Absylonia, Daughter of Everblight

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Legion Logo.jpg Absylonia, Daughter of Everblight

Legion Blighted Nyss Warlock

Mk4 icon.png
Prime
This model is available in one Prime Army, Dragon's Host. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

Note that the rest of this page is about the model's Mark III rules.

Absylonia has been no stranger to transformation and now, thanks to the gifts of Everblight, her body has settled into a stable form. On huge wings she flies over the battlefield, conveying her killing rage to the spawn that follow her. Though her own body no longer shifts, her blood is still attuned to the morphic energies of Everblight, and the ravenous spawn she commands now gain the same mutability she herself once possessed.

Basic Info

Absylonia2
Missing Info
Absylonia2.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 7
STR 8
MAT 7
RAT N/A
M.A. N/A
DEF 15
ARM 16
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 18
F. Field N/A
WJP {{{wjp}}}
WBP +28
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warlock - All warlocks come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat - Metamorphose

Models in Absylonia's battlegroup currently in her control range gain +2 STR and Flight and their melee weapons become RNG 2. Metamorphose lasts for one round.

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Tip !
This includes Absylonia herself as well.

Abilities

  • Flight symbol.jpg Flight
  • Alpha Hunter - Warbeasts in this model's battlegroup beginning their activation in its control range can run, charge, or make power attacks without being forced. When this model destroys one or more enemy models during its activation, warbeasts in its battlegroup beginning their activation in its control range gain +2 SPD and MAT for one turn.
  • Reposition [5"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 5", then its activation ends.

Weapons

Claw (×2)
Sword icon.jpg  RNG   POW   P+S 
0.5 6 14
Stinger
Sword icon.jpg  RNG   POW   P+S 
1 4 12
  • Magical dam symbol.jpg Damage Type: Magical
  • Energy Siphon - When this attack hits an enemy model with 1 or more focus, fury, or essence points on it, that model loses 1 focus, fury, or essence point and this model gains 1 fury point.

Spells

COST RNG AOE POW DUR OFF
Bracer

2 6 - - Upkeep No
Target warbeast in the spellcaster's battlegroup gains +2 ARM. The affected model and any friendly model B2B with it cannot be knocked down, be pushed, or be moved by a slam.
Hex Bolt

2 6 - 13 Round Yes
Models hit by Hex Bolt cannot make special actions, special attacks, or power attacks for one round.
Psycho Surgery

2 SELF Control - - No
Each model in the spellcaster's battlegroup currently in its control range can immediately remove d3+1 damage points. This spell can be cast only once per activation.
Return Fire

1 6 - - Round No
When target friendly Faction model is targeted 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 for one round.

Theme Forces


Thoughts on Absylonia2

Absylonia2 in a nutshell

Abby2 lives and breathes the battlegroup. It is pretty common to see her commanding nothing but beasts and a few support solos. She fits the Legion Glass Cannon mold well. With Abby2, you either basically win on the alpha, or don't and die miserably. She is a very active caster, willing and required to mix it up in the mid to front lines in order to succeed.

Abby2 boasts some of the best threat ranges in the game with the right beast loadout, and loves a diverse army selection. Beside Vayl2 she is arguably one of the few 'locks in faction that allows the Archangel to get a respectable amount of work done in melee - whereas the other warlocks tend to use the ranged abilities of this Gargantuan. She's simple and deadly, but generally fun to play.

Ability thoughts

  • Alpha Hunter - This is why you're playing Abby2. Every beast in Legion's repertoire benefits from this ability. In general, the best target for this is cheap, easy to kill infantry. Charge in, pop a few hits off, and reposition to safety. Alternatively, Hex Bolt can be used to pick off a stray warrior at a safer range.
    • Beware Tough. It's less effective than it used to be, but still can drain additional resources, meaning less fury for transfers which are important for Abby2 as she plays further forward than most Legion warlocks. Grievous Wounds are your best friend here.
  • Energy Siphon - Located on her tail, Energy Siphon is good for killing a beast that got to you first, or managed to survive the feat and counterattacked. Not only does it deny the opponent leeched fury the following turn, but it also gives Abby more fury to kill said beast and trigger Alpha Hunter.
    • Obviously, be careful relying on this to kill something hardy. Best used against a light beast, or an heavy with just a few boxes left.
    • As jacks tend to use all their focus on any given turn, don't expect to steal their focus. Pick off a low hanging infantry instead.
    • If your feat turn went horribly wrong and you need an out, Energy Siphon can make an average assassination run very strong. Each hit saps an additional transfer or power field reinforcement.
  • Reposition is her only way to stay safe after leading your force, but it can only get her so far back. Consider some other tech, such as cheap screens or a pocket Seraph to get some more distance between her and the front lines. Use her wings to her advantage.

