Captain Jeremiah Kraye: Difference between revisions

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{{Cygbox|{{Cygnar}} [[Cavalry]] [[Warcaster]]}} [[Category: Model]]
[[Cygnar]] [[First Army]] [[Scout]] [[Warcaster]]
{{4P|First Army}}


'' In previous centuries, salvation or doom was heralded by the sound of galloping hooves on the battlefield. The modern battlefield boasts the more fearsome sound of warjacks shaking the earth underfoot, but the meaning is unchanged. Captain Jeremiah Kraye of the Cygnaran Reconnaissance Service blends these old and new fighting disciplines into a doctrine of rapid, devastating assault. Kraye prefers to strike against an exposed flank or harass an enemy's reinforcements, and he instills his 'jacks with unprecedented mobility and crushing momentum.''
[[Category:Legacy]]
 
[[Category:Prime]]
=Basic Info=
[[Category:Cygnar]]
{{Infobox-Model
[[Category:First Army]]
| name  = Kraye1
[[Category:Warcaster]]
| image = CaptainJeremiahKraye_WEB.jpg
[[Category:Leader]]
| base  = Large
[[Category:Scout]]
| spd  = 8
| str  = 6
| mat  = 6
| rat  = 7
| def  = 15
| arm  = 16
| cmd  = 8
| focus = 6
| hp    = 18
| wjp  = +28
}}
 
{{Warcaster}}
 
===Feat - Light 'Em Up===
While in Kraye's {{CTRL}} range, the ranged and melee weapons of friendly Faction models gain Beacon and Flare. Light 'Em Up lasts for one turn.
: ''{{Beacon-alt|Hide_Cat=}} [[Category: Beacon Feat]]
: ''{{Flare-alt|Hide_Cat=}} [[Category: Flare Feat]]
 
===Abilities===
* {{Cavalry}}
* {{Pathfinder}}
* {{Parry}}
* {{Iron Horse}}
* {{Reposition 5}}
* {{Steady}}


===Weapons===  
== Model stats and abilities ==
{| class="wikitable"
{{Model-stats
{{Ranged|Radcliffe Carbine|13|11|rof=2| }}
| name= Kraye 1
{{Melee|Bitter End|2|7|13|
| base=50
* {{Magical Damage}}
| hp=18
* {{Brutal Charge}}  }}  
| spd=8
{{Mount|0.5|10| }}
| mat=6
|}
| rat=7
 
| def=15
===Spells===
| arm=16
{{Spellbox|
| fa=C
{{Admonition}}
| cost=free
{{Countermeasure}}
| arc=6
{{Horsepower}}
|ctrl=12
{{Jumpstart}}
|aat=6
{{Lock the Target}}
| abilities =
{{AbilitySingle|Unstoppable}}
{{AbilitySingle|Tough}}
{{AbilitySingle|Pathfinder}}
{{AbilitySingle|Dual Attack}}
{{AbilitySingle|Cavalry}}
{{AbilitySingle|Iron Horse}}
{{AbilitySingle|Reposition|5}}
{{AbilitySingle|Steady}}
}}
}}


===Theme Forces===
=== Weapons ===
* {{si|Flame in the Darkness}}
{{Weapon|weapon=Radcliffe Carbine|type = R |rng =13 |rof = 2 |aoe = - |pow = 11| loc = -| abilities = {{AbilitySingle|Pistol}}}}
* {{Gravediggers}}
{{Weapon|weapon=Bitter End|type = M |rng = 1 |rof = - |aoe = - |pow = 13| loc = -| abilities {{AbilitySingle|Brutal Charge}}{{AbilitySingle|Damage Type-Magical}} }}
* {{Heavy Metal}}
=== Spells===
* {{Sons of the Tempest}}
{{Spellbox|Admonition}}
* {{Storm Division}}. Kraye gains [[Immunity: Electricity]] in this theme.
{{Spellbox|Lock the Target}}
 
{{Spellbox|Pin Cushion}}
 
{{Spellbox|Return Fire}}
=Thoughts on {{PAGENAME}}=  
==={{PAGENAME}} in a nutshell===
Kraye is second to none in the faction when it comes to battlegroup mobility. His unique Iron Horse rule grants you 3 benefits which could be worth a separate [[Field Marshal]] rule all by themselves. His spell list also perfectly supports his highly mobile playstyle.
 
