Kommander Orsus Zoktavir

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Kommander Orsus Zoktavir
Khador Warcaster

Any who thought time might mellow the rage of Orsus Zoktavir have been disabused of that notion. He is incapable of restraint away from the battlefield, never at peace with himself, and at home only amid the chaos and bloodshed of war. Constant battles against the Motherland's enemies have deepened his madness, brought forth dark echoes from the depths of his being, and utterly shattered his always-tenuous self-control.

Basic Info[edit]

Butcher2
Butcher2.jpg
Base 40mm
SPD 5
MAT 9
RAT 5
DEF 14
ARM 18
HP 20
Focus Variable
WJP +28
See also How to Read the statblock

Weapons[edit]

  • Blunderbuss - 8" range, POW 12 gun
  • Lola - 2" reach, P+S 16 melee weapon

Abilities[edit]

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome.
  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
  • Arcane Dementia - Butcher2's FOC stat varies each turn, from between 2 and 7. If he kills some enemies, it stabilises at 7 for one round. His CTRL area is always 12".
  • Berserk - When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.
  • Conferred Rage - When Butcher kills at least 1 enemy model, his warjacks gain a +2 bonus to SPD and MAT.
  • Homicidal Maniac - When Butcher kills an enemy and there are no other models (friendly or enemy) in his melee range, he can advance a short distance.

Spells[edit]

Target friendly Faction model can charge for free and gains +2" movement and Pathfinder when it charges for one turn.
Immediately after this attack is resolved, the caster can advance up to 2" for each enemy model destroyed by the attack.
  • Fury - Cost 2, 6" range, Upkeep
Target friendly Faction model/unit gains +3 to melee damage rolls but suffers -1 DEF.
Target warjack gains Berserk for one turn, but cannot make Chain Attacks. (Berserk - When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.)

Feat - Feel the Hate[edit]

  • Each time an enemy model is destroyed in Butcher's control range, you can place one rage token on a friendly Faction model in his control range. A model can have up to three rage tokens at any time.
  • Models can spend rage tokens during their activations to make additional melee attacks or to boost melee attack or melee damage rolls. A model can make one additional attack or boost one roll for each token spent.
  • Feel the Hate lasts for one turn. Remove unspent rage tokens at the end of this turn.


Thoughts on Kommander Orsus Zoktavir[edit]

Kommander Orsus Zoktavir in a nutshell[edit]

Going from an impressive support caster of his prime incarnation, Butcher 2 demands much greater degree of personal presence - otherwise you'll be punished double time for lingering behind thanks to Arcane Dementia and missing on Conferred Rage. He is a somewhat unpredictable caster, but in practice the random focus from AD will only be an issue for 1 or 2 turn. If you always wanted to be in the thick of the fight, and scowled at casters, who just linger behind their jacks, while their armies do the heavy lifting in their stead, then seek no further; you found your ideal.

Feat thoughts[edit]

Its effectiveness heavily depends on the enemy's force composition. Against certain builds (like the Pacific Rim style 3-colossi list of the Retribution) it is simply too hard to find enough enemies to fuel your feat. However, with the return of the more infantry focused lists, you can get plenty of targets for your rage tokens. It is best popped right before you're about to charge into at least one or two infantry units. It is one of those rare moments, when you'll be happy to see jamming units as they're a good source of rage tokens and if you find your models jammed up, you can hand the tokens to other models about to start their charges. If you failed to get the alpha strike, then it will do fine in retaliation to a charge, assuming you have a few units/models stuck in. 2 things to note:

  • Though you can only buy/boost melee attacks, Rage tokens can be collected from the kills of your ranged units too. Make your Widowmakers and gun crews work for their money! Just keep in mind that both the victims and the receiving units must be in Butcher's CTRL area.
  • Anything that destroys the enemy will give Rage tokens, the damage roll doesn't have to originate from an attack. Collateral damage is just as good as a Destroyer's initial ranged attack.

