Anamag the Doom Feaster

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Legion Logo.jpg Anamag the Doom Feaster

Legion Blighted Ogrun Warlock

The bloated, putrescent warlock called the Doom Feaster is a scourge upon western Immoren. Once an elder of the Stonemark clan of ogrun in the Bitewind Peaks, Anamag changed with the coming of Thagrosh. When she was touched with blight, it filled her with insatiable hunger, making grotesque that which once drew her to Dhunia. Her sons and daughters became warmongers who slaughtered and died in Everblight’s name. When Everblight saw fit to forge Anamag into a warlock, she became the Doom Feaster, and each body she devours magnifies her arcane prowess.

Basic Info

Anamag1
Missing Info
Anamag.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR 8
MAT 6
RAT N/A
M.A. N/A
DEF 14
ARM 16
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 7
THRS N/A
HP 17
F. Field N/A
WJP {{{wjp}}}
WBP +27
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 : Field of Bones

While in Anamag's control range, friendly Faction warrior models gain Dark Shroud and their melee weapons gain Grievous Wounds. Field of Bones lasts for one turn.

Dark Shroud - While in the melee range of a model with Dark Shroud, enemy models suffer -2 ARM.
Grievous Wounds - A model hit by a weapon with Grievous Wounds loses Tough and cannot have damage removed from it for one round.

Abilities

  • Tough symbol.jpg Tough
  • Ritual Slaughter - Once during each of your turns when another friendly Blighted Ogrun model destroys an enemy model with an attack while in this model's control range, immediately after the attack is resolved this model can cast a spell without spending fury. This model can boost attack and damage rolls on spells cast as a result of Ritual of Slaughter.
  • Snacking - When this model boxes a living model with a melee attack, it can choose to RFP the boxed model. When it does, this model can remove d3 damage points.

Weapons

Fanged Staff
Sword icon.jpg  RNG   POW   P+S 
2 5 13

Spells

COST RNG AOE POW DUR OFF
Bond of Gristle & Bone

2 6 - - Upkeep No
Target friendly Faction warrior model/unit gains +2 ARM and Feign Death. Models are not affected while out of formation.
Feign Death - A model with Feign Death cannot be targeted by ranged or magic attacks while knocked down.
Carnage

2 SELF Control - Turn No
Friendly Faction models gain +2 to melee attack rolls against enemy models in the spellcaster's control range. Carnage lasts for one turn.
Fury's Strength

2 6 - - Turn No
Target friendly Faction warrior model/unit gains +2 STR for one turn.
Gallows

3 10 - 13 - Yes
When an enemy model is hit by this attack, it can be pushed d6" directly towards Gallows' point of origin.
Hex Blast

3 10 3 13 - Yes
Enemy upkeep spells and animi on the model/unit directly hit by Hex Blast immediately expire.

Theme Forces

Thoughts on Anamag the Doom Feaster

Anamag the Doom Feaster in a nutshell

Anamag is a spell focused support caster that functions well with the Blighted Ogrun options. She is also an Ogrun and her stats reflect this. She has quite a versatile toolbox for infantry support. With Bond of Gristle & Bone, Carnage, and Fury's Strength she can buff any infantry in her list. Her special rule Ritual Slaughter rewards you for taking Blighted Ogrun, and occasionally allows you some spell-slinging shenanigans (like, pulling a target closer to your main force with a well arced Gallows, or strip off upkeeps with Hex Blast, before the other units hit their targets).

Feat Thoughts

Her feat, Field of Bones, further increases her armies offensive potential and is basically a round of powerhouse Ogrun to sweep through most anything. Make no mistake - it is every bit as deadly on other infantries as on Ogruns. Your support models, like Shepherds and Spell Martyrs also get Dark Shroud, so feel free to run into melee with them to lower your enemy's ARM. Grievous wounds allow you to sweep through Tough infantry screens, or cripple critical systems/aspects on your charge targets.

Spell thoughts

  • Carnage - +2 to hit for the entire army triggered by the first model to activate in the turn (or even a Vengeance attack) is always a good way to start. Ritual Slaughter to trigger Carnage frees up your order of activations a lot.
  • Gallows or Hex Blast are both situational zaps that when they are hot really mess up the enemy and when they aren't really aren't worth casting.
  • Bond of Gristle & Bone is a useful defensive upkeep. Feign Death is useful on the approach especially with Rise from Ammok and the native tough on the blighted ogrun.
  • Fury's Strength is not an upkeep so it can be cast onto three units on the same turn if that's what is called for.

Drawbacks & Downsides

  • No speed buff for her army
  • Plain average defensive stats for a model on medium base
  • Sensitive to anti-magic techs
  • 2 of her great support spells are not upkeeps, and needed to be recast (on the other hand, this makes you less vulnerable to anti upkeep techs)
  • She's an infantry-support caster, beware with anti-infantry lists

Tricks & Tips

  • Ritual Slaughter can be triggered by Impact Attacks, as well as Vengeance attacks too.

