Kommandant Irusk: Difference between revisions

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{{Khadbox|{{Khador}} [[Warcaster]] }} [[Category: Model]]
[[Khador]] [[Armored Korps]] [[Warcaster]]
{{4P|Armored Korps}}


''Kommandant Gurvaldt Irusk was born to make war. Irusk’s meteoric rise to power is the product of sheer determination, devotion, and strategic brilliance. His instinctive grasp of tactics allows him to see weaknesses where others do not, his commanding presence inspires his soldiers to greatness, and his innate magical capabilities enable him to exploit every situation to the utmost. His accomplishments have inspired a generation of Khadoran officers and made his name known throughout western Immoren.''
[[Category:Khador]]
[[Category:Armored Korps]]
[[Category:Legacy]]
[[Category:Prime]]
[[Category:Warcaster]]
[[Category:Leader]]


=Basic Info=
==Model stats and abilities==
{{Infobox-Model
{{Model-stats
| name  = [[Irusk|Irusk1]]
|fa=C
| image = Irusk1.jpg
| name  = Irusk 1
| base  = Small
| base  = 30 mm
| hp    = 17
| spd  = 6
| spd  = 6
| str   = 6
| aat   = 7
| mat  = 7  
| mat  = 7
| rat  = 6
| rat  = 6
| def  = 15
| def  = 15
| arm  = 15
| arm  = 15
| cmd   = 10
| arc   = 7
| hp    = 17
| ctrl = 14
| focus = 7
| abilities=
| wjp = +29
{{AbilitySingle|Dual Attack}}
}}
{{AbilityOptions|Battle Plan|March|Reveille|Special Orders}}
 
{{Warcaster}}
 
===Feat: Undying Loyalty===
While in Irusk's {{control}} range, friendly Faction warrior models gain +2 to attack rolls and [[Tough]] and cannot become [[knocked down]]. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while in Irusk's {{control}} range, remove 1 damage point from that model. Undying Loyalty lasts for one round. [[Category: Tough Feat]] [[Category: Anti-Knockdown Feat]]
 
===Abilities===
* {{Assault}}
* {{Battle Plan}}
** {{March|Faction}}
** {{Reveille}}
** {{Special Orders|Faction warrior }}
 
===Weapons===
{| class="wikitable"
{{Ranged|Sword Cannon|10|13|
* {{Reload_1|spend 1 focus point}} }}
{{Melee|Onslaught|1|6|12|
* {{Magical Damage}} }}
|}
 
===Spells===
{{Spellbox|
{{Airburst}}
{{Battle Lust}}
{{Grind}}
{{Inhospitable Ground}}
{{Iron Flesh}}
{{Superiority}}
}}
}}


===Theme Forces ===
== Weapons ==
* {{Armored Korps}}
{{Weapon|weapon=Sword Cannon|type = R |rng = 10 |rof = 1 |aoe = - |pow = 13| loc = -| abilities =  {{AbilitySingle|Pistol}}{{AbilitySingle|Reload|1}} }}
* {{si|Flame in the Darkness}}
{{Weapon|weapon=Onslaught|type = M |rng = 1 |rof = - |aoe = - |pow = 12| loc = -| abilities = {{AbilitySingle|Damage Type-Magical}} }}
* {{Jaws of the Wolf}}
* {{Legion of Steel}}  
* {{si|Warriors of the Old Faith}}
* {{WG Kommand}}. In this theme the caster gains [[Sacrificial Pawn]] [Winter Guard trooper model].
* {{Wolves of Winter}}
 
 
=Thoughts on Irusk1=
[[File:Irusk1Classic.jpg|thumb|Classic Sculpt]]
===Irusk1 in a Nutshell===
A peerless tactician, Kommandant Gurvaldt Irusk exemplifies the notion of a classic military general. Under his stern command, Khadoran troops perform amazing feats with the crispness and precision comparable to a skilled conductor leading an orchestra to harmonic excellence. Irusk is a midfield infantry support warcaster with tools for any occasion, and a penchant for direct intervention on his own behalf.
 
