Colonel Markus ‘Siege’ Brisbane

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Cygnar Warcaster & Companion Solo

If there is one warcaster the trenchers would call their own, it is Colonel Markus Brisbane—the most decorated and universally respected of Cygnar’s veteran battle mages. Brisbane is a pure soldier through and through, a man who has never shrunk from danger or responsibility and who has earned a reputation for pragmatism and absolute dedication to the army. Equipped with state-of-the-art weapons and equipment, Colonel Brisbane shatters the enemy’s lines and marshals his own troops to victory.

Basic Info[edit]

Siege2[edit]

Siege2
Siege2.jpg
SPD 5
MAT 7
DEF 14
ARM 18
FOCUS 6
HP 18
WJP +28
See also How to Read the statblock

Weapons[edit]

  • Maul - 2" reach, P+S 15 melee weapon.
    • Damage Type: Magical - This weapon can damage incorporeal models.
    • Ram - On hit, the target is knocked down and may be pushed a little distance away. If it is pushed, this model may move the same direction a little distance.

Abilities[edit]

  • Warcaster - This model comes with a bunch of special rules, most notably being really awesome at everything.
  • 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.
  • Activate Rocket Turret - Once per turn at any time during his activation, you can place a Rocket Turret anywhere completely within 3" of Brisbane unless he already has a Rocket Turret in play. The Turret cannot activate the same turn.
  • Desperate Pace [Trencher] (★ Action) - Target Trencher unit. If it is in CMD range, it gains +2" movement during their Normal Movement this turn.
  • Jump Back - At the end of an activation in which Siege has made a successful charge, he can be placed completely within 5" of his current location and then his activation ends.
  • Rocket Pack - Once per activation, Siege can spend one focus point to be placed completely within 5" of his current location. Siege cannot use Rocket Pack during an activation in which he charges. During an activation in which this model was placed as a result of using the Rocket Pack ability, the damage roll for his next melee attack is automatically boosted.

Feat : Perfect Position[edit]

This feat has two effects:

  1. Small- and medium-based friendly Faction warrior models currently in his CTRL range immediately advance up to 3" and then gain Dig In. (Dig In (★ Action) - This model gains cover, immunity to blast damage, and stops blocking LOS. It retains this until it moves or is engaged.)
  2. Warjacks in his battlegroup currently in his CTRL area gain Bulldoze for one turn. (Bulldoze - When this model is B2B with an enemy model during its Normal Movement, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per activation. Bulldoze has no effect when this model makes a trample power attack.)

Spells[edit]

An enemy model hit by Battering ram may be pushed 3" directly away from the spell's point of origin.
  • Fury - Cost 2, 6" range, Upkeep
Target friendly Faction warrior model/unit gains +3 to melee damage rolls but suffers -1 DEF.
Target friendly Faction warjack gains Righteous Vengeance. (Righteous Vengeance - If a friendly Faction model dies within 5" model, next turn this model gets a free 3" move and melee attack during the maintenance phase.)
Place a 4" AOE anywhere completely within Siege's CTRL range. The AOE is a hill terrain feature.
Place a wall template anywhere completely within the caster's CTRL range where it does not touch a model, obstruction or obstacle. Any model entering or ending its activation in the template takes 1 point of damage.

Rocket Turret[edit]

Turret
RAT 6
DEF 5
ARM 18
HP 5

Weapons[edit]

  • Rocket - 12" range, 4" AOE, POW 14 gun

Abilities[edit]

  • Construct - This model is a construct and is not a living model.
  • Circular Vision - Enemies get no bonuses from attempting a back strike on this model.
  • Companion: (Colonel Brisbane) - This model only comes with Colonel Brisbane, is part of their battlegroup, and when Colonel Brisbane dies it leaves play.
  • Created - This model does not begin the game in play. Instead, it is created by other model's abilities.
  • Gun Platform - this model can make ranged attacks even while in melee.
  • Pack It Up - If the Turret is in play during your Maintenance Phase you can RFP it.
  • Sentry Fire - Once per turn, when an enemy model advances and ends its movement within 8" [of the Turret], the Turret can immediately make one basic ranged attack targeting that model.
  • Turret - The Turret can only advance to change its facing. The Turret cannot become knocked down or be pushed and is automatically hit by melee attacks. The Turret does not suffer blast damage.


Thoughts on Colonel Markus ‘Siege’ Brisbane[edit]

Recent Release icon.jpg

Recent Release
This model/theme has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Feel free to remove this warning if you, personally, have a good level of gameplay experience with the model, have reviewed this article, and either you A) agree with the content 100% or B) for the parts you disagree with, you don't strongly disagree; and it's more a case of differing opinions between you and previous editors rather than incorrect content / bad advice.

