Ashlynn d’Elyse, the Queen’s Blade

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Mercenary Logo.jpg

Ashlynn d’Elyse, the Queen’s Blade
Mercenary Llaelese Morrowan Warcaster Unit
Marie Aguillon and Vayne di Brascio
Character Troopers

Fluff

Basic Info

Ashlynn2

Ashlynn2
Missing Info
Ashlynn2.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 5
MAT 8
RAT 7
M.A. N/A
DEF 17
ARM 15
CMD 9
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 16
F. Field N/A
WJP +22
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock
  • Mercenary - In a 2+ caster game, she can work for Crucible Guard, Cygnar, or Protectorate.
  • Warcaster Unit - All warcasters come with a stack of standard special rules - most notably being awesome. Furthermore, this warcaster comes with some troopers that can be ordered around. (Click the link for a full rundown.)

Feat: Battle Cry

  1. Return up to 3 friendly destroyed Faction solos with points costs of 6 or less each to play.
    • Place those models B2B with Ashlynn.
    • Returned models must forfeit their Normal Movement or Combat Action the turn they were returned to play.
    • Models that were destroyed this turn cannot be returned as a result of Battle Cry.
  2. Additionally, while in Ashlynn's control range, friendly Faction models gain Dying Breath.
    Dying Breath - When a model with Dying Breath is boxed by an enemy attack at any time except while it is advancing, it can be immediately make one basic attack.
Battle Cry lasts for one round.

Abilities

  • Groundwork - While knocked down, this model is not automatically hit by melee attacks, and its DEF is not reduced by being knocked down.
  • Hero of the People - When this model destroys one or more enemy models with a melee attack during its unit's activation, other friendly warrior models gain +2 to their attack rolls while in this model's command range. Hero of the People last for one turn.
  • Tactician [ Llaelese ] - While in this model's command range, friendly Llaelese models can ignore other friendly Llaelese models when determining LOS. Friendly Llaelese models can advance through other friendly Llaelese models in this model's command range if they have enough movement to move completely past them.

Weapons

  • Hand Cannon - 12" range, POW 12 ranged attack
  • Revanche - 2" reach, POW 7, P+S 12 melee attack
    • Her father's sword, ouch!
    • Magical dam symbol.jpg Damage Type: Magical
    • Weapon Master symbol.jpg Weapon Master
    • Thresher (★ Attack) - This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range. Thresher attacks are simultaneous.

Spells

COST RNG AOE POW DUR OFF
Artifice of Deviation

2 Control 5 - Upkeep No
Place a 5" AOE anywhere completely within the spellcaster's control range. While completely within the AOE, friendly Faction models gain cover. Enemy models treat the AOE as rough terrain.
Blood of Liberty

2 SELF CTRL - RND No
While in this model's control range, friendly living Llaelese models gain Tough and Unyielding. Blood of Liberty last for one round.
Unyielding - This model gains +2 ARM against melee damage rolls.
Hand of Fate

2 6 - - Upkeep No
Target friendly Faction model/unit gains an additional die on attack and damage rolls. Discard the low die in each roll.
Perdition

2 10 - 10 - Yes
When an enemy model is damaged by Perdition, immediately after the attack is resolved one warjack in the spellcaster's battlegroup that is currently in its control range can make a full advance toward the nearest enemy model. A model can advance as a result of Perdition only once per turn.
True Path

3 SELF Control - Turn No
The spellcaster and friendly Faction warrior models/units beginning their activation in its control range gain +2" when advancing as part of their Normal Movement and Pathfinder during their activations. True Path lasts for one turn.

Vayne di Brasco

Vayne di Brasco1
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 5
MAT 7
RAT 7
M.A. N/A
DEF 14
ARM 11
CMD 6
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Duelist - This model gains +2 DEF against melee attack rolls.
  • Granted: Reposition [3"] - While this model is in formation, models in its unit gain Reposition [3"]. (Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.)
  • Point-Blank - During its activation, this model can make melee attacks with its ranged weapon, with a melee range of 0.5". Do not add this model's STR to damage rolls with ranged weapons. Charge attacks made with ranged weapons are not boosted.