Irusk supports warriors like no other Khadoran warcaster. Between his [[Battle Plan]]s, feat and most of his spells he works wonders with almost any infantry-centric Khadoran army. Whereas Gurvaldt would become more of a strategist [[Supreme Kommandant Irusk|later on in his career]], pre-Northguard Irusk is far more of a tactician, micro-managing specific models and units to do exactly as he requires. This means he needs to stay close to the action to function optimally, and this can be a risky undertaking. Like his protegé [[Kommander Andrei Malakov]] would come to emulate, early Irusk plays close to danger to actually use his [[March]] and [[Special Orders]] plans. He's no combat warcaster by any means but is perfectly capable of assassinating targets of opportunity when he (perhaps) [[Assault]]s with his [[Reload|Reloadable]] Sword Cannon shots, and his [[Airburst]] and [[Grind]] spells. He has decent DEF and ARM, but he should really be protected by a cohort of warriors crowding around him to benefit from his feat and [[Inhospitable Ground]] spell.
 
Irusk heavily skews his attention to his army, but he does still have a battlegroup to consider. He prefers 1-2 warjacks that don't  require a lot of attention on his part, and at least one that works well with Khador's best warjack-buffing spell: Superiority. Superiority prefers to be cast on melee-centric warjacks but even without exploiting the MAT buff it's quite the spell.
 
===Feat thoughts===
The defensive parts of Irusk's feat are a potent combo. If you're not already familiar with it, the "Tough + no knockdown" combo is very useful, not so much because it infinitely increases the odds of surviving a second attack but more because it removes all the normal downsides of passing a Tough check - you still threaten free strikes and can charge normally next turn. Let alone the fact that Irusk gives out "super tough". Just keep an eye out for [[Anti-Tough]] abilities.
 
Generally speaking, the more warriors you cram into Irusk's control range the better, for this feat. Just make sure you pick ones that can operate well when they're bunched up, and won't trip over each other.
 
But don't ignore the offensive part of the feat, the +2 to hit. The easiest way to use it is to build a gun-heavy list, get some good shots in on feat turn, then take the counterpunch on the chin. If you go melee heavy, you need to watch you don't accidentally charge outside his feat range and lose the bonus. Also, don't forget the +2 applies to spell attacks, including any spells that Irusk casts post-feat.
 
Don't use the feat too early. Vs a high DEF enemy it can be worth letting your forces suffer some casualties before popping your feat, launching a brutal attack with your pumped-up troops, who are now very resilient to enemy counter-attack.
 
Note that his feat doesn't stack with Tough. That is, a multi-wound model that passes a Tough check only heals 1 hitpoint under his feat, not two hitpoints.
 
===Spell thoughts===
He'll almost always be upkeeping [[Iron Flesh]] and [[Superiority]], leaving you with 5 focus to spend at your discretion. Inhospitable Ground is his spell of choice for denying enemy charges, and [[Battle Lust]] is best cast the turn after to maximize the effect of the alpha strike you've (hopefully) teed yourself up for using Inhospitable Ground and Special Orders. Battle Lust is the only way Irusk directly increases his warriors' damage output, and it only works on melee attacks. Battle Lust is worth its cost, so--while you can build almost any infantry-centric list with Irusk--it pays to have a specific unit in mind for it when building your army. If you build your force with a unit to benefit from Battle Lust and a warjack to benefit from Superiority you're well on your way to dominate the battlefield.
 
* '''Airburst''': Its low POW, and the fact that numerous units are (or can be) immune to blast damage, first make this spell seemingly lackluster. However, it nullifies most of the ranged defense tech and can effectively threaten squishy, elusive models. Supporting solos (like [[Mechanik]]s or [[Paingiver Beast Handlers|Beast Handlers]]) and [[CRA]]-capable ranged combatants, (like [[Long Gunners]] or [[Blighted Nyss Archers]]) are all available targets. Its high FOC cost restricts spamming, but it can become very handy in certain situations. You can also center it on your warjacks to clear jamming infantry as its low POW is unable to harm most of the Khadoran ARM.
* '''Battle Lust''': Works wonders on hard hitting units, making them psuedo-[[Weapon Master]]s for the turn.  Even weaker troops -such as the 'lowly' [[Winter Guard Infantry]]- become sudden melee threats (even more so with [[Kovnik Jozef Grigorovich|Joe]] giving them a much-needed strength buff). It's best on models that can make multiple melee attacks in an activation like the [[Great Bears of the Gallowswood|Great Bears]], [[Iron Fang Uhlans]] making impact attacks and even [[Kayazy Eliminators]] in a pinch.
* '''Grind''': You will rarely have the focus to spare for this only-decent spell, but if you can cripple a warjack's last Movement system box, go for it. You'll only use it in ranged duels if the enemy has means to negate your ranged attacks, or have shield guards nearby, as your Sword Cannon is far better for that task.
* '''Inhospitable Ground''': Depending of your enemy's forces, this spell's effect can range from "a minor inconvenience" to  "completely and utterly broken". Very effective in scenarios where the zones are close to each other, where you can severely limit your opponent's options.
* '''Iron Flesh''': Khador's premier warrior support spell, which synergizes very well with nearly any infantry unit. It makes the tough (like [[Man-o-War]] units) even tougher, while blast immunity will counter the squishy units' (like [[Kayazy Assassins]]) vulnerability to AOE attacks.
* '''Superiority''': Khador's premier warjack support spell, it makes any warjack better, and is worth juggling between 'jacks when you have the focus to spare.
 