Colonel Markus ‘Siege’ Brisbane in a nutshell[edit]

A very versatile addition to Cygnar's repertoire, Siege2 is a movement-themed warcaster who can play Attrition, Control, or Assassination from game to game without having to change your army's composition. It all comes down to how and when you use his feat.

Unlike is previous incarnation, Siege2 himself prefers melee combat to sitting back and blowing things up, and is well equipped in that regard. The Rocket Pack and Jump Back let him maneuver around the battlefield with ease, and his Maul is both heavy-hitting and has the added bonus of Ram, letting him set up a knockdown assassination that gunlines can exploit with impunity.

His Rocket turret, while a far cry to the Rocket Cannon from his previous incarnation in terms of firepower, can be set up and removed for free with no action. This makes it good for zone control or as a roadblock to prevent/eat charges.

Thoughts on feat and spells[edit]

Feat thoughts[edit]

Perfect Position lives up to it's name by being one of the most flexible feats in the game. You can use it to back up a gunline out of charge range to ensure another round of good shooting. Or run your army up and dig in to lock-in an early position. Or use it after a charge to jam models in the way the enemy. Or just gain an addition 3 inches to get off an alpha strike on the enemy. Or move your dudes out of the way so your warjacks have clear charge lanes to Bulldoze through to their targets. Or just use it so Siege can get a 15 inch threat radius on his Maul.

The possibilities are only limited by the manner in which you want to win today.

Spell thoughts[edit]

  • Battering Ram is a cheap and effective way of pushing models off of control zones and out of the way of charge lanes. Just watch out for the short range. For optimal use, get a Lancer or use it in conjunction with Rocket Pack and his feat to get to safety.
  • Fury is just a great damage boosting spell that pretty much any melee model/unit is going to love. Hot swap it for double the fun.
  • High Ground is LoS and defense bonuses on demand. Shoot a pesky support model/warnoun hiding in the back with your hunter, or protect your key models with a nice defense buff (that stacks with Dig In to boot!)
  • Hallowed Avenger can get you a free threat extension or even an extra swing with an Ironclad's Quake Hammer. Won't always be used, but when it is it'll be great.
  • Razor Wall can effectively roadblock any single wound infantry, preventing them form moving where they need to go. Put it in front of some Iron Fangs to prevent them from charging you, and put it behind jacks so mechanics can't go and repair them.

Typical Army & Strategy[edit]

Strategy[edit]

His main method of winning is really dependent on your current scenario and opponent. As previously mentioned, Perfect Position can pretty much adapt to most combat situations. As such, it is important to identify what situation your enemy would hate to deal with most, then present that to them. It's also important to remember how many options he has when it comes to lateral targeting. Battering Ram, High Ground, the Feat's Bulldoze, and the Ram effect on his Maul are all good ways to open up LoS where it wasn't before. Use that to your advantage.

Army[edit]

Warjacks[edit]

With multiple upkeep spells spells and a strong desire to hot-swap Fury, Siege can be focus starved on a bad day. Focus efficiency is key to his jack selection.

  • Triumph the new and improved Triumph is a strong choice for Siege 2 as it gives him access to magic weapons, as well as providing a Shield Guard
  • Hammersmith the focus efficiency of the Hammersmith when it gets its chain attack smite off is good for Siege 2
  • Hunter only needs one focus at most to run at full effectiveness, and there are so many ways to use it's gun precisely where you want to.
  • Defender same as the Hunter, except that it can also get serious work done in melee when it has Fury.
  • Ol' Rowdy lets see here: Focus efficient? Check. Accurate? Check. More LoS shenaigans with Tremor? Check. Can take a beating and still hit like a ton of bricks? Check.
  • Stormclad Incredibly powerful in melee even before Fury, and gets free focus when Storm Knights are around. If you need to make a Colossal explode, this is how you do it.
  • Lancer and Thorn Because who wants to be 8 inches away from a model you're pushing? Thorn is even sillier, as it can pull double duty as a cruise missile for assassination with Fury.
Infantry[edit]

Because of the restrictions on his feat and abilities, Siege2 tends to prefer non-cavalry infantry in his lists, as they get the most out of him. Fortunately, pretty much all of our options just love Siege to bits.

