Absylonia, Terror of Everblight

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Legion Logo.jpg Absylonia, Terror of Everblight

Legion Blighted Nyss Warlock

Mk4 icon.png
Unlimited Only
This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.

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

Absylonia is more abomination than Nyss. She glides swiftly across the battlefield on sleek, fresh-grown membranes that extend from between her fingers and arms. Her appendages can lengthen in moments, the bones thickening and stretching with a sickening sound. Chitinous barbs and spikes extrude through her flesh and shift unpredictably in battle, leaving gruesome wounds where she strikes. Her mutable form and the resilience of her spawn terrify all who oppose her.

Basic Info

Absylonia1
Missing Info
Absylonia1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 7
MAT 7
RAT N/A
M.A. N/A
DEF 15
ARM 15
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 16
F. Field N/A
WJP {{{wjp}}}
WBP +31
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 - Panacea

  1. Remove all damage from models in Absylonia's battlegroup that are currently in her control range.
  2. Additionally, while in Absylonia’s control range models in her battlegroup gain Rapid Healing.
Panacea lasts for one round.
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Tip !
This includes Absylonia herself as well.

Abilities

  • Resourceful - This model can upkeep spells on models in its battlegroup without spending focus/fury.
  • Elite CadreForsaken ] - Friendly Forsaken models gain Ashen Veil (as below).
  • Spontaneous Mutation - This model can suffer damage at any time during its activation to gain one of the following special rules for each damage point suffered. This damage cannot be transferred. Each special rule lasts until the start of this model's next activation.

Weapons

Blight Claw (x2)
Sword icon.jpg  RNG   POW   P+S 
0.5 6 13

Spells

COST RNG AOE POW DUR OFF
Blight Burst

3 10 4 13 Round Yes
The AOE remains in play for one round. While in the AOE, enemy non-warcaster models cannot spend focus points, be used to channel spells, or be forced.
Playing God

2 6 - - Upkeep -
Target friendly living Faction warbeast is affected by Spontaneous Mutation effects while they affect Absylonia. Additionally, once per turn Absylonia can transfer damage to the affected warbeast without spending fury.
Refuge

2 6 - - Upkeep No
At the end of an activation in which the target friendly Faction model hit an enemy model with an attack, the affected model can make a full advance. It cannot be targeted by free strikes during this movement.
Wild Aggression

3 6 - - Upkeep No
Target friendly living warbeast in the spellcaster's battlegroup can run, charge, or make slam or trample power attacks without being forced and gains boosted melee attack rolls.

Theme Forces


Thoughts on Absylonia1

Absylonia1 in a nutshell

Absylonia1 has great tools for beast support and attrition/denial. She is a monster warlock both in form and function. While Absylonia2 is a universal beast-polisher via her innate abilities, Abby1 has three excellent upkeeps to push the capabilities of a selected few battlegroup members beyond the limit. She has 3 interesting special rules:

  • Her signature mutation ability boasts flexibility, which can be useful for various combat situations. Combined with the Playing God spell it gives you and a selected warbeast of yours excellent versatility.
    • The damage you suffer can be detrimental if you spam the mutations all day long, but given that all warlocks can spend fury to heal damage, you can regard each mutation as a 1 fury investment. (Unless you've been tagged by Grievous Wounds.)
    • Unlike several buffs these things last not just a turn or a round but all the way to your next activation, allowing you to reap its benefits throughout your enemy's turn and the start of your next turn.
  • Resourceful allows you to play extremely fury efficient throughout the turns, but also puts you at disadvantage against anti-upkeep tricks.
  • Elite Cadre for your Forsaken is just the icing on the cake. You'd bring them anyway to keep the prodigious fury output of your battlegroup at bay, and anything that makes these high-priority solos help to survive a bit longer is awesome.

The army composition of Abby1 is basically the same throughout the 3rd edition; if you've been lured into the faction because of the idea to lead a bunch of scary dragonspawns and a couple of support solos, then Abby is surely an appealing caster to you.