Weapons

  • Dual Magelock - 10" range, ROF 2, POW 10 ranged weapon
    • Magical dam symbol.jpg Damage Type: Magical
    • Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
      • Black Penny - This attack ignores the target in melee DEF bonus.
      • Trick Shot - If this attack directly hits, choose another model within 4" model hit. The chosen model suffers an unboostable POW 10 magical damage roll. The point of origin for this damage is the model hit. Trick Shot damage rolls are not considered to have been caused by an attack.
      • Thunderbolt - Enemy models hit are pushed D3" directly away from the attacking model. On a critical hit, the enemy model becomes knocked down after being pushed.
    • Both Barrels (★ Attack) - This model gains +4 to the damage roll for this attack. This model cannot make additional ranged attacks with this weapon during an activation in which it used a Both Barrels attack.
  • Sword - 0.5" reach, POW 3, P+S 8 melee attack

Marie

Marie1
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 6
MAT 7
RAT N/A
M.A. N/A
DEF 14
ARM 13
CMD 6
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Duelist - This model gains +2 DEF against melee attack rolls.
  • Granted: Riposte - While this model is in formation, models in its unit gain Riposte. (Riposte - When it is missed by an enemy melee attack, immediately after the attack is resolved this model can make one basic melee attack against the attacking model.)

Weapons

  • Dueling Blade - 0.5" reach, POW 4, P+S 10 melee attack
  • Weighted Cloak - 0.5" reach POW 1, P+S 7 melee attack
    • Trip Up - When a small-based model is hit by an attack with this weapon, it becomes knocked down.

Theme Forces

Thoughts on Ashlynn2

Ashlynn2 in a nutshell

Ashlynn2 is concieved to be leading from the front. Her high DEF and immunity to knockdown's DEF penalty permit this to a certain extent, though she really isn't hardy enough to play very far forward in the early game - even a simple cavalry charge from the right model could quite possibly do her in. She also doesn't hit hard enough to encourage you to play forward like you would with Butcher3 or Barnabas2. Also Reposition 3" isn't good enough to get her back to safety.

So instead of leading from the front, she usually casts True Path and juggles Hand of Fate, which is kinda boring.

She has a mid to late game feat that brings back up to 18 points of models and can make for some janky assassination runs.

Feat thoughts

Three solos come back and are allowed to either move OR act in the same turn providing they did not die this turn. You can use this to assassinate the opposing caster, or to take out a high value target while getting back 10-18 points of your own. Obvious candidates are Anastasia to trigger Espionage and let the solos move and attack even if they have to give up their movemnt, Gorman1 to blind, Boss MacHorne to combo smite, Hermit or Ragman to produce an ARM debuff and Savio to make two strong attacks. All of these models can be taken in either Llaelese Resistance or Flame in the Darkness. Alternatively you can just revive potent ranged models to give them odd shooting angles and shoot something of value (preferably the enemy caster) to death. This works best in Irregulars where you can bring Harlowe, Scythe and Eiryss4. Other possibilities for interesting effects exist like Hutchuk or Dez, so use your imagination. Note that you cannot bring back Thrall Warriors as they do not have a points cost and are as such not costed at 6 points or lower. None doesn't mean zero in this case.

There is also the Dying Breath portion of the feat, which allows destroyed models to make an attack before being removed. Ranged units and weapon masters would be best for this. Most especially gun mages in the Llaelese theme. However this is more of a neat feature of the feat rather than the primary benefit.

Note that returned journeymen do not return with any focus on them and wont regain control of their jacks if they are still around. the latter is also true for any jack marshals you may bring.

Spell thoughts

With only 6 focus and 1-2 upkeeps out, you'll be picking any 1-2 of these spells per turn and forgoing the rest.

  • Blood of Liberty - Affecting only Llaelese models rules out its use in themes other than Llaelese Resistance. Tough combined with Feign Death from Gibbs is moderately helpful. Unyielding is only really beneficial on Exemplar Cinerators and Bastions, which she can also speed up with True Path, so you're steered pretty hard toward those models. Otherwise you ignore this spell.
  • Hand of Fate - It works best on any of the 6 colossals she can bring, but it works well on just about anything. It's an exceptional spell that you may wish to juggle.
  • True Path - This will be one of your main spells in the early turns and eat up all your focus. Super useful in non-Llaelese armies where pathfinder is not abundant.
  • Artifice of Deviation - This is Ashlynn's sole defense against ranged attacks, so if you need it, it's nice to toss it out there. In the rare instance your opponent does not have pathfinder, it can make for good board control as well.
  • Perdition - This spell is a game winner when the stars align and a full advance toward the nearest enemy model is just what the doctor ordered. Keep in mind colossals can only move during their activation, so it doesn't actually have any benefit if that's all the battlegroup you have, other than being a bad nuke.