List Building Advice

Strategy

Anamag is pretty strong in attrition; defending key units in her army, while pumping up their offensive capabilities alike. She has next to no threat extenders (outside Vengeance from Primal Terrors, and Gorag's minifeat), so make sure you tie up the enemy, before delivering a crippling charge.

Theme thoughts

    Primal Terrors    
This theme was basically made for Anamag, and is where she'll be 99% of the time. With Vengeance you are getting your Blighted Ogrun up fast for one round of hate.

  • Blighted Rotwings - Your second line of jammers beside the Hellmouths, plus occasional MAT fixers. They can effectively finish off wounded enemies thanks to Finisher.
  • Blighted Ogrun Warmongers - Lining up all the support from Carnage, the Rotwings, the Warmonger War Chief and Gorag, these guys become effectively MAT 12 with P+S 20 Charge attacks under her feat and Fury's Strength. Just watch out for Berserker attacks, or have enough living targets nearby to trigger Blood Drinker.
  • Blighted Ogrun Warspears - STR buff, plus thrown weapons, you get the picture.
  • Chosen of Everblight - Bond of Gristle & Bone make them more resilient and Feign Death keep them safe at range after successful tough rolls. Fury's Strength on top and her feat make them hit with POW 16 impact (14 + Dark Shroud) followed by an effective P+S 19 cavalry charge attack.
  • Ammok - Tough/Feign Death/Rise/Vengeance combination on your Warmongers thanks to his leadership as well as some anti Incorporeal tech.

    Children of the Dragon    
Though you can't take advantage on the Ritual Slaughter, a possible +4 (+6 with the Blackfrost Shard) damage swing on the Legion's most capable, weapon-master infantries is hard to pass.

    Ravens of War    
Raptors under Bond of Gristle & Bone may actually survive blast damages, while Grotesques and Hellmouths also appreciate buffs for their hitting powers. Hellmouth tentacles under Bond of Gristle & Bone are immune to unboosted POW10s.

    Oracles of Annihilation    

  • Blighted Orgun you can include in this theme:
    • Thagrosh0 - An in faction option to trigger Ritual Slaughter and he runs a very effective battlegroup and hands out free animi!
    • Gudrun1 an excellent flag camper.
    • Gudrun2 A defense buff for other Minion models and a hard hitting and sturdy solo, Fog of war from Thags0 and his Kinetic Distorsion stack, so Minions will enjoy +4 DEF to shooting
    • The Ogrun Bokur can take a forward playing solo as his Client, such as a Virtue Champ, and gain +2/+2 to his offences. Add in Veteran Leader from a Blight Archon and you are looking at MAT 11 charges or MAT 9 slams. Those slams also set up prime targets for Thagrosh's Blight Bursts.
  • Virtue Champions - The feat make them hit like trucks at P+S 16 and Carnage makes them MAT 10. Thanks to Peel Back the Layers they are fully boosted, too.
  • Virtue Host - Slightly weaker than the Champs, but they still hit extremely hard. Fury's Strength also goes very well on them.

Battlegroup

  • The Blightbringer buffs the STR and ARM of Infantry by 2. This stacked with Gristle&Bone and Fury's Strength means +4 STR and ARM on top of the Ogruns beefy frame.
  • Golab is her pet warbeast that she can take in sny theme. It offers another layer of protection versus ranged assassination attempts, and also serves as a flying source of RFP and semi-grievous wounds.

Starting a 25 point Brawl list

In 2021.01 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Primal Terrors

Anamag the Doom Feaster: [+27 WBP]
Warmonger War Chief: [5 pts]
Spell Martyr: [1 pt]
Blighted Ogrun Warmongers (Min unit): [8 pts]
  • Command Attachment: [Free] (6 pts)
Blighted Rotwings (Min unit): [7 pts]

Total RRP: USD $271 (based on PP's online store prices 2021.03)

For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

  • Released in the Primal Terrors CID (2018.01)
  • According to PP, the heads on her spear are her former husbands...

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 : Blessed and/or Creator's Wrath     (Edit)

  • Blessed ignores spell buffs even if they're not directly on the target. (For example, Haley3's Temporal Distortion spell is cast on Haley and gives a DEF buff to everyone within 5". Blessed ignores it on everyone, not just on Haley.) (Locked thread)
  • You only ignore the DEF/ARM buff if the spell directly adds to the stat (for example Arcane Shield gives +3 ARM).
Whereas a spell which grants an ability, and the ability gives a DEF/ARM buff, would not be ignored by Blessed (for example Cloak of Ash gives a model concealment, and concealment gives +2 DEF).
(Infernal Ruling)
  • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else]. (For example, the spell Death Ward grants +2 ARM and the defender chooses which column suffers damage. You would ignore the ARM bonus, but the defender still picks the column.)
  • This ability only ignores buffs from spells, not buffs from feats (such as Stryker1's Invincibility +5 ARM) or abilities (such as Protective Aura's +2 ARM).
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Rules Clarification : Man Catcher      (Edit)

  • Models may still be placed, so abilities like Apparition will still work.