  • Trencher Infantry (as well as the other trencher options) are a great choice. Desperate Pace + Feat increase their threat radius dramatically, and Fury turns them into mini Storm Lances. Laugh maniacally as your gravediggers charge targets that were 15 inches away at the start of your turn, then hit them an assault shot/pow 14 bayonet combo when you get there.
  • Stormblade Infantry get a surprising lot out of Siege2. Feat turns them into Storm Lances with twice the attacks for point cost, Dig In and High Ground give them an impressive boost to their survivability, and Fury lets them crack armor with ease. Even Razor Wall helps keep them safe against counterattacks from non-warnouns. Almost an auto-include given all the synergy here.
  • Arcane Tempest Gun Mages and their Solo brethren love Siege's feat. being Def 18 against shooting and immune to blast is amazing on them. A significant bonus, since Dig In lasts until they are moved or placed, with good positioning they might keep those bonuses for the rest of the game. Also, they can use their Thunderbolt rounds to push enemies into Razor Wall templates.
  • Ditto for Rangers. Plus Mark Target is so much easier to pull off with the ability to retreat or advance as needed.
Solos[edit]
  • Squire for the extra focus, extra CTRL, and the occasional reroll of Battering Ram when you need it.
  • Trench Buster Fury + Flank. Ouch. Also, a cheap Shield Guard, because Siege2 will need it.
  • Gun Mage Captain Adept is great for removing stealth and picking off/exposing opportune targets.
  • Captain Maxwell Finn Siege2 loves trenchers. Finn makes them better, and is no slouch in melee himself

Drawbacks, Downsides, & Bad Match-Ups[edit]

  • Other than his Maul and Ram, he has no means of damaging incorporeal models. Plan accordingly, or pair him with another warcaster who does
  • With a Medium Base, he's a lot easier to target. Bring a Shield Guard or Junior to keep him safe
  • Offers no direct accuracy boosts, bring your Rangers, GMCAs and Veteran Leaders
  • No pathfinder
  • With 4 upkeeps, Purification and Censure can and will ruin his day.

Tricks & Tips[edit]

  • Because spells can be cast at any time, you can move up, cast Battering Ram, then use the Rocket Pack to move Siege safely away from harm
  • Place his Rocket Turret In front of him for free LoS blocking and sentry fire. Or just put in at the edge of an objective and shoot twice every round if someone tries to capture/contest it.
  • Ram one model with your Maul to get to another


Other[edit]

Trivia[edit]

Originally released in the Trencher CID (2017.06)

Theme Forces[edit]

Themes for any-and-all casters (Edit)

Other Cygnar models[edit]

CygnarLogo.jpg
(Edit)
Battlegroups
Warcasters Jakes2 - Darius - Kraye - Sloan - Haley1 - Haley2 - Haley3 - Nemo1 - Nemo2 - Nemo3 - Stryker1 - Stryker2 - Stryker3 - Sturgis1 - Constance - Caine1 - Caine2 - Caine3 - Maddox - Siege1 - Siege2
C
Y
G
N
A
R
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers BGC Journeyman - Jakes1 - T. Warcaster Lieutenant
Marshals Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA
Light warjacks Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy warjacks Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
     
Units, Solos, & Battle Engines
Units Gun Mages - Mechaniks - Long Gunners - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - T. Cannon Crew - T. Chain Gun Crew - T. Commandos - T. Express Team - T. Long Gunners - T. Infantry - T. Mechaniks
Black 13th Gun Mage Strike Team

Ranking Officer CA : Captain Jonas Murdoch

Solos Arcane Tempest Rifleman - Captain Adept - Journeyman Warcaster - Squire - Stormblade Captain - Stormcallers - T. Buster - T. Master Gunner - T. Patrol Dog - T. Warcaster Lieutenant
Runewood - Strangewayes - Maxwell Finn - Anson Hitch - Harlan Versh - Jakes1 - Bastian Falk - Gwen Keller - Laddermore - Harrison Gibbs - Viktor Pendrake
Battle Engines & Structures Storm Strider - Trencher Blockhouse
 
Theme Forces
Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Merc cygnar.jpg

(Edit)

Mercenary Battlegroups
Warcasters Ashlynn - Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten
Requires a 2+ caster game
C
Y
G
N
A
R
M
E
R
C
E
N
A
R
I
E
S
Other Controllers Mini-casters Gastone Crosse - Rorsh & Brine - Brun Cragback & Lug
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Thor Steinhammer
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Cygnar 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.
     
Units, Solos, & Battle Engines
Units High Shields - Horgenhold Artillery - Forge Guard - Ogrun Assault Corps - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Tactical Arcanist Corps - Thorn Gun Mages
Alexia1 - Sam & the Devil Dogs - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Anastasia - Bradigan - Eilish Garrity - Grogspar - Brun Cragback & Lug - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gastone - Gorman - Hutchuk - Lanyssa - Rockbottom - Dougal - Ragman - Raluk - Rhupert - Rorsh & Brine - Savio - Sergeant Nicolas - Stannis - Taryn - Thor
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr
Battle Engines Hammerfall Siege Crawler


Rules Clarifications[edit]

Rules Clarification : Magical Damage      (Edit)

  • The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Ram      (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)
  • 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.