Spell thoughts[edit]

  • Boundless Charge - Just like at Vayl2, it makes key members of your battlegroup astonishingly fast, especially if you combine it with Conferred Rage. Also be on the lookout for valuable solos, who could use that (MOW Drakhun and the like).
  • Eliminator - A corner-case spell. It is your only ranged opportunity against Incorporeal models, but it can be restrictive on your FOCUS pool, even if going on 7 FOCUS from Arcane Dementia. It also has the same range as your charge, so unless something forbids charge altogether, it won't be useful to get closer to your enemy. On the other hand though, the move part from it it can set up an other threat vector (if they blocked your way with an incorporeal model), and the extra movement is always good to re-ignite your Homicidal Maniac chain, if you ran out of targets nearby. You can also use it occasionally to get into scenario elements to score/contest.
  • Fury - Good old damage increase; usually you want it on something already lumbering, like warjacks, where lowering the DEF by one doesn't make much difference. On the other hand, Kayazy Eliminators can still enjoy an insanely high DEF in close combat thanks to Duellist, while Stealth protects them at range. Use it on units which you want to enhance with your feat for maximum effect.
  • Ravager - You can combine it nicely with Rage tokens, especially if your jack has a 2" melee range to keep the berserk attacks going. However, as it is not an upkeep, weigh your options whether or not you'll be better off with by simply allocating that 2 FOCUS on that given warjack.

Strategy[edit]

Butcher needs to be in the thick of the fights. His play style largely revolves around supporting his survival in - and through - melee and pulling off a devastating feat turn. On non-feat turns you'll almost always be activating him before your jacks to try and get Conferred Rage. Work your way up the board and see if you can secure an alpha strike. If you don't think you're going to get it, try to keep your sturdy units (IFP or MOW) up front to take the brunt of the hit and then strike back with a fury. If possible, try to get three kills in the turn BEFORE you feat so that you can make the most of your feat, and not worrying about Arcane Dementia. Once you got the 3 kills, and you have Fury cast on something you want to wreck the enemy, you're all set.
On feat turn Butcher should go first (with the exception of pulling any screening models out of his way). Cast Boundless charge on anything that will need it, Ravager if you want it and then pop feat right after that. You will then go to wreck as many faces as you can, and disperse rage tokens on your way. The key to master Butcher2 is to learn, when to stop giving tokens to you and start handing it out to your army. Common pitfall is going too deep into enemy lines or you run out of available targets, with no way to re-ignite the Conga line of Death.
Your ultimate goal is to activate your infantry mulchers first and spread the rage tokens around and clear some charge lanes to high priority targets. Then, with lanes cleared and your assassins stacked with focus/rage/Fury, charge them in for kills and maybe even get a caster kill. Even if the enemy lock/caster hides well, you probably inflicted so much damage that it will be hard for them to recover.

Army[edit]

Butcher feels home in various theme forces where forces can take care of themselves. Support will be mainly for his battlegroup and through his feat, so consider the following themes

  • Jaws of the Wolf - 2 self-supporting units (Widowmakers and Kayazys) for token gathering, and all the warjacks you can take. Conferred Rage is an awesome tuner for the jacks of this theme, so wherever MAT or SPED would be your problem, Orsus fixes that.
    • Rager - There's hardly a more frustrating scenario, when you worked hard to get your 3 kills for the 7 FOCUS from Arcane Dementia, then get a Disruptor Bolt from Eiryss1. Protect yourself with the hardest Shield Guard out there.
    • Berserker - The MAT bonus will come in handy here. Charge into an infantry blob and let the bodies hit the floor. Also remember that Rage Tokens are not focus, so won't trigger Unstable.
    • Grolar - Few combined-arms jack can make use of the sheer amount of "pseudo-focus" tokens that a Grolar can. Expensive, but if you know what you're doing, it could pay off.
    • Decimator - Two words: Sustained Attack. With the ability to hit once and then pile up to 6 extra attacks (3 from tokens and 3 from allocated focus), you can potentially kill any heavy in one turn.
    • Ruin- Even outside the theme forces you often want him to escort you. It gets boundless charge from your bond so you can save the FOCUS, or cast it elsewhere. It is already a nearly 100% self-supporting jack due to Soul Taker, and with token gathering you can double-tap on the loss of living infantry (or Soul Vessels).
    • Manhunters or Yuri are usually too tempting to pass as free solos.
  • Winter Guard Kommand - Your jack theme in disguise. You'll probably go for the minimum unit approach to trigger the advance move for your jacks, and put in on the double with Conferred Rage. Butcher1 is more suitable for this theme, as he can also hand out Fury (and Iron Flesh) and fellow Guardsmen don't have to worry about standing in his melee range. However, the ranged elements (Rifle Corps, Arillery Crew, Field Gun Crew) can support your advance quite well.
  • Wolves of Winter - Feel the Hate is non-magical boost for your Doom Reavers' combat potential. It is pretty close to his earlier theme force, and a group of like-minded homicidal maniac charging down at the enemy is not something you turn down.
    • Greylord Forge Seer - All Butcher incarnations tend to suffer from Incorporeal models, having only very expensive spells to deal with them. The Forge Seer can tune up your warjacks to deal with such threats.
    • Greylord Ternion - USe the clouds you get from Blizzard to protect your army from incoming fire as you close to melee range.
  • Legion of Steel - Black Dragons with their mini-feat can take the brunt of the enemy attacks, then strike back with Fury. The Great Bears can also show their teeth under your feat without having to rely on the Flank bonus.
    • Kayazy Eliminators - Self supporting infantry killers, and with the 2 Side-Step they can dig really deep into the enemy formations to start Token gathering. If you give them Fury, and some tokens, they can slice up heavier troops too, who would be resistant to Anatomic Precision.
  • Armored Korps - Man-o-Wars of all flavours can be viable if you take a Kovnik for Desperate Pace. Bombardiers can get you tokens from afar, while Shocktroopers can protect Butcher from incoming attacks.
    • Man-o-War Drakhun - You didn't see carnage, until you witnessed this guy charging in with Fury on P+S 17 + 4D6 attacks, and then let loose 3 more (with one less die).