===Drawbacks & Downsides===
* With Battle Plans he must play closer to the front lines than with upkeep spells, and without a body guard with [[Countercharge]] or [[Shield Guard]] or an ability like [[Sacrificial Pawn]], he's vulnerable to assassinations.
* If he loses too much of his forces he can't finish a battle by himself.
* Expensive spells can burn his focus reserve pretty fast, and make him vulnerable to [[Lamentation]].
 
===Tricks & Tips===
* Don't forget about Irusk's skill with the Sword Cannon. 2 POW 13 shots can seriously hurt squishier casters and warlocks, while assaulting with full stock can be deadly if the target was knocked down or [[stationary]].
* Absolutely positively keep Irusk away from [[Eiryss1|Eiryss']] [[Disruptor Bolt]]!
 
=List Building Advice=
===Strategy===
Getting the most out of Kommandant Irusk is all about infantry, infantry and more infantry. He's not fast enough to keep up with Khadoran cavalry and battle engines and his abilities dictate you treat him as the center of a large infantry formation advancing steadily upfield.
 
Few excel in the attrition game as Irusk does. Between his Battle Plans on the one hand and Inhospitable Ground on the other he's a master at dictating engagements on his terms. Iron Flesh and Undying Loyalty give him the breathing room he needs to set the pace of the battle before closing things with a melee attrition brawl. His typical approach is to steadily advance his army forward and deny the opponent a good first hit. It's very difficult to slow his army down and when it closes the distance Irusk shifts to supporting a powerful charge with Battle Lust, and taking out support models with [[Airburst]].
 
Irusk wants to stay relatively close to the action for a support 'caster and his toolkit dictates you move him up in the center of a large infantry formation that can reliably protect him. Your points should be going towards fielding the biggest army possible rather than a big battlegroup and he benefits a lot from a retinue that can protect him from assassinations.
 
He can slow down the enemy with Inhospitable Ground, can eliminate annoying solos with Airburst, and support his troops with Iron Flesh and his 'jacks with Superiority. Later, he can go on the offensive, putting Battle Lust upon a key unit, and back them up with his feat. His battle plans are a bit situational, but can pull out the fangs of various enemy tricks, making him a truly Swiss Army knife of a caster.
 
Kommandant Irusk is excellent in a wide range of warrior-centric forces and instead of assessing where he does best it makes more sense to determine the areas where he does and doesn't appreciate support. Thanks to [[March]] he's not as reliant on native [[Pathfinder]] for his forces as other warcasters might be, and [[Reveille]] insulates his forces against [[Knockdown]] effects, mitigating the need for abilities like [[Steady]] in his ranks. Because his feat grants Tough+ he slightly prefers warriors without it, to avoid paying twice for the same ability. Because of his feat he can afford to skew accuracy for damage output on large parts of his forces and his Airburst spell and the mana to cast it reduces the need for specific anti-[[Incorporeal]] tech somewhat. On the other hand, for his battlegroup Irusk prefers 1-2 efficient warjacks to benefit from Superiority and augment his army's damage output and you'll want to have a good Battle Lust target available. If you can bring utility solos that boost your army's movement it makes sense to bring them, and you can skew your ranged component towards damage over accuracy especially because Irusk cannot enhance ranged damage output at all.
 
===Theme Thoughts===
{{Header|[[Armored Corps]]}}
 
At higher (75+) encounter levels Irusk is a natural fit with the elite infantry of the Armored Corps. Man-o-War don't need a lot of help hitting things but his toolbox is perfect for their attrition-based warfare.
* [[Greylord Forge Seer]]: Gurvaldt appreciates anyone who increases his focus efficiency with his 'jacks.
 