Rules Clarification:  : Warcaster      (Edit)
Warning: This is a long one.

 
  • General
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
Restrictions on "Any Time" abilities (Edit)
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    4. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
  • Units
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argii can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).

Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Tough - None yet. (Edit)

Rules Clarification : Activate Rocket Turret      (Edit)

Restrictions on "Any Time" abilities (Edit)
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    4. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
  • Units
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)

Rules Clarification : Desperate Pace - None yet. (Edit)
Rules Clarification : Jump Back - None yet. (Edit)
Rules Clarification : Rocket Pack - None yet. (Edit)

Rules Clarification : Dig In      (Edit)

  • Unlike nearly every ability in the game, Dig In doesn't have a "expires after one turn/round" clause.
  • Thus you could spend your action on turn 1 to Dig In and (assuming you don't move or get engaged) stay Dug In on turn 2 and use your action to make ranged attacks.

Rules Clarification:  : Bulldoze      (Edit)
Warning: This is a long one.

People think Bulldoze works like a bowling ball hitting tenpins.
But this is wrong because the models haven't been moved DIRECTLY away.
Whereas if you move models DIRECTLY away, you bulldoze the first guy okay, but then the next one's path is blocked (shown in red), and you get stuck.

Bulldoze - General

  • Models are pushed directly away from you at the point of contact. Some players do this incorrectly - refer to the section on moving bulldoze models, below.
  • You cannot cast spells or use any other "any time" abilities when you 'stop' to resolve the Bulldoze movement. It's just a pause, not a stop.
  • If you attempt to Bulldoze a model out of your charge lane, and it does not move far enough, it will block you and potentially cause a failed charge.
  • The size of the Bulldozer vs the Bulldozed does not matter. A small model pushes a large model just fine. (Just don't expect to move a Colossal etc.)
  • Bulldoze only works during your Normal Movement. This includes runs, charges, and slams; not just full advances.
  • You can't make free strikes against models you bulldoze (because for them it is involuntary movement).
  • You can use Bulldoze to get the charge bonus against models between 1 and 3" away. Simply move into B2B, bulldoze them 2" to make some more room, then you can move 2" further forward to get to the "moved at least 3 inches" requirement.
    • Similarly for Slams vs models within 1-3".
  • Enemy models with 2" melee range will still engage you after being bulldozed. Because they will be exactly 2" away and thus still within 2".
  • An enemy model can only be pushed once by the Bulldozer, but if you have multiple Bulldozer models then you could push the same enemy multiple times.

Moving Bulldozers and Bulldozed models
A lot of people think they can bulldoze straight through the enemy lines, like shown on Image A (below). But what actually happens is more like Image B. This is due to 3 important factors you need to apply:

  1. Bulldoze pushes models directly away from your base. Not at an angle. Directly. Away.
  2. If there is a model behind the bulldozed model, the model will STOP.
  3. A model can be pushed only one time via Bulldoze.
  • 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)


Rules Clarification : Battering Ram      (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)

Rules Clarification : Fury - None yet. (Edit)

Rules Clarification : Hallowed Avenger      (Edit)

Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
  • Vengeance is not an activation. It does not prevent the unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
  • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
    • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
    • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".

Rules Clarification : High Ground - None yet. (Edit)
Rules Clarification : Rift - None yet. (Edit)

Rules Clarification : High-Explosive - None yet. (Edit)
Rules Clarification : Construct - None yet. (Edit)

Rules Clarification : Circular Vision      (Edit)

  • This changed in mk3 so that you're no longer "directly facing every direction".
  • This means you now need to mark your facings for LOS, targeting, etc. Also, you need to obey all the normal rules for directly facing targets (after charges, before slams, etc).

Rules Clarification : Companion - None yet. (Edit)
Rules Clarification : Created - None yet. (Edit)

Rules Clarification : Gun Platform      (Edit)

  • Placeholder

Rules Clarification : Pack It Up - None yet. (Edit)

Rules Clarification : Sentry Fire      (Edit)

Restrictions on "Any Time" abilities (Edit)
  • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    2. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    3. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    4. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.
  • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
  • Units
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)

Rules Clarification : Turret - None yet. (Edit)


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Note to Editors
To edit the turret's tagged abilities, Click here