Solos:

  • War Dog - As tempting as it will be to take Sylys to upkeep Fury for you, the Wardog can save your bacon. With how aggressive he is, Butcher loves his puppy, don't leave him at home!
  • Eilish Garrity - Puppet Master on the Butcher mitigates the need for boosting an attack roll, and can be crucial, when low on FOCUS via Arcane Dementia.
  • Saxon Orrik - Indeed, you can have Boundless Charge on yourself - unless Arcane Dementia messes up your plans. If you just need the pathfinder part to make your charge connect, he can save FOCUS for the Butcher.

Options for Koldun Kapitan Valachev (Ranking Officer):

  • Tactical Arcanist Corps : This is a potent combo that shouldn't be ignored. Zephyr will get the Corp into position and the Corp will absolutely be able to get their Battle Wizard triggers with the use of a rage token or two. Until then, Smoke Bomb gives you more clouds to make sure your over aggressive caster is screened from incoming fire.
  • Alexia Ciannor & The Risen : She likes to see things die. Run her out front, screen your army with her chumps, use them freely. You can almost guarantee a full supply of undead after the feat turn and Thralls make great recipients of Rage.

Drawbacks & Downsides[edit]

  • Arcane Dementia can strike at the worst moment; there's no other caster who can potentially start the turn with fewer focus than a Journeyman Warcaster. Power-Up eases the situation a bit, but be prepared to distribute focus accordingly.
  • At the forefront, with a medium base - it is hard to shelter him, and despite his impressive stat-line, he's not unkillable
  • Homicidal Maniac and Arcane Dementia makes his moves predictable - he needs to move in to kill stuff to ensure a reliable FOCUS supply
  • Tough units can block your Homicidal Maniac chain.
  • Not much support for your army units in terms of movement, accuracy and defence.
  • Your feat and many of your abilities all depend on close combat - anti-charge feats and tools are not your friend.

Tricks & Tips[edit]

  • The regulations on Homicidal Maniac make this rule a bit iffy. It is a pseudo-Overtake, but if you want to use this Conga-line of Death of move between each and every attack, you need to carefully position him such that only one enemy is in his melee range at a time, and no friendlies are. Don't despair if there are multiple enemies in range though; if you killed one, you get a swing with Berserk (and another if you killed that one, and so on), then in the end you can move thanks to HM. Also, if you killed an enemy, and the next one is 1" too far from your current position, you get to move 1", and get a "free" Berserk attack on the newly reached target.
  • For getting the most out of Homicidal Maniac, evade friendly model in melee range - and this includes unkillable Steamroller flags and own Steamroller objectives.
  • Homicidal Maniac trigger is optional, don't let your caster get too far away from his protection.
  • Arcane Dementia requires 3 melee kills to cease to be an issue, while Conferred Rage needs only a kill even if it comes from your Blunderbuss. Keep that in mind if AD struck you with 2 FOCUS.
  • For new players Feel the Hate can eat up a prodigious amount of time on their deathclock - working out the extra Rage token attacks of models can take 2-3 times more than on a standard turn. Always consider, if going for that extra kill/token will worth the time, as losing on deathclock can be just as bad as on assassination.