<u>Iron Horse</u>
 
Becoming a cavalry model means that warjacks can '''a)''' have the option to make impact attacks when they charge and '''b)''' get auto-boosted to-hit rolls on their charge attacks. This polishes even the worst warjacks in the faction - and now that most of them are cheaper, Kraye can run some diverse mobile gun lines and highly dangerous melee heavies.
 
===Spell thoughts===
* '''Admonition''' - A life-saver or threat range extender. Good for extrication of an expensive jack who might be jammed or is about to be denied a safe reposition. Place effects won't trigger it, but fortunately Lock the Target denies placing altogether. See Tricks for further application.
* '''Countermeasure''' - One of the most infuriating spells around. Especially on an advance deploying and hard to kill unit/solo. Use it on a [[Minuteman]] and watch him ruin the enemy's gunline. The enemy might move away, but this will still force him to give up his aiming bonus.
* '''Horsepower''' - This will be your #1 spell to cast on feat turn, yielding a potential +5" for your charge range on a target marked with Beacon.
* '''Jumpstart''' - Occasionally invaluable against certain builds that can dish out knockdown or stationary (e.g., [[Sorcha1]]). The spell includes a free facing change - use this if your enemy managed to get behind you. It can also mitigate the damage from a Knockdown + Disruption combination in a Cygnar vs. Cygnar fight.
* '''Lock the Target''' - This is a weak zap with an excellent control feature. Condemning your opponent's expensive solo to walk-and shoot/strike attacks is very useful. Especially if you can pull it off on a gargantuan or colossal.
 
===Feat thoughts===
His feat is for all of your army, not just your battlegroup. The two special rules work really well with each other. If the enemy denies charges, you can still shoot them effectively. If you can charge, well, punch them into oblivion. Fast units like Storm Lances can have a respectable 15" charge threat range. With the spell Horsepower, a Hammersmith can charge things up to 13" away and a Stormclad threatens 15" (all the other heavy warjacks threat 14"). Try to bring enough shooting to apply the feat benefits where you need them and enough heavy hitters to take advantage of the charge bonus.
 
===Drawbacks & Downsides===  
* Large base makes him an easy target, ripe for assassination. [[Eiryss1]] can be a huge problem, though his Steady ability and a [[Shield Guard]] model can make attempts on his life all the more difficult.
* Smart enemies will not let reposition on warjacks happen too often.
* An over-emphasis on your battlegroup will put you into disadvantage in scenarios, where units and solos need to grab objectives.
** In the 2019 Steamroller, some of the scenarios include zones that are very close or touching the side edge. This can limit where you can place contesting models from his battlegroup as his control zone will only just reach into those zones if he's on the centre-line of the table.
*** Warjacks with extended control such as the Minuteman or Hunter go some way to mitigating this, but since they're among Cygnar's flimsiest warjacks, be careful you don't just throw them away.
* Doesn't offer much support for models outside of his battlegroup plus also lacks ARM, DEF and damage buffs.
* Many of your mobility tricks are tied to charges - and there are quite a few tools out there to stop charges from connecting (LOS blocking, speedbumps, feats, etc.)
 
===Tricks & Tips===
* Admonition can be triggered by enemy admonition, or by changing facing too.
* As for Countermeasures, enemies can still target you from outside the spell's range. However, from within the control range, they cannot line up a friendly model as a target for your spray attacks and shoot the protected models.  
* Remember, Countermeasures doesn't shut down spells. Be on the lookout for weapons with Dispel.
* Trample + reposition is a perfect speed booster in the 1st turn. An Ironclad chassis 'jack is 30% faster than running and a Centurion chassis 'jack is 50% faster. That makes a Centurion with Polarity Field up very meaningful in scenario play from early on in the game.
* Your feat works on Kraye's attacks too. Use him to apply Beacon and Flare to high-priority targets.
 
=List Building Advice=
===Strategy===
Though Kraye's main strengths (Iron Horse, threat range extending spells and his feat) center around his battlegroup, his low FOCUS stat means that it's generally better to build a smaller battlegroup of high-quality/focus-efficient 'jacks. This is then supported by a few units that can help spread the feat effects, capture zones, and unjam warjacks so they can charge in.
 