{{Header|[[Legion of Steel]]}}
 
While not very thematic, Iron Fangs of all kinds are perfect with Irusk. While they already have [[Relentless Charge]] to overcome rough terrain and [[No Sleeping on the Job]] on their [[Iron Fang Kovnik|Kovnik]], they come in large quantities and work like gangbusters with everything else Irusk brings to the table.
 
{{Header|[[Winter Guard Kommand]]}}
 
Winter Guard come in bulk and absolutely love Tough+ and more accuracy for their powerful ranged attacks. They don't get as much mileage from Battle Lust as other theme forces
* [[Widowmakers]]: his Battle Plan can give a quasi [[Tactical Supremacy]]; allowing annoying yoyo tricks of jumping in and out of cover. If you add a Marksman into the mix, Reposition stacks with [[Swift Hunter]], allowing a total of 5" move, once they killed something.


{{Header|Various themes}}
== Spells==
{{Spellbox|Airburst}}
{{Spellbox|Battle Lust}}
{{Spellbox|Grind}}
{{Spellbox|Inhospitable Ground}}
{{Spellbox|Iron Flesh}}
{{Spellbox|Superiority}}


Irusk likes these support models which are in various themes:
== Warcaster  Rules ==
* [[War Dog]]: ARM and DEF 15 on a warcaster close to the fire makes the War Dog a very effective attachment for the Kommandant.
{{Category:Warcaster}}
* [[Kovnik Andrei Malakov|Malakov1]]: If you want a greater warjack component Gurvaldt's protegé is an excellent [[Battlegroup Controller|Junior Warcaster]] for the job. He even benefits from Irusk having so many [[Sucker!|Suckers]] around.
=== Feat: Undying Loyalty ===
* [[Kovnik Apprentice Kratikoff|Sorscha0]]: As above, Sorscha can augment Irusk's heavy armor component, or simply support his battlegroup with [[Boundless Charge]], and his forces with [[Fog of War]]. An interesting note here is that Superiority is not limited to battlegroup warjacks, meaning Irusk can even enhance a warjack controlled by Sorscha.
While in Irusk's control range, friendly Faction warrior models gain +2 to attack rolls and Tough and cannot become knocked down. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while in Irusk's control range, remove 1 damage point from that model. Undying Loyalty lasts for one round.  


{{Header|Mercenaries}}
== Changes and Updates ==


* [[Sylys Wyshnalyrr]]: Irusk ''really'' likes the protection of a War Dog but Sylys' presence means the difference between maintaining his two upkeep spells and casting bóth Battle Lust and Inhospitable Ground in the same activation (or Battle Lust twice), and not doing that. If that matters and you have ways of protecting Irusk without the Dog Sylys is a good fit.
== Trivia ==
* [[Ogrun Bokur]]: The Bokur likes [[Client]]s that stay close to the action and having a [[Shield Guard]] nearby is great insurance against shooty armies.
* [[Orin Midwinter]]: Ideal to clear jamming, light models, as well as providing protection from spells.
 
===Battlegroup===
* [[Conquest]]/[[Victor]]: Enormous fists and ranged weapons that don't mind being inaccurate make Irusk an ideal 'caster for a Superior [[Colossal]].
* [[Rager]]: Irusk really likes the protection of a [[Shield Guard]], and it can have three initial melee attacks to benefit from Superiority.
* [[Spriggan]]: Khador's Plated Chassis warjacks have relatively low MAT and the Spriggan's [[Targeting Flare]] is a nice bit of tech for Irusk.
 
===First Seven Purchases===
A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is ''not'' designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs ''most'' of the time.
 
# Warjack: [[Destroyer]]
# Warjack: [[Juggernaut]]
# Solo: [[Man-O-War Kovnik]]
# Solo: [[Man-O-War Strike Tanker]]
# Solo: [[Man-O-War Forge Seer]]
# Unit: [[Man-O-War Shocktroopers]] + CA
# Unit: [[Man-O-War Demolition Corps]] + CA
 
Following this buying will put you firmly in the [[Armored Corps]] theme.
 
