Insider 08-24-2017

Our second Dynamic Update…sort of! Community Integrated Development is racing along, though due to event timings, we’re running a bit late posting our changes from the Trencher CID. We’re working as fast as we can to get this updated and live; we’ve received a number of questions about it, so we decided to let you know what’s coming in the update.

One of the reasons this timing is critical is because the list lock date for the World Team Championship is rapidly approaching, and it looks like the final update will occur after that list lock date. We want to respect the event and the list lock period, so we’re including a list of all relevant model and rule changes below.

Please note that these changes are NOT yet live. When the Dynamic Update is finished and ready for posting, all of these changes will be made to the card database and War Room 2 at that time. We sincerely apologize for any inconvenience.

You will notice a few things are included in this update that were not part of the CID process. From time to time, as we feel necessary, we will be including changes that have been tested exclusively internally. While these should not be expected often, they will occur on some occasions.

Below you will find a list of each change. Please note that some of these rules are not yet in their final wording, as some of the formatting and language may change. Rest assured, however, that the functionality of these rules will be the same in Dynamic Update document when it arrives in a few weeks’ time.



This change to the core rule Assault is a quality-of-life change that makes the rule function more like people expected it to. No longer will your assaulting Trenchers have a chance of killing each other should they miss their ranged attacks after charging.

Add the following to the end of the paragraph:

If an assault attack misses its target and the attacker is in melee with the target, do not reroll the attack against another model. It misses completely.


Captain Jeremiah Kraye

Kraye underwent a major overhaul with a new spell list, a new feat, and some upgraded abilities. I believe these changes speak for themselves.

*Warjack Points. Reduce Kraye’s warjack points to 28.

*RAT. Increase Kraye’s RAT to 7.

*ARM. Increase Kraye’s ARM to 16.

*Light ’Em Up. Replace the Horsepower feat with Light ’Em Up:
While in Kraye’s control range, the ranged and melee weapons of friendly Faction models gain Beacon and Flare. Light ’Em Up lasts for one turn. (Friendly Faction models can charge or make a slam power attack against an enemy model hit by a weapon with Beacon without being forced or spending focus. A friendly Faction model charging an enemy model hit by a weapon with Beacon gains +2˝ movement. Beacon lasts for one turn.) (Models hit by a weapon with Flare lose Stealth and suffer –2 DEF for one turn.)

*Iron Horse. Replace the first sentence of Iron Horse with the following:
Light and heavy warjacks in this model’s battlegroup gain Cavalry , Pathfinder , and Reposition [5˝].

*Steady. Kraye gains the Steady special rule:
Steady - This model cannot become knocked down.

*Bitter End. Kraye’s melee weapon Bitter End gains the Brutal Charge special rule:
Brutal Charge - This model gains +2 to charge attack damage rolls with this weapon.

*Arcane Bolt. Remove the Arcane Bolt spell.

*Bullet Dodger. Remove the Bullet Dodger spell.

*Easy Rider. Remove the Easy Rider spell.

*Pursuit. Remove the Pursuit spell.

*Admonition. Add the Admonition spell.
Admonition 2 6 – – UP No
When an enemy model advances and ends its movement within 6˝ of target model in the spellcaster’s battlegroup, the affected model can immediately advance up to 3˝, then Admonition expires. The affected model cannot be targeted by free strikes during this movement.

*Countermeasure. Add the Countermeasure spell.
Countermeasure 2 6 – – UP No
While within 5˝ of target friendly Faction model/unit, enemy models cannot make ranged attacks.

*Horsepower. Add the Horsepower spell.
Horsepower 2 Self Ctrl – Turn No
Warjacks in the spellcaster’s battlegroup currently in its control range gain +3˝ movement when they charge or make a power attack slam. Horsepower lasts for one turn.

*Jumpstart. Add the Jumpstart spell.
Jumpstart 1 Self Ctrl - - No
Models in the spellcaster’s battlegroup that are currently in its control range stand up and are no longer stationary. Affected models can turn to face any direction. Models that were knocked down this turn are not affected by Jumpstart.

*Lock the Target. Add the Lock the Target spell.
Lock the Target 2 10 – 10 * Yes
A model damaged by Lock the Target cannot run, charge, make slam or trample power attacks, or be placed for one round.

Major Victoria Haley

We’ve had our eye on Haley 2 for quite some time. We have been taking a baby steps approach to her power level and hope this change will finally bring her in line with the rest of the game. Before this change, her feat was arguably one of the best feats in the game—it was not only powerful to use but also caused some substantial negative play experiences. While this new imagining of that feat is still quite powerful, we hope opponents will be able to interact with the game during her feat turn instead of essentially skipping their entire turn.

*Replace the text of Temporal Shift with the following:
Choose d3 +5 enemy models currently in Haley’s control range. Chosen models must forfeit either their Normal Movement or Combat Action during their next activations. Temporal Shift lasts for one round.