Spell thoughts

  • Blight Burst - Would be a restrictively expensive spell on a FURY 6 warlock, but with Resourceful you'll often have spare focus for this nuke. More important than its average POW is the no-focus/fury spending part. Key warbeasts and jacks are primary targets for it - especially if you can catch them with Proteus' Crawling Chaos, which forbids them leaving the AoE. You should also consider units and solos which can spend FOC/FURY, either via spells (like Randiance of Morrow), or innate abilities (like the Forsaken's Blight Burst, the Mannekins' boost from the Sentry Stone's FURY cache, or the Protective Aura from the Krielstone). Also, if you put your own non-huge based model into the middle of the AoE, enemies without 2" melee weapons cannot reach you without entering into the AoE.
  • Wild Aggression - Makes one of your warbeast extremely FURY efficient, leaving all of its Fury to buy extra attacks and to boost damage. This is one of your spell that might even worth hot-swapping around despite Resourceful.
  • Playing God - A "one size fits all" fixing solution which is Abby's most important asset. It can solve any issue a beast might have. Low SPD or no pathfinder? Warp wings. Pillow-fisted melee output, or no Blackfrost Shard around to help? Warp extra Strength. Want your key warbeast to stay alive a bit longer? Ashen Veil. There are two important conditions about this spell to remember; the beast gets all of your mutations and that they expire when you next activate Abby. If the enemy depleted your Fury for transferring damage you still have one thanks to this trick.
    • This spell doesn't have to go on your battlegroup, opening up interesting possibilities with the Blight Archon's / Thagrosh0's / Beast Mistress' beasts, if you are OK with giving up on Resourceful and your feat.
  • Refuge - Also known as "hit and run". Put it on your high-mobility models, and enjoy the retaliation-free terror - provided you hit at least once.

Feat thoughts

As simple as this feat is, the more difficult is to find the ideal time for its application. On paper it gives you a huge swing on the attrition, healing up a badly wounded beast of yours (or more, if you're lucky), or Abby herself, if she survived an assassination. However, Legion beasts are not really famed for their resilience - and enemies will do everything to put your key warbeasts into the grave. Do not wait until all of your beasts are on 2-3 boxes left; if it can save you an important one, go for it. Rapid Healing adds a bit of flexibility though. If you managed to secure an alpha strike, and/or standing open to retaliation, pop feat, and try to survive via Rapid Healing. Needless to say, the tankier the warbeasts in your battlegroup are, the more mileage you get out of Panacea.

Drawbacks & Downsides

  • Vulnerable to anti-upkeep techs. The combination of upkeep removal and Lamentation can be extra painful.
  • Flimsy base defence stats.
  • Marginal support for your army outside your battlegroup - and even within your battlegroup you must focus on 3-4 beasts to be effective.
  • Grievous wounds and anti-healing tools counter your feat entirely. Also, cunning opponents rarely leave around half-dead warbeasts for you to heal.

Tips & Tricks

  • The STR bonus from Playing God remains active throughout the enemy's turn too (when you make free strikes, STR checks against throws, etc).
  • Keep an eye out on tricks that counter/limit the advance with Refuge, e.g. a Primal Archon's Shadow Bind aura, Magnus2's feat or the Avatar of Menoth.

List Building Advice

Strategy

Attrition / Scenario

With a well-timed feat, you can heal up your battlegroup, allowing your warbeasts to last longer on the battlefield. Just watch out for Grievous Wounds (especially for Void Archons). Abby's spells also support exclusively her battlegroup, making warbeasts faster, deadlier, and more accurate.

Assassination

You probably don't want to bank on it, but after she cast her upkeeps, Absylonia has the spare fury to put her non-negligible damage potential to use. Once within 10,5" (or 12,5" with Slipstream), with Warp Strength she charges in on P+S 15 attacks and Grievous Wounds, capable of ending low ARM warlocks on her own.