Drawbacks & Downsides

  • She can't actually play forward very far due to boosted 10's and 11's being fully capable of hitting her and her wanting to spend all her focus.
  • She has virtually no focus for a battle group, in fact she will likely not have much focus period. Most of the time you will upkeep HoF and cast True Path every round and camp the rest, or else she will die easily.
  • Her two companions have lower DEF leaving her vulnerable to enemy debuffs if those models are left exposed.
  • Aurora1, Shae and Blaize all have +2 MOV spells and also have better delivery mechanisms than Ashlynn.

Tricks & Tips

  • Di Brascio:
    • He gets to choose an Attack Type even when he does a Both Barrels attack. Note that, if you pick Trick Shot, the second damage roll doesn't get +4 damage.
    • When he uses Point-Blank, he gets two melee attacks with his ROF 2 gun plus his sword attack.
    • Or he can use Point-Blank with Both Barrels. You won't get the a sword attack if you choose this option though.
    • His Point-Blank attacks get to pick an Attack Type too.

List Building Advice

Strategy

Your biggest challenge will be safely delivering the army mostly intact. Ashlynn offers limited ranged defense and has no great way to stop enemy alpha strikes if they out threat her or if they have a strong defensive feat.

Llaelese Resistance

One huge draw for this theme is the free rubble, which effectively doubles her Artifice of Deviation spell to stop shooting. Her feat solos are Gorman1, Anastasia and Boss Machorne, Ragman, Taryn and maybe Crosse1. Sylys and Gibbs round it out on the utility side. Then you would load up on Morrowan Archons and Thamarite Archons and see how many points you have left.

For your non-Merc options: If you want to use Blood of Liberty, Exemplar Cinerators and/or Exemplar Bastions are the obvious choice as they benefit from Unyielding while most warrior models don't. Exemplar Vengers, too can get pretty high up in the ARM department with Battle Driven. Virtually all Exemplar units take Hand of Fate very well. Choir of Menoth are an option if you want to have a Galleon shooting at POW 15 with Hand of Fate. That can do serious damage.

Alternatively use Trencher Long Gunners to form a gunline with HoF. Go to Ground makes them blast immune to they don't mind bunching up in an Artifice. Round it out with a second unit of Longgunners if you want to cycle HoF, or use Storm Lances who make excellent use of Blood Liberty and True Path.

Flame in the Darkness

  • Savio and Hermit are the obvious feat target solos.
  • Bring 2 Morrowan Archons, and 1-2 Thamarite Archons. They are amazing models and make great use of True Path.
  • Precursor Knights with Hand of Fate should get there with Vengeance and True Path and they should annihilate just about anything. 2 Units should be about all you can afford.
  • Legion of Lost Souls care a high quality unit with recursion and RFP. Blood Bound does work with Dying Breath attacks from the feat, just note that the dying model cannot revive itself
  • Gallant - It's a Shield Guard that has Accumulator and therefore demands less focus from her.
  • Grolar a fully loaded Grolar with Hand of Fate on it is an incredible assassination piece, as Vlad2 players will attest. Ash can replicate that here.
  • She has access to a total of six colossals here. All of them will do well with HoF on them. Especially a Hurricane.

Irregulars

Scythe, Harlow and Hermit are great solos to bring back. Hermit helps the output of a HoF Galleon. In Irregulars you would simply be trying to leverage Hand of Fate and True Path to deliver your army as you have no Morrowan Archons to help you play forward. Bring Asphyxious4.

  • Idrian Skirmishers - Under Hand of Fate they should be able to gun down a good portion of the enemy army, then throw down in melee with the help of True Path, Dark Shroud and Master of Ruin. Go To Ground makes them deliverable into blasts and guns.

Soldiers of Fortune

The main reason to play in this theme is to juggle the hell out of Hand of Fate between Steelhead Halberdiers and Steelhead Cavalry units. Just load up on the dudes and send them screaming across the table with True Path. Also Halberdiers in Verendrye's command range get Wall of Steel, which helps them resist blast damage when bunched up in an Artifice of Deviation.