The Grenadier was a building block of the Grave Diggers theme force. We feel this change will help differentiate the Grenadier from the Charger and make it a more attractive choice by providing a little bump in its melee hitting power. There is also a quality-of-life change to make using the Grenadier more player-friendly in regards to using its Manual Reload ability.

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

*Change the text of Manual Reload to the following:
This model can make one additional Grenade Launcher ranged attack during its Combat Action for each Trencher model within 1˝ of it, up to a maximum of two additional attacks.


The Hunter had the ability to reach into opposing players’ deployment zones very easily and with great consistency. We felt this was not only a negative play experience, but also imbalanced. As a tradeoff, the Hunters point cost went down to 10.

*Point Cost. Reduce the point cost of the Hunter to 10.

*Advance Deployment. Remove the Advance Deployment advantage from this model.


*Extended Control Range The Minuteman gains the Extended Control Range special rule.
When checking to see if this model is in its controller’s control range, double the range.


Triumph received an upgrade during this CID cycle to make him more appealing inside of Siege lists. A point drop and a rework of several abilities left a more consistently useful and more powerful model.

*Point Cost. Reduce the point cost of Triumph to 18.

*Replace the Arcane Precision special rule with True Sight:
True Sight - This model ignores cloud effects when determining LOS. This model also ignores Stealth .

*Change the third sentence of the Bond [Siege] special rule to the following:
While this model is bonded to Siege and in his control range, it gains boosted ranged attack damage rolls.

*Gains the Dual Attack special rule:
Dual Attack - This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.

*Heavy Barrel weapon gains Damage Type: Magical .

Long Gunner Infantry

Long Gunner Infantry were reduced in points to make room for their more expensive, more elite Trencher Long Gunner brothers.

*Point Cost. Reduce the point cost of the Long Gunner Infantry to 10 (Leader & 5 Grunts) and 16 (Leader & 9 Grunts).

Storm Lances

We felt that Storm Lances were too strong in every aspect of the game. They were fast, hard-hitting, and accurate, and they brought a large volume of damage rolls from both melee and ranged combat. These changes help specialize the Storm Lances into a more anti-armor roll while still keeping their flavor.

*Remove the Electro Leap special rule from the Electro Bolt weapon.

*Lance melee weapon becomes POW 8.

Trencher Cannon Crew

The Trencher Cannon was having trouble making it to relevant places on the table to dig in and start firing. Advance Deploy should help it reach a more beneficial position faster.

*Advance Deployment. This unit gains the Advance Deployment advantage.

Trencher Chain Gun Crew

Reducing the points of the Trencher Chain Gun Crew should help it sneak into more lists.

*Point Cost. Reduce the point cost of the Trencher Chain Gun Crew to 4.

Trencher Commandos

Trencher Commandos are a solid unit with an anti-infantry role. Lowering their cost compared to Trencher Infantry helps differentiate them and is appropriate, given their lack of flexibility that is evident in other units.

*Point Cost. Reduce the point cost of the Trencher Commandos Infantry to 10 (Leader & 5 Grunts) and 15 (Leader & 9 Grunts).

Major Katherine Laddermore

In line with the Storm Lances changes, this continues to focus Storm Lances into a melee role and away from a ranged powerhouse unit. Veteran Leader [Storm Knight] allows her benefits to apply to a much wider variety of models than Electrocharger did.

*Replace Electrocharger with Veteran Leader [Storm Knight]:

*Veteran Leader [Storm Knight] - While in this model’s command range, other friendly Storm Knight models gain +1 to attack rolls.

Trench Buster

These changes to the Trench Buster bring him more in line with how we wanted him to play. A cheaper shield guard option that is slower and more durable fits his design intent perfectly.

*Point Cost. Reduce the point cost of the Trench Buster to 5.

*SPD. Reduce the SPD of the Trench Buster to 5.

*Damage Boxes. Increase the Damage Boxes of the Trench Buster to 8.

*Remove the Smoke special rule form the Cinder Bomber weapon.

*Trench Master Gunner

Being one of the only non-dug in models was always sad for the Trencher Master Gunner. This should help keep him safe when he’s hanging around his weapon crews.

*Gains Foxhole Buddy special rule:
Foxhole Buddy - While B2B with a friendly model that is dug in, this model gains cover, does not suffer blast damage, and does not block LOS.


Old Witch of Khador

We wouldn’t want any stray Scrapjacks floating into Old Witch 2 or 3 lists now, would we?

*Replace the text of Companion [Old Witch] with the following:
Companion [The Old Witch of Khador] - This model is included in any army that includes The Old Witch of Khador. If the Old Witch of Khador is destroyed or removed from play, remove this model from play. This model is part of the Old Witch’s battlegroup.



We couldn’t fix up the Grenadier without helping out the Mariner now. This quality-of-life change helps players use the rules on these models without feeling penalized by them.

*Change the text of Loader to the following:
This model must be within 1˝ of a friendly Faction warrior model to make attacks with this weapon.