Harold Tull - Artillerist

Station: MASTER

Faction(s): THE GUILD

Keyword(s): CAVALIER

Characteristic(s): LIVING

Errata History
° Get to Position Ability is now p6, and no longer includes Tull himself.
° Rain Hellfire Ability reworded to clarify that all friendly Assault Markers, including those Dropped by the Artillery Strike Action, cannot be removed by enemy effects and that only friendly Assault Markers may be treated as Scheme Markers for Heat of Battle.
° The MFGL Action no longer ignores Cavalier models for Friendly Fire
° Heavy Salvo Action renamed to Forced Retreat. No longer a Projectile Action, no longer ignores terrain, and no longer causes the target to suffer damage.
° Artillery Strike Action stat changed from 6
to 6. Clear it Out Trigger removed -July 2023
FAQs
Q. Does Hard to Kill reduce the damage taken for the purposes of irreducible damage?
A. No. Hard to Kill prevents a model’s Health from being reduced and does not reduce damage.
Q. Hard to Kill – If a model has 2 Health remaining, can it choose to suffer 2 damage from the Necrotic Decay Trigger to increase its damage by +2 because its Hard to Kill Ability will keep it alive?
A. Any damage that would be suffered in excess due to Hard to Kill is ignored for all game effects, including costs. For example, if the Rogue Necromancy has 2 Health remaining and chooses to suffer 2 damage when declaring the Necrotic Decay Trigger, it would suffer 1 damage before Hard to Kill applies, the excess 1 damage would be ignored, and Necrotic Decay would only increase its damage by +1.
Q. Gunfighter - When treating a
Action as having a range of
1", is the Action still treated as a (
) Action?
A. No. The entire range of the Action changes from
X" to
1".
Q. Gunfighter - Can a model with Gunfighter use one of its
Shockwave Actions as a
Action?
A. Yes. Gunfighter can be used to treat
Shockwave Actions as
Actions, in which case all Shockwave Markers must be Dropped within 1" of the model taking the Action. If the Shockwave Action is being generated as a result of the Disengage Action the normal effects of the Action, such as damage and Triggers, are ignored (as usual) and the opposing model resists the Action with the Stat listed in the Shockwave; such as Mv for the Throw Dynamite Action.