 
=Other=
===Trivia===  
* Released in [[Escalation|Warmachine: Escalation]] (2004)
* Released in [[Escalation|Warmachine: Escalation]] (2004)


===Other Khador models===
== Lore ==
{{Index Khador}}
''Kommandant Gurvaldt Irusk was born to make war. Irusk’s meteoric rise to power is the product of sheer determination, devotion, and strategic brilliance. His instinctive grasp of tactics allows him to see weaknesses where others do not, his commanding presence inspires his soldiers to greatness, and his innate magical capabilities enable him to exploit every situation to the utmost. His accomplishments have inspired a generation of Khadoran officers and made his name known throughout western Immoren.''
 
===Video Battle Reports ===
* [https://youtu.be/6fsPX9EoLXs 2018.03 Brutal Damage], vs [[Xerxis1]] (no theme)
* [https://youtu.be/NVBzoVJ04k0 2018.02 L2WARGAME], vs [[Issyria1]] ([[Armored Corps]])
* [https://youtu.be/UBTgL4G5Vmc 2017.07 ComboSmite], vs [[Mordikaar1]] (no theme)
* [https://youtu.be/exFTjhkP9c8 2016.12 WarGamerGirl], vs [[Madrak1]] (no theme)
* [https://youtu.be/BcqWw5UmI90 2016.10 Counter Slam], vs [[Magnus2]] (no theme)
* {{VBR}}
 
===Rules Clarifications===
{{RCbox2
|Name=Feat: Undying Loyalty
|list=
* His feat doesn't stack with Tough. That is, a multi-wound model that passes a Tough check only heals 1 hitpoint under his feat, not two hitpoints. ('''[https://privateerpressforums.com/showthread.php?276464-Literal-reading-and-Rallying-Cry&p=3860470&viewfull=1#post3860470 Infernal Ruling]''')
}}
 
{{RC Reload}}
{{RC Magical Damage}}
 
{{RC Warcaster}}
{{RC Assault}}
{{RC Battle Plan}}
{{RC March}}
{{RC Reveille}}
{{RC Special Orders}}
{{RC Tough}}
 
{{RC Airburst}}
{{RC Battle Lust}}
{{RC Grind}}
{{RC Inhospitable Ground}}
{{RC Iron Flesh}}
{{RC Superiority}}

Latest revision as of 02:47, 3 November 2024

Khador Armored Korps Warcaster

Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 17
FA = C
Cost = Free67761515714
-
-

Model Advantages and Abilities

Dual Attack
Dual Attack

This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks, it can also make its initial ranged attacks. A model with Dual Attack can make its initial melee and ranged attacks in any order you choose. This model cannot make ranged attacks after making a power attack.

  Errata-Dual Attack and Unit Charges (2023-10-27)
Question: If a unit with Dual Attack charges a single model, are all placed in melee range, and the first model kills the charge target, can the remaining members of the unit make ranged attacks, or do they forfeit their Combat Action because they don't have any enemy models in their melee range?
Answer: The check for melee range is done at the end of movement. If you kill the targets before they attack, they can still do their ranged attack. (Malkav13)
Explanation: This post is correct.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum


  Errata-Dual Attack and Special Attacks (2023-08-10)
Question: Can a model with Dual Attack make any combination of ranged special attack and normal melee initial attacks, or its melee special attack and normal ranged initial attacks? (Example: Bison Both Barrels and Ram, or Mariner Thresher and gunshot).
Answer: No.
Explanation: The bison can not use dual attack and also make a special attack. That is correct in that (Thresher) example too.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum



Battle Plan

This model can use one of the following plans at any time during its activation:


March - RNG 5: Target friendly Faction warrior model/unit. If the model is in range, it gains Pathfinder for one turn.

Pathfinder Pathfinder:
This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
No errata for Pathfinder (Create)

Reveille - Knocked down friendly Faction models within 10 inches of this model immediately stand up. Models that become knocked down this turn are not affected by Reveille.
Special Orders - RNG 5. Target friendly Faction warrior model/unit. If the model/unit is in range, it gains Reposition[3"].
At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 3 inches, then its activation ends.


No errata for Reposition (Create)

No errata for Battle Plan (Create)
No errata for March (Create)
No errata for Reveille (Create)
No errata for Special Orders (Create)



Weapons

Sword Cannon
 RNG   ROF   AOE   POW   LOCATION 
10 1 - 13 -
Pistol
Pistol

A model making an attack with this weapon targeting a model it is in melee with ignores the Target in Melee bonus when resolving this attack.