  • The best feat solos here are Gorman1, Anastasia and Dez in order to slam the enemy caster closer to the rest of your army.
  • Rocinante provides focus efficiency and Guard Dog. The Guard Dog ability allows Ashlynn to play forward a bit further than in Irregulars and gun with HoF on it will do some serious damage, too.
  • A Galleon with HoF will perform very well supported by Mark the Target and an Arcanist.

Battlegroup

She has too many spells to cast so her battlegroup is going to be small, either one colossal or two heavies.

  • There's a few jacks mentioned previously, because they're only available in specific themes.
  • Galleon - Normally a terrible colossal, Hand of Fate enables it to sit back and launch the hate, especially with Choir or Hermit.
  • Blockader - Also good with Hand of Fate but she offers it no threat extension.
  • Mangler - It has a free charge and can wreck some shop under Hand of Fate
  • Mariner - It can sit back and shoot every turn and not always demand focus to accomplish something.
  • Stormwall has a lot of utility and two really long range guns.
  • Hurricane offers outstanding guns for HoF and Ashlynn's True Path spell gets around the problem of your Archons losing Flight when near the thing.
  • Nomad - 2 of them make a cheap battlegroup that puts out big hits if you're strapped for points, costing only 2 points more than her WJP allowance.

Other

Trivia

  • Released 2020.03
  • Ashlynn was the inaugural winner of the Warmadness 2019 popularity contest (out of a pool of 64 casters), making her ostensibly the most beloved character in the game. Her prize was the creation of Ashlynn2.

Warjacks she can take

With the way Mercenary battlegroups work, this model can't simply control any Mercenary warjack, and instead is limited to the following choices:

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Note: Other restrictions may apply, such as 'Jack Marshals can't control Colossals, character warjacks aren't allowed in most theme forces, etc.

Other Mercenary models

Mercenary Logo.jpg       Mercenary Index       (Edit)
Mercenary 'Jack Controllers (Human) (Edit)
Warcasters

Ashlynn1 - Ashlynn2 - Aurora2 - Blaize - Caine3 - Crosse2 - Damiano - Fiona - Macbain - Magnus1 - Magnus2 - Montador - Rahera - Shae

"Juniors"

Asphyxious4 - Crosse1 - Nemo4

'Jack Marshals

Colbie Sterling - Dirty Meg - MacHorne1 - MacHorne2 - Raluk Moorclaw - Rutger Shaw - Steelhead Ironhead

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Rhulic 'Jack Controllers (Edit)
Warcaster Durgen Madhammer - General Ossrum - Gorten Grundback
'Jack Marshal Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
Units, Solos, & Battle Engines
Warcaster attachments

Doctor Stygius - Madelyn Corbeau - Reinholdt - Wyshnalyrr

Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Non-character Units

Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Legion of Lost Souls - Ogrun Assault Corps - OoI Resolutes - OoI Vigilants - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - SH Cannon - SH Halberdiers - SH Cavalry - SH Mortar - SH Riflemen - SH Volley Gun - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator (small or medium based units) - Special WA: Morrowan Battle Priest (Morrow units)

Character Units

Alexia1 - Asphyxious4 - Croe's Cutthroats - Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowler1 - Herne & Jonne - Lady Aiyana & Master Holt - Lynus & Edrea - MacHorne1 - The Commodore Cannon - The Devil's Shadow Mutineers

Non-character Solos

Cephalyx Agitator - Gobber Tinker - Menite Archon - Morrowan Archon - Ogrun Bokur - Powder Monkey - SH Arcanist - SH Ironhead - SH Gunner - Swamp Gobber River Raider Thamarite Advocate - Thamarite Archon - Void Archon

Character Solos

Alexia, Mistress of the Witchfire (2) - Alexia, The Undying (3) - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella1 - Black Bella2 - Bloody Bradigan - Boomhowler, Solo Artist - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez - Dirty Meg - Doc Killingsworth - Doctor Stygius - Eilish Garrity, the Occultist - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - First Mate Hawk - Flubbin - Flugwug the Filcher - Gastone Crosse - Glyn Cormier, Illuminated One - Gorman di Wulfe, Rogue Alchemist (1) - Gorman the Mad (2) - Grand Master Gabriel Throne - Gubbin - Gudrun the Wanderer - Harlan Versh, Illuminated One - Harlowe Holdemhigh - Hermit of Henge Hold - Hutchuk, Ogrun Bounty Hunter - J.A.I.M.s - Kell Bailoch - Lanyssa Ryssyl, Nyss Sorceress - Lord Rockbottom - MacHorne2 - Major Harrison Gibbs - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Scythe - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Viktor Pendrake - Weird Wendell - Widget, Tinker Extraordinaire - Wrong Eye & Snapjaw