His army is centred around his battlegroup of course (giving all of it Iron Horse). You tend to see a small number of support solos and sometimes a cheap unit for scenario play.
 
Thanks to the excellent mobility of his battlegroup, Kraye can win through scenario points as well as with assassination against an overly bold opponent. Kraye wants to alpha strike because he doesn't have the tools to support your army in protracted fights. Against certain opponents, you can use a hit-and-run strategy that makes use of the 5" reposition on the 'jacks to whittle down the foe.
 
<u>Rule #1</u>
 
[[Cavalry|Cavalry rules]] - Both his and his warjacks' charge attacks are boosted, giving you a higher crit chance and by extension a critical effect chance. Impacts will also be crucial and allow your warjacks to charge deeper into enemy lines.
 
<u>Rule #2</u>
 
Use his mobility to give you a tactical edge over the enemy. Iron Horse providing pathfinder and [[Reposition]] 5" to his entire battlegroup gives him immense movement shenanigans. You can play a great ranged hit & run game or send heavies flying across the board thanks to [[Horsepower]] that then reposition away 5". Add in [[Admonition]] and his army can be impossible to pin down. You can even try charging something with Kraye and even if you don't kill it, you can reposition safely after your activation.
 
<u>Rule #3</u>
 
Under the effects of ''Iron Horse'' an [[Avenger]] / [[Centurion]] / [[Hammersmith]] chassis warjack can reposition further than it walks, so running with them is sub-optimal. Since you power up and get a focus anyway, spend that focus to trample or slam and then reposition afterwards. Although Kraye lost the spell that boosts ranged attacks on his battlegroup, ranged jacks can still do some interesting stuff. A [[Cyclone]] can lay down [[:Category:Covering Fire|Covering Fire]] and reposition. You can also just advance, shoot and move 5" away. Kraye can also do this with his nifty double shot ranged weapon. Warjacks that [[Ironclad|knock people down]], [[Avenger|make warjacks stationary]] or [[Hammersmith|slam people away]] will allow you to reposition away unscathed and possibly set you up for another charge.
 
Leverage Pathfinder on his warjacks as much as possible. Normally, terrain is largely a no-go area for most warjacks, but not with Kraye. This sets up all sorts of new strategies - hit and fade with ranged warjacks to deny retaliation or simply charge a huge-based model straight through difficult terrain. Even with non-LoS blocking terrain, you can position your warjack on one side and eliminate the threat of being charged.
 
===Theme thoughts===
Kraye's preference of a strong battlegroup supported by a small contingent of infantry means that there are good reasons to take him in every theme he's allowed in.
 
{{Header|[[Heavy Metal]]}}
 
* [[Thunderhead]] - An excellent although expensive option, it has a respectable shoot-and-scoot game as well as critical Disruption on it's fists. Horsepower and Light 'em Up solve a lot of Thunderhead's problems.
** A big speed boost makes him a serious melee threat.
** A boosted charge attack has the potential to trigger Critical Cortex Damage.
** Reposition [5"] and Pathfinder can be utterly devastating if you can use the Energy Pulse (with [[Fire for Effect]] from Caine0) to annihilate infantry from within terrain and move back to safety.
* [[Ol' Rowdy]] is an excellent 'jack for Kraye. His focus efficiency helps when off feat turn, while Admonition can ensure Rowdy gets to countercharge either by leaving the engaging enemy models melee range to charge something else, or walking back 3" and then charging the engaging model iself. It will be hit first by a POW 11 impact attack, then a POW 18 charge atatck (fully boosted thanks to Iron Horse). After wards Ol' Rowdy will have to take the enemy charge on the chin, prombting him to Retaliatory Strike with another POW 18. Thus, you should be able to at least cripple some systems of the attacker, or set off a Critical Knockdown. Countercharge can also help cover the 'jacks after they've repositioned out after the alpha strike which can discourage a counter attack from your opponent. The boosted attack rolls on the countercharge attack can also increase the chances of a critical knockdown! MAT 8 can also make impact attacks a viable way of clearing jamming infantry, reducing the risk of a failed charge.
* [[Thorn]] is a highly mobile and decently durable arc node. If you're attracted by the idea of using Lock the Target on something important, Thorn is a good choice for an arc node to enable it.
* All of Kraye's staple solos (Squire, Strangeways, Caine0 and Journeyman) belong here too (see below).
 