Theme thoughts

Absylonia is a warbeast warlock - so she prefers themes that provide free stuff for warbeasts, or make them flat out better. Children of the Dragon grants unyielding to Nephilim and gives you access to Zuriel, Azrael and Typhon. Oracles of Annihilation offers her free upkeeps, but thats about it. Ravens of War lets you take Nyss Sorcerers for free and offers access to Hellmouths plus Golab.

    Children of the Dragon    

  • Azrael - This beast is often dogged by its short range on its otherwise formidable gun. Not with Refuge, any more. If you don't have to worry about retaliation, try to exploit the possibilities with Playing God (hint: the spears are Thrown weapons and thus add STR to their damage rolls). You can even replicate its bond with Kryssa for "free".
  • Zuriel - Another cornerstone of the CotD theme, he is absolutely bananas with Playing God and the Spontaneous Mutations. P+S 18 on his swords, Ashen Veil and extra SPD, and Dodge from his animus make him an insanely hard hitting and nimble beast.
  • Typhon - Playing God solves all the issues regarding Pathfinder and speed, while on full mutation it is DEF15 against shooting and in melee (vs living). And delivers 3 initials with P+S 19. Its animus provides Rapid Healing by default, so you can save the feat if you want to heal it up fully after a proper brawl.
  • Hex Hunters - No direct support for them, but tagging beasts and jacks with Shadow Bind in a Blight Burst AOE means they cannot shake Shadow Bind, rendering them useless for a turn unless they have a gun and something in range to shoot it at. Refuge on Bayal may be a life saving policy to keep him alive and keep Shadow Bind for the unit as it's granted ability.

    Oracles of Annihilation    
Free upkeeps and access to Thagrosh0 and Hex Hunters are compelling arguments for this theme.

  • Thagrosh0 - Double the Blight Burst for double the control! Have him bring Typhon as well for Ethrunbal's Guidance + Playing God.
  • Hex Hunters are here too and bring the same synergy with Bligth Burst.

    Various themes    

  • Consider bringing a Sorceress for Fury management. With Playing God you can also grant beasts such as Proteus or Typhon Flight so they get free charges from her, too.
  • Forsaken - Self evident in the Legion, and perform even better under Abby, thanks to her Elite Cadre. Also, her Blight Shroud is your best chance to clear jamming infantries.
  • Shepherds - Beside being a point filler and your second line in Fury management, they will help you out with forcing, if you need to run out of your CTRL area to hit something, and then get back with Refuge. Also, they can camp in the back-lines, and foster your ranged beasts.
  • Succubus - an extra free upkeep and some other stuff.
  • Blackfrost Shard and Ice Witches - If you can't offer support to units, take units which offer support to you.
  • Spell Martyr - You'll want to arc your Blight Bursts.

Battlegroup

Proteus is Absylonia's pet warbeast that she can take in any theme.
  • Proteus is Absylonia's pet warbeast that she can take in any theme, and she shouldn't leave home without it. Its Grievous Wounds from the bond is awesome for your army, while Refuge opens space for crazy hit & run tactics. If you don't want to run away, use the Crawling Chaos, and pin the enemy into place.
  • Angelius - A natural predator, who enjoys extra STR from Playing God, but even more Refuge, combined with its animus. With careful positioning, you might end up up to 11" away from a target you managed to tag with your armour piercing attack.
  • Scythean - It is true for the whole Carnivean chassis, but Playing God works wonders on this already formidable beast. P+S 19 Thresher is awesome, while Wild Aggression provides you with borderline absurd accuracy for all of your thresher attacks. Or what about charging in, threshing things, then backing away with Refuge?
  • Carnivean - A trusty workhorse in Abby's list, it has place both because of its combat output, and its animus.
  • Seraph - With all the movement and STR bonuses from Playing God, you definitely want at least one Seraph to make your beatstick warbeast's charge to connect, and to shore up your chances with hitting.
  • Blightbringer - The days of a slumbering support piece are gone; now this bad boy (girl?) can fly up to 12" in a turn, and spread its blight aura around. Heal it back to full, and your opponent's smile won't be sincere. Though Abby in general doesn't support infantry elements in her list, self-supporting pieces, like the Blighted Ogrun Warspears are grateful for the extra buff from the Blight Bringer's aura. Also, its animus, combined with the rapid healing is nothing short if frustrating.
  • Archangel - There are several casters who run this gunship better than Abby1, but apart of Refuge all of her spells make wonders on its performance. Playing God elevates its ranged presence to 20" and melee threat to 13" while adding further boost to its Bite attacks. Also, Ashen Veil makes it effectively DEF13 against living assailants, increasing the chances of misses on attack rolls that can be especially potent if the enemy can attack you in a Blight Burst patch. Keep in mind though that it is one of the flimsiest Gargantuan out there, so if the enemy wants it dead it will die before you could heal it up with your feat.