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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.

Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Blood Boon and/or Rites of Blood and/or Ritual Slaughter and/or Soul Food and/or Blood Weaver and/or Meat for the Beast and/or Reckless Arcana     (Edit)

  • General
    • The free spell doesn't interact with abilities that change the COST of a spell. (Infernal Ruling)
      • For instance, if you trigger it while being affected by Lamentation then you can still cast a COST 3 spell (even though if you spent focus to do the same thing it would cost you 6 focus/fury).
    • (Rites of Blood only): The Priestess doesn't need to be in the caster's CTRL range to use her ability.
    • (Blood Weaver only): It's not tied to a specific weapon, and it can be triggered multiple times per turn.
    • (Reckless Arcana only):
      • You can trigger it once during your turn, and a second time during the opponent's turn (via a free strike, countercharge, etc)
      • The model doesn't need to be in your control range to trigger it.
  • Timing
    • With reference to other abilities that occur "after the attack is resolved", the timing sequence is:
      • If you choose a non-offensive spell then it's resolved at Step 12.
      • If you choose an offensive spell then it's resolved at Step 14.
      • If you have another ability that triggers at Step 12 (such as Iona1 having Overtake), you can either cast a non-offensive spell and resolve both things at Step 12 in any order, or you can resolve the other ability at Step 12 then cast an offensive spell at Step 14. Note that you cannot cast an offensive spell at Step 14 then go back to Step 12 to resolve the other ability.
      • (Infernal Ruling for all of the above)
  • Multiple Attacks
    • If when you destroy the model, you get a free melee/ranged attack as well as the free spell (for instance you cast Black Spot on them), then you need to follow the "attack-generating abilities" rule in the core rulebook and make sure you only make one bonus attack:
      • You can cast a non-offensive spell (step 12) then get the free melee/ranged attack (step 14); or
      • You can cast an offensive spell (which is an attack) and forgo the free melee/ranged attack.
      • (Locked Thread)
    • If the model that triggered the free spell has Berserk and something is in its melee range, you don't get a choice of offensive spell or non-offensive. You have to choose either
      • a non-offensive spell plus the compulsory melee attack, or
      • no spell at all plus the compulsory melee.
      • (Locked Thread)
  • Spells outside of caster's activation
    • Some versions of this ability let the caster get a free spell when something else kills something. In this case:
      • The caster can channel the spell if they want. (Infernal Ruling)
      • The spell is cast during the other model's activation, so that model can potentially trigger any of their own activation-only abilities.
        Specifically, if one of Deathchev's warjack triggers Meat for the Beast, and Deathchev casts Abattoir for all warjacks to get a free attack, then the active warjack can boost the Abattoir attack, use Overtake, etc.
        (Infernal Ruling)
      • For similar logic, spells that "can only be cast once per activation" (such as Abattoir) can be cast twice per turn via this sort of ability. (Infernal Ruling)
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Rules Clarification : Snacking      (Edit)

  • You can use Snacking to RFP your target even if you're at full health. (Locked thread)
  • Snacking occurs at boxed, and thus:
    • Doesn't prevent abilities that trigger at disabled (such as Tough, Self-Sacrifice, etc).
    • Might prevent abilities that trigger at boxed, depending on who the active player is and whose model the ability triggered on. Refer the 'Triggers' section (pg 10 of the pdf)
    • Does prevent abilties that trigger at destroyed (such as collecting soul tokens, etc)
  • You can snack friendly models.
  • You may choose where each individual point of healing goes.
  • If you kill multiple models with a single attack (such as trampling over them) then you get to heal once for each model killed.


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Rules Clarification : Bond of Gristle & Bone      (Edit)

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Rules Clarification : Feign Death      (Edit)

  • "Cannot be targeted" is not the same as "cannot be hit". You can still be hit by AOEs, Sprays, etc that target someone else.
  • You cannot use Gunfighter vs models Feigning Death, because Gunfighter is still a ranged attack.
  • However, you can use Point Blank, because that lets the attacker make a melee attack with a ranged weapon.
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Rules Clarification : Carnage      (Edit)

  • The target needs to be in CTRL range. The location of the attacker doesn't matter.

Rules Clarification : Fury's Strength - None yet. (Edit)

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Rules Clarification : Gallows      (Edit)

  • The target is pushed directly toward the point of origin, not the caster. This distinction is important if the spell is channeled.
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
    • If you push a model to a position where it regains Incorporeal (for instance you push it out of range of an Exorcist) then what happens is (Being Checked by Infernals)
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Rules Clarification : Hex Blast      (Edit)

  • If you miss and deviate onto a different target, no upkeeps or animi expire. You need a direct hit.
  • Anti-Upkeep vs a unit (Edit)
    • If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
    • It doesn't matter if the target is in formation or not. (Locked thread)
    • However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)


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Rules Clarification : Dark Shroud      (Edit)

  • Dark Shroud only applies to your melee range, and this doesn't include behind you. Refer to the latest errata.
  • The ARM debuff still applies during a free strike.
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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.