{{Header|[[Gravediggers]]}}
 
* [[Trencher Infantry]] -  Obnoxious to kill and very handy for Countermeasure. They're just a great unit that doesn't necessarily need support from the caster to get the job done.
* [[Trencher Commandos]] - Have the double-bind with Countermeasure - either they are stealthed or countermeasured. Enemies can still target them with templates and AoEs - your thin ARM will hardly help on that, but against lists without such tools they will be downright annoying.
** This is also an excellent unit to kill single-wound infantry models jamming your warjacks. With anatomical precision, quick work and then Repo 3", they can get in, take out key pieces and get out of the way.
* [[Rangers]] - Perfect candidates for your feat's shooty part to apply accurate Beacon/Flare shots from afar for the rest of your army. Also perfect unit for Countermeasure as you need to be within 5" to mark a target.
* [[Trencher Express Team]] - Can help an alpha strike 'stick'. For example, your heavies run in, poke the enemy warbeasts/warjacks a bit and reposition out. Then the express team applies Grievous Wounds to them so they can't heal or repair.
* This is the only theme that doesn't allow the [[Squire]] or [[Captain Arlan Strangewayes]], making his focus issues even more serious.
* Your only Mechanik choice here is the [[Trencher Combat Engineers]], which have a relatively low average repair per-turn, but do have guns to help with the feat and to kill light infantry.
* [[Jonas Murdoch]] makes [[Aiyana and Holt]] faction friendly so you can use their damage buff as well as their magic weapon buff, which is very much appreciated as Kraye has neither of those himself. Holt is also great at spreading the feat.
 
{{Header|[[Storm Division]]}}
 
In Storm Division Kraye has access to 3 character jacks he really likes, however the guns here are relatively short ranged outside of the Storm Strider and the Stormtower.
* [[Dynamo]] - Iron Horse enables it to make impact attacks which can set of Chain Reaction. Reposition is always great on a ranged model.
* [[Brickhouse]] - Boosted attack rolls make critical smite more likely to happen and with reposition you can then position him to apply Force Lock in the most irritating possible place you can find.
* [[Thunderhead]] can also be here though sadly there's no access to Caine0.
* [[Storm Lances]] - Very powerful and one of the few units able to keep up with Kraye's mobile battlegroup. They can threaten 15" on feat turn and are an excellent choice if you're expecting a mirror match.
* [[Stormclad]] - The prevalence of Storm Knights in this theme can help activate accumulator, making it a more attractive choice in this theme.
* [[Storm Smith Storm Tower]] - Can be taken as requisition choices and can apply the feat from far away.
* [[Storm Strider]] - Same as Storm Town but also buff the accuracy of electric ranged attacks even further.
* [[Sir Dreyfus the Storm Knight]] - Able to not only keep up but also cheap enough and accurate enough in a back arc to be a good first choice for applying the feat. 
 
{{Header|[[Sons of the Tempest]]}}
 
Kraye loves the high-RAT shooting provided by the gun mages for his feat. Magical weapons also helps against Menoth's pesky choir and their Hymn of Passage!
* [[Gun Mage Captain Adept]] - universal, nimble, accurate solo. Great for applying the feat to pesky Stealth targets or getting some moderate damage in with a Snipe, Brutal Damage shot.
** That gives you 5 RAT 8, [[True Sight]] models that apply the feat to nearly anything from 20" away.
* [[Arcane Tempest Gun Mages]] - Provide a good amount of high-rat toolbox shots to apply the feat and take out light infantry.
** They're also great at unjamming your warjacks, either from range (up to 14"!) or in melee with Pistoleer from the theme benefit.
** The Thunderbolt shot type can also be used, again either in range or in melee, to send these jamming models flying, potentially enabling a charge.
** The [[Arcane Tempest Gun Mage Officer]] can marshall a [[Cyclone]], providing another 2d3 Magical shots for the feat, with your choice of Thunderbolt, Snipe (16" range!) or Crit Brutal Damage.
* [[Black 13th Strike Force]] - True Sight can help deal with stealthy infantry, often a huge issue for Kraye.
** With Prowl, they are a great target for countermeasure, which can be upkept for free thanks to the theme benefit.
* [[Lieutenant Bastian Falk]] - Fulfills his normal role of buffing the damage of the other gun mages and magical damage sources.
 