  Errata-Pistol (2023-09-17)
Question: Does the pistol benefit apply to models not in melee with the attacking model when the pistol is on a spray?
Answer: No, it only applies to models with which the attacking model is in melee.
Explanation: The intent is that a model only ignore the penalty for being in melee with the models that model is in melee with. Pistol only works against the models in the melee with the attacking model.
Infernal Ruling: Dark Legacy - PP Community forum



Reload
Reload [1]: This model can spend 1 focus or fury point(s) to make 1 additional ranged attack(s) with this weapon during its Combat Action.

No errata for Reload (Create)

Onslaught
 RNG   ROF   AOE   POW   LOCATION 
1 - - 12 -
Damage Type-Magical
Damage Type-Magical
This weapon causes magical damage.

No errata for Damage Type-Magical (Create)


Spells

Airburst Cost RNG AOE POW DUR OFF
3 Ctrl 3 8/8 - Yes
Target any model in the spellcaster's control range, ignoring LOS. When resolving Airburst, ignore cover, concealment, and Stealth.
No errata for Airburst (Create)
Battle Lust Cost RNG AOE POW DUR OFF
2 6 - - Upkeep No
Target friendly Faction warrior model/unit gains an additional die on melee damage rolls, but suffers -2 DEF.
No errata for Battle Lust (Create)
Grind Cost RNG AOE POW DUR OFF
3 10 - 14 - Yes
When a warjack is hit by Grind, it suffers 1 damage point to its first available Movement system box.
No errata for Grind (Create)
Inhospitable Ground Cost RNG AOE POW DUR OFF
2 Self Ctrl - Rnd No
While in the spellcaster's control range, enemy models treat open terrain as rough terrain. Inhospitable Ground lasts for one round.
No errata for Inhospitable Ground (Create)
Iron Flesh Cost RNG AOE POW DUR OFF
2 6 - - Upkeep No
Target friendly Faction model/unit gains +2 ARM and Resistance: Blast.
No errata for Iron Flesh (Create)
Superiority Cost RNG AOE POW DUR OFF
2 6 - - Upkeep No
Target friendly Faction warjack gains +2 SPD, MAT, and DEF, and cannot become knocked down.
No errata for Superiority (Create)


Warcaster Rules

Additional special rules:

  1. This model begins the game with a number of focus points equal to its ARC.
  2. During your Maintenance Phase, this model loses all focus points in excess of its ARC.
  3. During your Control Phase, this model replenishes its focus points so that it has a number equal to its current ARC.
  4. This model can spend focus points only during its activation.
  5. This model has a Control Range, and can spend its focus points to buy additional melee attacks, boost attack and damage rolls, and to Shake Effects.
    No errata for Focus Manipulation (Create)


This model can control a group of warjacks.
  1. This model and the warjacks it controls are a battlegroup.
  2. This model can allocate focus to warjacks in its battlegroup during your Control Phase.
  3. This model can channel spells through warjacks in its battlegroup with the Arc Node advantage.


No errata for Battlegroup Controller (Create)


A feat can be used at any time during this model's activation, once per game.
No errata for Feat (Create)


  1. At any time during its activation, this model can spend focus points to remove damage it has suffered. For each focus point spent this way, the model can remove 1 damage point.
  2. When this model would suffer damage, it can immediately spend up to 1 focus point to reduct the damage it would suffer by 5. This model is still considered to have suffered damage even if the damage is reduced to 0 or less. Excess damage prevention is lost.
    No errata for Power Field (Create)


This model can cast spells by paying the COST of the spells in focus points.
No errata for Spellcaster (Create)


This model must have at least one non-lesser warjack in its battlegroup at the start of the game.

Feat: Undying Loyalty

While in Irusk's control range, friendly Faction warrior models gain +2 to attack rolls and Tough and cannot become knocked down. When a friendly Faction warrior model makes a Tough roll of 4, 5, or 6 while in Irusk's control range, remove 1 damage point from that model. Undying Loyalty lasts for one round.

Changes and Updates

Trivia

Lore

Kommandant Gurvaldt Irusk was born to make war. Irusk’s meteoric rise to power is the product of sheer determination, devotion, and strategic brilliance. His instinctive grasp of tactics allows him to see weaknesses where others do not, his commanding presence inspires his soldiers to greatness, and his innate magical capabilities enable him to exploit every situation to the utmost. His accomplishments have inspired a generation of Khadoran officers and made his name known throughout western Immoren.