Other[edit]

Trivia[edit]

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]

Rules Clarification : Feat: Feel the Hate

  • Models can only buy additional melee attacks during their Combat Action, after completing their initial/special attack(s). Refer the definition in the core rulebook.
  • For models in a unit, model [B] cannot start their Combat Action until model [A] finishes his. This means that once you start model [B]'s attacks, you cannot "go back" and buy more attacks with model [A].


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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

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

Rules Clarification : Weapon Master - None yet. (Edit)


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

 
  • 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.

Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Arcane Dementia - None yet. (Edit)

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Rules Clarification : Berserk      (Edit)

  • Berserk grants an additional attack which by definition can only occur during your Combat Action. Therefore Berserk doesn't work on free strikes, impact attacks, etc.
  • If Berserk triggers at the same time as another "attack generating" ability (such as Black Spot), Berserk means you must make an attack. But it can be either a Berserk attack or the other one. (Infernal Ruling)
    In other words you can't say "I trigger both Berserk and Black Spot, I choose Black Spot, Black Spot is optional, so I'm not making any more attacks".
  • "Immediately" means you can't save it until later in your activation. Berserk must be resolved at step 14 of the attack sequence (refer Apdx A).
  • You cannot use "Any Time" abilities while resolving the original attack, the Berserk attack, or between the attacks. Refer Apdx A.
  • Berserk doesn't trigger during a frenzy. (Infernal Ruling)
  • Berserk will not trigger if the target uses an ability to move the damage to another model (such as a warlock transfer).
    • But it will trigger if they use an ability to move the attack to a different model (such as Grim Salvation).

Rules Clarification : Conferred Rage - None yet. (Edit)

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Rules Clarification : Homicidal Maniac      (Edit)

  • If you kill an enemy but there are models in your melee range, you don't get the free move from Homicidal Maniac. Also, you must instead attack the model (due to Berserk).
    • If you then kill a friendly model, neither Berserk or Homicidal Maniac will trigger a 2nd time. You'll need to buy an attack instead.
    • Steamroller flags and objectives count as models. And you can't kill flags, so then you're extra screwed.
  • If there are no models in your melee range, then Homicidal Maniac triggers before Berserk. This allows you to move into melee range of a new model and then get a free Berserk attack against that new model. Refer Step 12 vs Step 14 of Appendix A.
    • This is because you recheck the trigger/resolution conditions at each step, and moving at Step 12 allows Berserk to happen at Step 14.


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Rules Clarification : Boundless Charge      (Edit)

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Rules Clarification : Eliminator      (Edit)

  • The advance you get is a single advance, not a series of 2" advances. As such, it only triggers "ends movement" abilities (such as Countercharge) once.

Rules Clarification : Fury - None yet. (Edit)

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Rules Clarification : Ravager      (Edit)

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Rules Clarification : Berserk      (Edit)

  • Berserk grants an additional attack which by definition can only occur during your Combat Action. Therefore Berserk doesn't work on free strikes, impact attacks, etc.
  • If Berserk triggers at the same time as another "attack generating" ability (such as Black Spot), Berserk means you must make an attack. But it can be either a Berserk attack or the other one. (Infernal Ruling)
    In other words you can't say "I trigger both Berserk and Black Spot, I choose Black Spot, Black Spot is optional, so I'm not making any more attacks".
  • "Immediately" means you can't save it until later in your activation. Berserk must be resolved at step 14 of the attack sequence (refer Apdx A).
  • You cannot use "Any Time" abilities while resolving the original attack, the Berserk attack, or between the attacks. Refer Apdx A.
  • Berserk doesn't trigger during a frenzy. (Infernal Ruling)
  • Berserk will not trigger if the target uses an ability to move the damage to another model (such as a warlock transfer).
    • But it will trigger if they use an ability to move the attack to a different model (such as Grim Salvation).