Starting a 25 point Brawl list

In 2020.11 Jaden Iwassa, one of the LOS authors, put together this list for the Brawlmachine format. He even wrote about it's playstyle, which you can read here.

Theme - Children of the Dragon

Absylonia, Terror of Everblight: [+31 WBP]
Blighted Nyss Shepherd: [1 pt]
Craelix, Fang of Everblight: [Free] (5 pts)
Spell Martyr: [1 pt]
Swamp Gobber Chef: [1 pt]
The Forsaken: [4 pts]
Blighted Nyss Hex Hunters (Min unit): [9 pts]
  • Command Attachment: [5 pts]

Total RRP: USD $247 (based on PP's online store prices 2021.03)

For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

Medusonia, Mini Crate exclusive

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 : Grievous Wounds      (Edit)

  • GW prevents "repairs" as well as "heals".
  • It does not stop a warlock transferring damage, or stop the wounded model from being able to 'heal' someone else.
  • Does not affect models with the Massive rule.


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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)
(Click Expand to read)

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 : Resourceful      (Edit)

  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Elite Cadre      (Edit)

  • Elite Cadre bonuses persist even after the model dies.
  • Elite Cadre bonuses can apply to teammates in multiplayer games.
  • It is possible for a model to receive multiple Elite Cadres. All will benefit the model (excluding receiving the same benefit twice). (Infernal Ruling)
  • Elite Cadre applies to both singular and plural. For instance Elite Cadre [Daughters of the Flame] will apply to Thyra even though she is only a Daughter of the Flame. (Infernal Ruling)
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Rules Clarification : Ashen Veil and/or Swarm     (Edit)

  • The concealment bonus and the attack roll penalty stack with each other. If a living model targets you with a gun/spell, and they're within 2" of you, they effectively suffer -4 to the attack.
  • The attack roll penalty applies to all types of attacks.
  • The attack roll penalty applies even if the enemy model is trying to target something completely different.

Rules Clarification : Spontaneous Mutation - None yet. (Edit)
Rules Clarification : Warp Strength - None yet. (Edit)

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Rules Clarification : Wings      (Edit)

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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 : Blight Burst      (Edit)

  • "Non-warcaster models can't spend focus" will affect warjacks and junior warcasters.
  • "Non-warcaster models can't be forced" will affect warbeasts, but won't affect lesser warlocks.
  • "Non-warcaster models can't be used to channel" will affect everyone. (There are no warcasters that can be used to channel.)
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Rules Clarification : Playing God      (Edit)

  • You still need to obey the other transfer rules: warbeast in your CTRL range, warbeast can't be full of fury, the warbeast must be in your battlegroup, etc.
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Rules Clarification : Refuge      (Edit)

  • If a caster puts another upkeep on themself between making the kill and the end of their activation, Refuge won't trigger. (Locked thread)
  • An AOE attack that misses it's original target, but then deviates onto an enemy, still counts as a "hit" and thus will still trigger Refuge.
  • 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.

Rules Clarification : Wild Aggression - None yet. (Edit)