-By: Elliott (PG_E2lio2tR)

In the game of Warmachine and Hordes, there are some effects and conditions that will persist over several turns. These are called continuous effects. In this article, we will look at these different effects and how their rules work. We will also look at how they can be removed from some models, but at a cost.

Some weapons can cause an effect called Continuous Fire. They have this symbol attached to them:Cont-Fire. When a model is affected by this effect, they suffer a normally unboostable POW 12 damage roll during the maintenance phase. A model that is immune to fire damage (Imm-Fire)is not able to be affected by this.

Another effect is called Continuous Corrosion, shown asCont-Corrosion . While affected by this, a model will suffer one point of automatic damage during the maintenance phase. No damage roll needed. A model that is immune to Corrosion damage will not be affected by this. They will have this symbol on their card:Imm-Corrosion .

The damaged caused by Fire and Corrosion can be transferred by a Warlock to one of its Warbeasts. This damage can also be negated or diminished by Reinforcing the Powerfield of a Warcaster.

Stationary is an effect that basically freezes a model in place. Sometimes this is caused by weapons that deal cold damage (DmgType-Cold). Other times it is caused by magic that just messes with the mind of the model. Either way, the effect is the same. While stationary, a model is automatically hit from melee weapons and is at DEF 5 base. While stationary a model can not activate, so can not move in any way, attack, cast spells, or use a feat. They also can not engage a model in melee. What this means is that enemy models may leave the stationary model’s melee range without suffering a free strike. Also, both models do not get the +4 DEF vs ranged attacks and ranged magic attacks.

Sometimes these effects are caused by a crit from a weapon. These icons look like these symbolsCrit-FireCrit-Corrosion . Crit effects go off only on “to hit” rolls. You score a crit when there is a double rolled on this roll as long as you score enough to land the hit. Here are two examples of this. The first is if you roll two dice, needing an eight to hit and roll two 5s. Since you rolled above the needed number you land a hit as well as a crit. When boosting to hit you will only need to match two of those numbers. In the same example, you roll three dice instead of two. You roll two 4s and one 3. Since you score higher than the needed number to hit and two of the three dice are a match, you score a hit and a crit. The only exception to this is if you roll all 1s. If this is the case, you automatically miss and the effect does not happen.

These effects (fire, corrosion, stationary) can expire during your maintenance phase. Before applying damage from the effects or activations, roll a one d6 for each effect on a model. One a 1 or 2, the effect expires and no longer affects the model. On a 3 through 6, it remains in effect. You have to roll for each model affected individually. This means that if a model is in a unit, some may have the effect removed and others may not.

The Knock Down condition is similar to that of Stationary. A knocked down model is automatically hit in melee and has a base DEF of 5 vs ranged attacks and ranged magic. They can not engage models or be engaged. While knocked down, they can not cast spells, attack, use their feat or move. Where the two conditions differ is how they are removed. A knocked down model may forfeit its movement or its attack action to remove the Knock Down condition. If it does so, it may stand up and either move its base movement (no charging or running) or attack with a weapon. A warcaster or warlock may forfeit its attack action but still cast spells and use its feat normal from that point, including spells that require an attack roll or allow the model to perform melee attacks , such as the spell Flashing Blade.

During your control phase a Warcaster or Warlock can spend either focus or fury respectfully, to remove certain status conditions. Doing so is called Shaking. This is done after allocation of focus & leaching of fury. They do so by spending one point of fury or focus per effect they want to remove. So, if you want to remove two conditions it will cost two point of focus or fury to do so. The conditions that can be removed by this are Knock Down and Stationary as well as the effects of Blind and Shadow Bind. You can not shake Fire or Corrosion effects.

Warbeasts and Warjacks are allowed to shake these conditions as well. Warjacks do so by spending one point of fury that has been allocated to them or that they gained from Power Up. Warbeasts do so by placing being forces and having fury placed on them. This is done after their controlling Warlock has leeched fury and all required Threshold checks are completed and frenzy activations are done. Again this can be done once for each condition you would like to have removed from the model. If a Warjack can not be allocated Focus or a Warbeast can not be forced, then they will not be able to shake an effect.

This may seem like a crazy amount of rules to try to take in. However, after some practice and enough time playing with the effects on the table, it will all become second nature. If you play Menoth, the rules for Fire will become second nature to you. Khador will get a lot of experience making enemy models Stationary. The more you see it in action the more it will stick.  So, get out there, play games, and  have fun.