroup beginning their activations in its control range gain +2" movement when advancing as part of their Normal Movement. The spellcaster gains +2 ARM while one or more warjacks in its battlegroup are within 3" of it .
This spell has no special effects.
Target friendly faction model/unit gains Reposition [3"]. (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.)
Place a 4" AOE cloud effect anywhere completely within the caster's control range. 1) This AOE does not block friendly Faction models' LOS. 2) While in the AOE, friendly Faction models gain Pathfinder and 3) they can move through obstructions and other models if they have enough movement to move completely past them.
Target warjack in this warcaster's battlegroup immediately makes a free basic melee or ranged attack. A jack can only benefit from this spell once per turn.

Recent Changes[edit]

2018.02 Armored Korps CID

Week 1. Feat enlarged from affecting battlegroup to affecting ALL friendly faction models.
Fighting Dirty battle plan changed to "a model hit by its next basic melee attack this turn becomes knocked down"
Week 2. DEF increased to 16. Gained Spell Open Fire
Week 2 v3. Feat doesn't include battle engines. Still affects all other friendly faction models

Thoughts on Kommander Andrei Malakov[edit]

Kommander Andrei Malakov in a nutshell[edit]

Malakov is a flexible, combined arms caster who equally prefers Warjacks and infantry in his list. He supports both, thus, his toolbox is a mixture of several other Khador casters:

This generalist approach is often his downfall, as players tend to choose a more focused caster. It is kind of sad, as he has a nice toolbox to exploit. His Battle Plans are ideal for setting up assassinations, or ensure beneficial piece trades. They are not upkeeps, so he must stay close to the recipients to cast it, but fortunately Sucker! helps against ranged assassination attempts.

Spell thoughts[edit]

  • Escort - Beside being your prime battlegroup spell, it boosts somewhat his ridiculous ARM. It doesn't mean that you should always stay close though. Khador heavies with their notoriously low DEF can invite all kind of nasty surprises, within 3-4" of their actual target, like electro leaps, Spine Bursts, Ashes to Ashes, and the like. And very often it is better to evade it completely with ARM 14, than facing a possible dice spike with ARM16.
  • Razor Wind - bog standard Incorporeal hunting spell; you'll probably reach for it only as a last resort.
  • Tactical Supremacy - Excellent mobility booster, on warjacks (Kodiak and infantry (Man-o-War shocktroopers) alike. Cycle it around, if needed.
  • Veil of Mists - A godsend spell in SR2017 scenarios, where LOS blocking terrain pieces dominate the centre of the board. Mostly will be useful for your faster units, as it doesn't provide you with LOS, so your models must still walk through the terrain piece to land blows, but the Pathfinder piece has universal usefulness.

Feat thoughts[edit]

You want to pop early this "I dare you" feat, and put severe scenario pressure on your enemy. Unless you really mess up placement, this will allow your jacks to survive all but the heaviest punishment the enemy might throw at them. You can walk out of the melee range of a brawler beast, or run behind his back without free strike. It is extremely useful against jacks and beasts, who have knock-downs on their attacks, such as the Inverter. Since the advance can be triggered any time an enemy damages you, enemy gunlines will also face a tough choice - can they bring down a jack, before it reaches its lines for a proper next turn brawl? The feat can also be used for pure offence, and for disrupting enemy infantry formations, trampling into the thick of them without fearing free strikes. The feat includes you too, so pop&drop tricks (save for the ones which cause stationary) won't work on you - provided you'll survive the initial hit from an assassination run.

Typical Stategy & Army[edit]

Strategy[edit]

Malakov has tools for board control and his feat is an excellent attack-denier. Against the less experienced enemies his Battle Plans can hold nasty assassinations, but veteran players will rarely give you the opportunity to decide the game with a knock-down capable infantry, or a backstabbing unit.

Army[edit]

Placeholder.