Feat thoughts

Abby2's feat is straightforward, but very powerful. Combined with Alpha Hunter she can deliver the quintessential Legion alpha strike in spades. A good feat turn with Abby2 can sometimes do so much damage that afterwards you're simply playing cleanup with the rest of the opponent's army. Some models certainly benefit from her feat more than others, but in general there is no wrong answer for her feat, unless you answered "I like infantry!" With her, feat as soon as you can jam as many angry land sharks and dragons down your opponent's throat as draconically possible.

Spell thoughts

  • Bracer - A great spell for the likes of Proteus or a Carnivean with Spiny Growth up. Makes either of these beasts much more survivable, especially coupled with Psycho Surgery.
  • Hex Bolt - This is a game changer for Abby, not because of the additional effects of the spell, but because it is a ranged attack. Alpha Hunter can trigger off of any source of damage, so this allows her to trigger the ability from much safer distances, and abuse Reposition to be even safer. It's a little riskier in that a single spell cast is a little less reliable than her three initial melee attacks, but if the enemy is threatening you too much, Hex Bolt is a great option to stay safe but still get that sweet Alpha Hunter buff.
  • Psycho Surgery - A surprisingly effective spell. When Abby2 was first released there was question as to it's efficacy, but the general consensus is that Psycho Surgery does a very good job of patching her army up on the advance, especially against armies with a decent number of guns.
  • Return Fire - Corner case, but occasionally useful spell. it just prevents people from shooting at your Ravagores or Teraphs, if you brought them. Worth noting the model that retaliates can actually choose to use a melee attack, useful while engaged or vs a model with gunfighter. The thing to remember about this spell is that it’s only a deterrent if your gun is longer range than the enemies. It’s also Abby2s only support to models outside of her Battlegroup.

Drawbacks & Downsides

  • You must play forward to trigger Alpha Hunter, yet screening her on her medium base is somewhat challenging.
  • Average FURY plus her tendency to a huge battlegroup means a high risk of frenzying, or much tamer turn by turn fury use - especially if the enemy goes after your fury management tools.
  • Average control range means Legion's faster beasts can easily outstrip her range while Alpha Hunter is active.
  • Abilities like Sacrificial Pawn, Self Sacrifice, Martyrdom, and other ways to prevent models from dying (or being removed from play instead of destroyed) will prevent Alpha Hunter from triggering, making certain matchups dangerous for Abby2.
  • Poor attrition and low volume of attacks with a large battlegroup centric army.
  • Enemies tend to know her pretty well - they know what she wants to do every turn, and can deny Alpha Hunter procs if they want to by offering hard to kill targets, or making it incredibly dangerous to go for it.
  • Feats and abilities that deny charging, Flight, Pathfinder and/or spell-casting (if you go after Hex Bolt to trigger Alpha Hunter) can put you into severe disadvantage.

Tips & Tricks

  • Spells cast through Spell Martyrs are still cast by Abby2. Fire a Hex Bolt through a Martyr to trigger Alpha Hunter.
  • Beginners guide: leaving the CTRL area of your warlock with your beasts will stop forcing - and a whole lot of special rule is tied to it. A Shepherd can ease the situation, but that makes her even more important target for the enemy. You also cannot leech or reave Fury from your beasts outside your CTRL area - and not even the Shepherd can help you with that.

List Building Advice

Strategy

Pretty much the same as described in the Nutshell section - position aggressively and look to trigger Alpha Hunter on the same turn you feat, then send her beasts in for a massive alpha strike. Smash face, and spend the rest of the game mopping up.

Theme Thoughts

Abby2 likes to run a large battlegroup, which is best realised in primal terrors, Ravens of War or Oracles of Annihilation

Primal Terrors

The main draw of PT are the two free hellmouths you can get, which keep you in scenario, plus Golab is a stellar beast and loves every single of Abbys buffs. With Grievous Wounds from Proteus and Entropic Force from Golab you can also very effectively shut down tough based lists. The main drawback is the lack of Nyss Sheperds and Sorcerrers and Hellions. Outsourcing to Blight Archons will be the main way manage fury, and it should be an effective on at that, but it also means missing out on Abby's Battle Group specific buffs. Forsaken will therefor your main way to remove excess fury and ever their capacity is limited. Mechanoshredders will grant free charges with their animus, so you should still get plenty of work out of your Battlegroup.