{{Header|Support models - Various themes}}
 
Kraye likes these models/units which are available in various themes:
* [[Field Mechaniks]] - You're probably using most of your points on Warjacks with Kraye, so with whatever points you happen to have left over, they're a good option.
** They repair Warjacks.
** They're DEF14.
** They score those Circular Zones in [[Steamroller]] that your warjacks and solos can't do anything with.
** They can now take the [[Morrowan Battle Priest]] for an ultra-cheap shield guard.
* The [[Squire]] - With lots of Warjacks to control, this little fella is very useful.
* [[Captain Arlan Strangewayes]] - The extra Focus is always welcome, as is the ability to Repair.
* [[Journeyman Warcaster]] - Although you'll lose Iron Horse on the journeyman's warjack, you'll gain access to Arcane Shield and even more focus. A ranged Light like a [[Sentinel]] or a [[Charger]] doesn't get much benefit from Iron Horse and so is a good choice for Junior.
* [[Journeyman Lieutenant Allister Caine]] - Personal output is a great help with infantry, while [[Ace]] can fulfil a similar role. This pair can also help with feat spreading, bringing a taste of Gun Mages to Heavy Metal.


{{Header|Mercenaries}}


Kraye runs into issues with mercenary support solos as they often can't keep up with his warjacks. Generally he tends towards ranged units who can be turned friendly faction either by the partisan rule or [[Murdoch]], in order to help him apply his feat.
== Warcaster  Rules ==
* [[Order of Illumination Vigilants ]] and [[Glyn Cormier]] - Can be taken in all themes and are excellent feat enablers thanks to True Sight. The Vigilants also make for tremendous Counter Measure targets thanks to stealth.
=== Feat: Shadow War ===
* [[Lady Aiyana & Master Holt]] - Only worthwhile in Gravediggers with Murdoch. Holt is a good feat enabler and Aiyana is a walking damage buff for your troops or is able to hand out magic weapons.
When one or more enemy models are destroyed by an attack while in Kraye's control range, immediately after the attack is resolved one model in Kraye's battlegroup currently in his control range gains 1 focus point. Additionally, while in Kraye's control range, models in his battlegroup gain Stealth. Shadow War lasts for one round.  
* [[Hermit of Hengehold]] - A nice damage buffer with master of ruin. Just remember to reposition your jacks out of his aura or they will recieve -2 ARM as well.
* [[Grand Master Gabriel Throne]] - A fellow cavalry model and thus he can keep up with Krayes intended pace. He brings useful battle plans, one of which is a damage buff.


===Battlegroup===
=== Additional Rules ===
It is worth saying that most of Cygnar's Warjacks go from good to amazing with Kraye, although the Colossals gain little from Iron Horse. Particular highlights include:
{{Category:Warcaster}}
* [[Minuteman]] - The most mobile light warjack around. Jump. Leap. Double slug gun (probably into the enemy's back), then reposition away. Or, stay there with a countermeasure spell, and make gunlines cry. Able to move up to 16" every turn, it can be virtually anywhere on the table by the end of turn two and still be in control range.
* [[Centurion]] - A tough jack that can't be charged. The boosted charge attack from Iron Horse increases your chances of activating Critical Sustained Attack.
** At speed 4 it normally can only run 8" but with Repo 5 you can Imprint, then trample 7 and still Repo for a total of 12".
** Centurion can charge an enemy model with 1" melee range (and himself stay 1.99" away), attack a bunch, then repositioning 5" back. Lastly, use Polarity Field to prevent your opponent from charging and from getting within melee range of the Centurion (if they have movement 5" or less).
** It's also an excellent target for Admonition. Between Polarity Field and the 3", it becomes incredibly hard to apply melee attacks to it.
** Admonition also gives a certain level of safety against [[Telekinesis]] 'casters if they turn the Centurion around to charge it in the rear. Use Admonition to walk away and face the right direction again.
* [[Reliant]] - It has a critical knockdown hammer which works nicely with the boosted charge attack rolls from Iron Horse.
* [[Ironclad]] and [[Hammersmith]] - Cygnar's 'budget heavies' become beasts with Kraye if you can afford the focus to fuel them. Boosted attacks increase the chances you trigger their special abilities.
* [[Stormclad]] - Along with any Storm Knight models it can be really effective. On feat turn it can have the same threat range as Storm Lances. Accumulator [Storm Knight] reduces Kraye's focus burden, but without Storm Knights in your list (aka [[Theme - Storm Division]]) you may be better off with a cheaper warjack. With [[Savio Montero Acosta]] gaining the Storm Knight tag you can have an Accumulator buddy in any list, though it does cost you your merc solo slot.