Theme thoughts[edit]

  • Armored Korps - Malakov is always happy with some ARM21 infantry nearby for Sucker! and he can boost a single unit of Shocktroopers with Tactical Supremacy (2 with swapping around). If you plan on spending the rest of your points to warjacks, he might worth a consideration.
    • War Dog - Should be mentioned for all theme forces, but this sturdy puppy with Return can be a real bite in the back with the Fighting Dirty battle plans. Alas, 3 upkeeps are solid reasons to consider a swap for Sylys either.
  • Wolves of Winter - Battle plans are non-spell buffs, which is perfect for Doom Reaver Swordsmen in the list. A knock-down is nice, but Sneak with Veil of Mists can be downright scary on a unit of sword-wielding maniacs.
    • Greylord Ternion - Make any of your infantry stealthy with some Blizzard clouds and Sneak Battle Plan.
  • Winter Guard Command - Perhaps the most obvious Sucker! targets, plus the infantry can become real beast with the battle plans of his and Kovnik Joe's. Don't forget, unlike the Sac Pawn from the theme bonus, Sucker is not optional.
    • Winter Guard Gun Carriage - Veil of Mists can open up interesting charge/trample/run lines, and can help you evading annoying blocking models. Check the diagrams in the spell description to see its limitations.
  • Jaws of the Wolf - Not a really combined arms list at first sight, but the infantries out there are perhaps the only ones you'll need. Kayazy Eliminators are frightening with battle plans, plus Battle Mechaniks can occasionally provide you with Sucker! targets.
    • Greylord Forge Seer - If you upkeep all of your spells and hand out FOCUS to your jacks, you'll deplete your reserves pretty soon. Empower eases that burden.

Drawbacks & Downsides[edit]

  • Pretty squishy
  • With Battle Plans he must play closer to the front lines than with upkeep spells, and without Sucker! targets, he's vulnerable to assassinations.
  • Not much personal combat output to talk about
  • Can be focus strapped, and vulnerable to upkeep hate

Tricks & Tips[edit]

  • While Sucker! guards against ranged attacks, it doesn't protect against melee. Having your war dog, and a model with Counter Charge nearby (Man-o-War Drakhun for example]] can be an ideal deterrent.

Other[edit]

Trivia[edit]

Released 2016.10 ... ish

Theme Forces[edit]

Themes for any-and-all casters (Edit)

Other Khador models[edit]

KhadorLogo.jpg
(Edit)
Battlegroups
Warcasters Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Sorscha3 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2
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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

(Edit)

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

Requires a 2+ caster game

K
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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]

Note to self: I need to update this rules section after the CID rules are finalised - juckto.


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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:  : 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 : Battle Plan      (Edit)

  • A model can issue a Battle Plan to itself (assuming it meets the 'model type' criteria).
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)
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Rules Clarification : Fighting Dirty      (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 : Sneak      (Edit)

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Rules Clarification : Prowl      (Edit)

  • You can still benefit from Prowl even if the attacker "ignores concealment".
    Because even though they ignore it that doesn't change the fact that you have it, and all you need to do is have it in order to get Prowl.
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Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.
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Rules Clarification : Throat Cutter      (Edit)

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Rules Clarification : Backstab      (Edit)