    Children of the Dragon    

Although Abby2 provides a much-appreciated buff to the Nephilim's hitting power, you're taking this theme for access to the Nephilim characters, Typhon, Zuriel and Azrael. All three love the buffs Abby2 provides, and they can offer flexibility to her army due to their special abilities and animi, or just straight up murder the world in case of Typhon. Outside of your battlegroup, there's little you'll want to take outside of support, although the Blackfrost Shard and Ice Witches provide buffs and debuffs to help your army out. The Spawning Vessel can add to your battlegroup, but given how it's fared in MK 3, you'll probably want to skip over it.

    Oracles of Annihilation    

The magic theme. Take whatever warbeasts you think you'll need to deal with the opposition, whether it's Blight Wasps for enemy infantry, Angelius for opposing warnouns, or Scytheans/Carniveans to deal with larger numbers of high-ARM targets. Be sure to take support like Forsaken and Shepherds, but be careful not to go overboard - it's easy to get bloated on too many models that don't do enough "work". Like in Children of the Dragon, you can take the Blackfrost Shard and Ice Witches, both of which provide buffs/debuffs and act as a scoring unit for scenarios.

    Other themes    

As mentioned above, Abby doesn't normally use the other two themes, but for what it's worth:

  • Ravens of War gives you access to Strider Deathstalkers which can be useful against an army with a decent-sized infantry screen. For a relatively small points investment, they can clear landing zones to the juicier heavy targets behind the chaff. This theme is also notable for its Mark Target benefit, meaning Abby's shredders fill another role in providing hit buffs for your ranged warbeasts and support.
  • Both Ravens of War & Primal Terrors give access to the Hellmouth which is a fantastic unit in itself, and also it can help Abby by dragging in targets making it easier to apply Alpha Hunter. You can also take the best character beast in legion, Golab in both themes.

    Support models & Minions - Various themes    

  • Forsaken. Two of them. Always.
  • Shepherds are probably worth taking at their max field allowance, too.
  • Swamp Gobber Bellows Crew give Abby2 a bit more protection against shooting. They're also a unit that lets you score, something you might be short on.

Battlegroup

Proteus is Absylonia's pet warbeast that she can take in any theme.

As stated above, Abby2 is fond of large, diverse battlegroups. The more hard hitting heavies the merrier, but there are a few other specific selections worth considering for her.

  • Lessers
    • Blight Wasps are oft-maligned for their poor defensive stats; typically they simply die on the advance to wandering blast templates. While this is quite true even with Abby, she can make them completely bonkers with her toolbox. On feat turn with Alpha Hunter active, they have some of the longest threat ranges in the game and are incredibly accurate and deceptively strong. In her army, a pair of Wasp packs can get more work done than their points value and stats would suggest.
    • Shredder swarms are potentially viable in the new edition with Abby2. At impressive speed and threat under feat, a single shredder is effectively a flying, slightly above average (relatively speaking) POW weaponmaster with up to three attacks at elite MAT when they trigger Flank.
      • Combined with the Blight Wasp animus and the feat, you can give your shredders 2" reach and Killing Spree, meaning they can eat their way through infantry.
  • Lights
    • The Naga Nightlurker provides Wraithbane, an important animus if you expect to deal with opponents relying on buff spells to keep their armies alive.
    • Raeks become agile monsters when combined with Alpha Hunter and Abby2's feat, able to slip behind enemy lines to kill support or Headbutt enemy warnouns, setting them up for the kill.
    • The Nephilim Protector can be a valuable defensive tool for Abby2 due to her aggressive gameplan. He takes her DEF to impressive levels in melee and can ward off stray bullets. In a pinch, her feat turn makes him just scary enough to ward off nearby threats on his own too.
  • Heavies
    • Proteus is Abby's personal warbeast and can go in any theme with her. He gains Grievous Wounds from their Bond, which is useful for ensuring models she kills definitely die, and also is a great target for Bracer. Combined with his Unyielding, his ARM can get up to Khadorian levels. On top of all that, it's hard to deny his impressive threat range even without a SPD bonus, and on feat his relatively low P+S gets high enough to kill the average enemy heavy. Dragging enemies out of position is just icing on the cake.
    • The Carnivean allows you to get Abby2 to ARM 18 via Spiny Growth, allowing her some leeway against low-POW attacks. It also packs a hell of a punch, and loves buffs to its SPD and hitting power/accuracy. It's not a bad target for Bracer due to having Spiny Growth, with both in tandem allowing it to go to ARM 22.
    • Many would agree that a Seraph is almost required with Abby2, probably even more now than before. His gun can lower the DEF of a model Abby wants to kill for Alpha Hunter, and Slipstream all but guarantees she will make it there. On the flip side, the Seraph can pull her further back after her Reposition.
      • The Seraph can even be valuable on the feat turn against living models if you can score the critical poison.
      • Abby herself can utilize Slipstream to get a chosen heavy to a stupidly high threat range.