Some of Cygnar's ranged warjacks are worth considering for their ability to spread Kraye's feat. If you've got 'jack marshals or Junior Warcasters, you should consider using them to run these 'jacks so Kraye can save his focus for his spells and his melee heavies.
== Changes and Updates ==
* [[Charger]] - Range 12 gun tends to leave this jack in charge range but Repo 5 allows it to back out of range of most things. For the cost of 1 focus from Kraye it can consistently take out two solos a turn.
* [[Sentinel]] - Use it for Shield Guard and infantry clearing.  It is also useful for painting targets on feat turn.
* [[Cyclone]] - Puts out an unparalleled number of shots for the feat and can help prevent jamming with Covering Fire.
* [[Hunter]] - Combining a ridiculous range on its gun with a 5" reposition move means that your opponent can struggle to retaliate against it, especially if it can move back through terrain to get out of sight completely. Otherwise, it's happy under jack marshals as it rarely needs more than one focus per turn to be effective.


=Other=
===Release===
===Trivia===  
* Released in [[Legends|Warmachine: Legends]] (2008)
* Released in [[Legends|Warmachine: Legends]] (2008)


===Video Battle Reports ===
===Mk3 to Mk4===
* [https://youtu.be/sPweHk3xq6I 2019.07 Feat Fetish], vs [[Kraye1]]
* Gained Unstoppable
* {{VBR}}
* Gained Tough
* Lost Parry (Game-wide change: No more free strikes)
* Iron Horse changes:
** Was: Light/Heavy Warjacks gain Cavalry, Pathfinder, Repo 5.
** Is: Light/Heavy Warjacks gain +2SPD, Pathfinder, Repo 5
** Impact attacks are no longer in the game.
* Carbine Gained Pistol
* Spells
** Lost Countermeasure (enemy can't make ranged attacks within 5" of friendly models)
** Lost Horsepower (jacks gain +3" on charges/slams for 2 focus)
** Lost Jumpstart
** Gained Pin Cushion
** Gained Return Fire


===Other Cygnar models===
==Lore==
{{Index Cygnar}}


===Rules Clarifications===
'' In previous centuries, salvation or doom was heralded by the sound of galloping hooves on the battlefield. The modern battlefield boasts the more fearsome sound of warjacks shaking the earth underfoot, but the meaning is unchanged. Captain Jeremiah Kraye of the Cygnaran Reconnaissance Service blends these old and new fighting disciplines into a doctrine of rapid, devastating assault. Kraye prefers to strike against an exposed flank or harass an enemy's reinforcements, and he instills his 'jacks with unprecedented mobility and crushing momentum.''
{{RC Magical Damage}}
{{RC Brutal Charge}}
 
{{RC Warcaster}}
{{RC Cavalry}}
{{RC Pathfinder}}
{{RC Parry}}
{{RC Iron Horse}}
{{RC Reposition}}
{{RC Steady}}
 
{{RC Beacon}}
{{RC Flare}}
 
{{RC Admonition}}
{{RC Countermeasure}}
{{RC Horsepower}}
{{RC Jumpstart}}
{{RC Lock the Target}}

Latest revision as of 18:31, 1 June 2024

Cygnar First Army Scout Warcaster

Model stats and abilities

Model Statistics

Base size = 50SPDAATMATRATDEFARMARCCTRL
Health = 18
FA = C
Cost = free86671516612
-
-

Model Advantages and Abilities

Unstoppable
Unstoppable
This model does not have to forfeit its Combat Action when it advances or is placed out of one or more enemy models' melee ranges during its Normal Movement.