  • Backstab always applies on a free strike, because free strikes are always in the back arc. (Infernal Ruling)
  • Backstab applies to magic and ranged attacks, too.
  • For a caster with Backstab that uses an arc node to attack their target: Backstab doesn't care about the point of origin of the attack, and does not interact with Arc Nodes at all.
In other words, if your arc node is in the target's back arc & but the caster is not, then Backstab doesn't apply. And vice versa, if your arc node is in the front arc & you're in the back arc, then Backstab will apply.
  • Models with Circular Vision aren't immune to Backstab. They still have a back arc, and backstabbers can stand in it.
  • Steamroller objectives have facings, and can be backstabbed. (Infernal Ruling)
    • Before the game starts you should discuss with your opponent the facing of the objective.
    • In Steamroller 2017, objectives face towards the opposing deployment zone.
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Rules Clarification:  : Sacrificial Pawn and/or Sucker! and/or Grim Salvation     (Edit)
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  • Sacrificial Pawn & Grim Salvation are optional, but Sucker! is not
  • Grim Salvation only works vs basic attacks, not special attacks, power attacks, chain attacks.
    • Spells are not basic attacks, because they are not "made with a weapon". (Infernal Ruling)
    • CRA and CMA are basic attacks. (Infernal Ruling)
    • If a Special Attack generates an additional attack (such as Multi-Fire), the second attack will be basic and as such can have Grim Salvation used vs it. (Infernal Ruling)
  • Sacrificial Pawn & Sucker! don't work against melee attacks.
  • None of them work vs magic attacks (spells). All of them work against Magical Ranged attacks, though.
  • The model the attack is transferred to is always hit, even if they have an ability that makes them automatically get missed (such as Stealth).
    Automatically missing is determined earlier in the timing sequence than when the attack is moved. (Infernal Ruling)

From here down, the terms Sacrificial Pawn, Grim Salvation, and Sucker! are interchangeable

  • Using Sac Pawn moves all damage and effects onto the other model.
  • The new model hit may use any abilities that trigger on being hit/damaged by an enemy attack (such as Vengeance and Shock Field).
  • Sprays and AOEs
    • A model hit by a spray attack can use Sacrificial Pawn to pass it to another model. The placement of the template does not change.
      • Note that this may cause the Pawn to be hit twice by the same spray. So you then resolve two damage rolls against it.
    • A model directly hit by a AOE may use Sacificial Pawn to pass it to another model. The AOE template is moved (because Sac Pawn is resolved at Step 6 of the Attack Sequence in Apdx A, but AOE placement occurs at Step 7).
      • Depending on how far apart the original target and Pawn are, the first guy might get clipped by the AOE anyway.
      • A model indirectly hit by an AOE cannot use Sac Pawn.
  • Sacrificial Pawn multiple times
    • If a model with the Sacrificial Pawn ability passes it to another model that also has Sacrificial Pawn ability, that second model may pass it along to a third model.
    • Models can only use Sac Pawn once each, you cannot set up an infinite loop!
  • Quick Draw vs Sacrificial Pawn
    • If enemy "Model A" shoots you, and then you use Quick Draw against "Model A", but they use Sac Pawn to move your Quick Draw attack to "Model B" then ... Quick Draw has no effect (or rather, it affects "Model B" who isn't currently shooting you so is irrelevant). Point is, "Model A" can continue shooting you.
    • This won't happen with Shield Guard though (outside of a very low-probability scenario) because Shield Guard can only be triggered during an enemy turn.

Rules Clarification : Parry - None yet. (Edit)

Rules Clarification : Escort and/or Battle Host - None yet. (Edit)

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Rules Clarification : Razor Wind      (Edit)

  • The text description has no in-game effect. It's just for flavour.
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Rules Clarification : Tactical Supremacy      (Edit)

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Rules Clarification : Reposition      (Edit)

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

  • Friendly models can draw LOS through the cloud, but not through things in the cloud. For instance, if you place the Veil over a forest then the forest still blocks LOS. (Infernal Ruling)
  • You only need to "toe" the AOE to gain the Pathfinder and "move through" benefits.
  • If you're in the AOE, you can move through any model, not just other ones in the AOE. If you're not in the AOE, you can't move through anything even if they're in the AOE. Refer the Veil of Mists page for some diagram examples.
  • Unlike most "move through" abilities, Veil of Mists is not limited to just voluntary advances. It also allows involuntary movement (such as being pushed, slammed, or thrown). (Infernal Ruling)
  • Pathfinder (Edit) - Pathfinder does not apply to involuntary movement (pushes & slams). (Infernal Ruling)