Other

Trivia

Released in Hordes: Exigence (2014)

Video Battle Reports

Other Legion models

Legion Logo.jpg       Legion Index       (Edit)            
Battlegroup & Similar
Warlocks

Absylonia1 - Absylonia2 - Anamag - Bethayne1 - Bethayne2 - Fyanna2 - Kallus1 - Kallus2 - Kryssa - Lylyth1 - Lylyth2 - Lylyth3 - Lylyth4 - Rhyas1 - Saeryn1 - Saeryn2 & Rhyas2 - Thagrosh1 - Thagrosh2 - Vayl1 - Vayl2

Other Warbeast Controllers

Beast Mistress - Blight Archon - Thagrosh0

Lesser Blight Wasps - Shredder - Harrier - Mekanoshredder - Stinger
Light Afflictor - Naga Nightlurker - Nephilim Bloodseer - Nephilim Bolt Thrower - Nephilim Protector - Nephilim Soldier - Raek - Teraph
Heavy

Angelius - Azrael - Carnivean - Golab - Neraph - Proteus - Ravagore - Scythean - Typhon - Seraph - Zuriel

Gargantuans Archangel - Blightbringer
Units, Solos, & Battle Engines
Units

Blackfrost Shard - B.N. Archers - B.N. Hex Hunters - B.N. Legionnaires - B.N. Raptors - B.N. Scather Crew - B.N. Swordsmen - B. Rotwings - B.O. Warmongers - B.O. Warspears - Chosen - Grotesque Banshees - Grotesque Raiders - Hellmouth - Ice Witches - Strider Blightblades - Strider Scouts - Spawning Vessel - Virtue Host

Solos

Ammok - Annyssa Ryvaal - Beast Mistress - Blight Archon - B.N Shepherd - B.N. Sorceress - B.N. Warlord - Craelix - Forsaken - Fyanna1 - Grotesque Assassin - Incubi - Spell Martyr - Strider Deathstalker - Succubus - Thagrosh0 - Virtue Champion - B.O. Warmonger War Chief - Yssylla

Battle Engines Throne of Everblight
Theme Forces
Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War
Minions
Refer to Who Works for Whom and/or Category: Legion of Everblight Minion
This index was last updated: 2021.11

Rules Clarifications

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Siphon Bolt and/or Energy Siphon     (Edit)

  • The focus/fury is stolen on "Hit", before they have a chance to spend it to reduce/transfer damage.
  • If you hit something which can't have focus reduced (ie Egregore) then you still get +1 focus, and they ignore the -1 focus. (Infernal Ruling)


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Rules Clarification:  : Warlock      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warlocks are also Battle Engines and thus follow all the Battle Engine special rules.
      There is no particular interaction between the Battle Engine rules and the Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
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This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.
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Rules Clarification:  : Flight      (Edit)
(Click Expand to read)

 
  • Flight doesn't ignore:
    • Impassable terrain.
    • Most hazards. The exception is they do ignore Acid Bath and Burning Earth as long as they don't land in them.
    • Templates that stay in play and do damage to models moving through them (such as a Scather).
    • Free strikes.
  • Trampling with a flying model (Edit)
    • Flight allows you to trample "over" medium- and larger-bases.
    • Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
      • Unless, of course, you have an exception like Blade Rush.
  • Flight on a Cavalry model (Edit)
    • Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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Rules Clarification : Alpha Hunter      (Edit)

  • Alpha Hunter will not trigger if the opponent uses Take Up. Although the model you attacked reached the Destroyed step of the timing sequence, Take Up negates that entirely. (Infernal Ruling)
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Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • End of Activation (Edit)
You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
  • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
  • If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
  • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
  • See also the training article: LPG - End of Activation.


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Rules Clarification : Fortify and/or Bracer     (Edit)

  • If an attack causes a push/throw/etc, it may still target a Fortified model. All damage and effects will still occur as normal, except the movement.
  • Place effects (such as Telekinesis) can still move Fortified models.

Rules Clarification : Hex Bolt - None yet. (Edit)

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Rules Clarification : Psycho Surgery      (Edit)

  • You roll a separate (d3+1) for each model. Refer to the "Tactical Tips" in the Faction book.
  • This spell applies to the caster, too.
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Rules Clarification : Return Fire      (Edit)

  • When you resolve Return Fire, you don't need to attack the same model that attacked you.