No errata for Unstoppable (Create)

Tough
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.

  Errata-Tough on 4-5-6 (2023-6-22)
Question: If a feat or ability says when a model "makes a Tough roll of 4,5, or 6... that model can remove 1 damage point," does that mean the model gets to remove 1 damage point from that ability PLUS another damage point from the Tough ability?
Answer: No, you only remove 1 damage point.
Explanation: You will only heal one point of damage due to [Madrak's] feat
Infernal Ruling: elswickchuck - PP Community forum


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)

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



Cavalry
Cavalry
This model is a cavalry model. Cavalry models gain boosted charge attack rolls.

No errata for Cavalry (Create)


Iron Horse
Light and heavy warjacks in this model's battlegroup gain +2 SPD, Pathfinder, and Reposition [5"].

No errata for Iron Horse (Create)


Reposition
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 5 inches, then its activation ends.

No errata for Reposition (Create)


Steady
This model cannot become knocked down. ‎

No errata for Steady (Create)



Weapons

Radcliffe Carbine
 RNG   ROF   AOE   POW   LOCATION 
13 2 - 11 -
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


Bitter End
 RNG   ROF   AOE   POW   LOCATION 
1 - - 13 -

Brutal Charge
This model gains +2 to charge attack damage rolls with this weapon.

No errata for Brutal Charge (Create)

Damage Type-Magical
Damage Type-Magical
This weapon causes magical damage.

No errata for Damage Type-Magical (Create)

Spells

Admonition Cost RNG AOE POW DUR OFF
2 6 - - Upkeep No
When an enemy model advances and ends its movement or is placed within 6 inches of the target model in the spellcaster's battlegroup, the affected model can immediately advance up to 3 inches, then Admonition expires.
No errata for Admonition (Create)
Lock the Target Cost RNG AOE POW DUR OFF
2 10 - 12 Rnd Yes
A model damaged by Lock the Target cannot run, charge, or make slam or trample power attacks for one round.
No errata for Lock the Target (Create)
Pin Cushion Cost RNG AOE POW DUR OFF
2 10 - - Upkeep Yes
Friendly Faction models gain an additional die on ranged attack and ranged damage rolls against target model/unit. Discard the lowest die in each roll.
No errata for Pin Cushion (Create)
Return Fire Cost RNG AOE POW DUR OFF
1 6 - - Rnd No
When target friendly Faction model is targetd by an enemy ranged attack, after the attack is resolved the affected model can make one basic melee or ranged attack, then Return Fire expires. Return Fire lasts one round.
No errata for Return Fire (Create)


Warcaster Rules

Feat: Shadow War

When one or more enemy models are destroyed by an attack while in Kraye's control range, immediately after the attack is resolved one model in Kraye's battlegroup currently in his control range gains 1 focus point. Additionally, while in Kraye's control range, models in his battlegroup gain Stealth. Shadow War lasts for one round.

Additional 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.

Changes and Updates

Release

Mk3 to Mk4

  • Gained Unstoppable
  • Gained Tough
  • Lost Parry (Game-wide change: No more free strikes)
  • Iron Horse changes:
    • Was: Light/Heavy Warjacks gain Cavalry, Pathfinder, Repo 5.
    • Is: Light/Heavy Warjacks gain +2SPD, Pathfinder, Repo 5
    • Impact attacks are no longer in the game.
  • Carbine Gained Pistol
  • Spells
    • Lost Countermeasure (enemy can't make ranged attacks within 5" of friendly models)
    • Lost Horsepower (jacks gain +3" on charges/slams for 2 focus)
    • Lost Jumpstart
    • Gained Pin Cushion
    • Gained Return Fire

Lore

In previous centuries, salvation or doom was heralded by the sound of galloping hooves on the battlefield. The modern battlefield boasts the more fearsome sound of warjacks shaking the earth underfoot, but the meaning is unchanged. Captain Jeremiah Kraye of the Cygnaran Reconnaissance Service blends these old and new fighting disciplines into a doctrine of rapid, devastating assault. Kraye prefers to strike against an exposed flank or harass an enemy's reinforcements, and he instills his 'jacks with unprecedented mobility and crushing momentum.