Battle Engines

Hammerfall Siege Crawler - Nemo4

Independent Warjack

Malvin & Mayhem

Theme Forces (Edit)
Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
This index was last updated: 2020.07

Rules Clarifications

RC symbol.png

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.
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • As of 2020.08, I have lost track of how this is supposed to work and I'm giving up until it is sorted properly. Refer to this thread for the latest ruling and follow-up questions.


  • 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).

Rules Clarification : Groundwork - None yet. (Edit)
Rules Clarification : Hero of the People - None yet. (Edit)

RC symbol.png

Rules Clarification : Tactician and/or Operations Command     (Edit)

  • Applying the LOS and Movement bonuses work like mirror opposites:
    • LOS: The models you draw LOS through do not need to be in the Tactician bubble. The model drawing LOS does need to be in the Tactician bubble.
    • Movement: The models you move through do need to be in the bubble. The model moving does not.
  • The "can ignore for LOS" is not optional. You cannot opt to "turn off" your ability to see through models, in the hope of getting a free strike or some such. (Infernal Ruling)


RC symbol.png

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.")

Rules Clarification : Weapon Master - None yet. (Edit)

RC symbol.png

Rules Clarification:  : Thresher and/or Flashing Blade and/or Cyclone     (Edit)
(Click Expand to read)

Resolving the attack

Under this heading, the word "Thresher" is used interchangeably for "Flashing Blade" and "Cyclone" too

  • Thresher makes an attack against every model, and as such it targets every model. Thus if a model "may not be targeted by melee attacks", you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • All attacks made by a Thresher attack are simultaneous.
    • If a model is out of LOS when you start the Thresh, then you may not attack it as part of the Thresh (even if the Thresh kills what is blocking your LOS)
    • This means you need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    • In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens (for instance the Cryx Harrower that collects souls), it cannot collect them until all Thresh attacks are resolved.

Thresher only

  • All attacks made by a Thresher are special melee attacks, and as such won't trigger stuff like Grim Salvation or Rhyas's feat. (Infernal Ruling)
  • No matter how many enemy you kill, Thresher only counts as a single attack for the purposes of triggering Berserk, Quick Work, Black Spot, etc
  • You can do a Thresher on a charge (it's a special melee attack).
    • If you charge & Thresher, only the damage roll against your charge target is automatically boosted - other models caught in the thresh suffer an unboosted damage roll (although you can spend focus/fury to boost it)
  • You can't buy additional Thresher attacks, because they're (★ Attack). You can buy additional normal melee attacks, though.
  • Thresher will hit friendly models.

Flashing Blade only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell , then you'll get your boosted charge attack against it.
  • Flashing Blade doesn't hit friendly models

Cyclone only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell and is still in range, then you'll get your boosted charge attack against it.
    • If you used the advance to move out of range of your charge target, it was still as successful charge so it won't cause your activation to end. However, you are still limited to making melee attacks only.
  • Cyclone will hit friendly models.
  • The attack(s) from Cyclone occur simultaneously with "Ends its movement" triggers (such as Admonition). As such, the active player can use the Cyclone attacks before the inactive player uses his Admonition move. (Infernal Ruling)


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Rules Clarification : Artifice of Deviation      (Edit)

  • "Treat Open Terrain as..." (Edit)
    • This ability doesn't change the terrain type, just how models treat it. (In comparison to, say, Rapid Growth which creates a forest.)
    Because it doesn't change, models that get a benefit for being near terrain (ie the Earthborn Dire Troll) need to instead be inside the affected area to gain the benefit. If it's outside the area, then from its current point of view the area is open terrain.
    • If you have two overlapping effects like this (such as "treat open as rough" overlapping with "treat open as shallow water"), the area is treated as both terrain types.
    • If you then have a model that ignores one of the overlapping effects (such as Amphibious trying to treat shallow water as open terrain) they'll still suffer the effect they're not ignoring. (Infernal Ruling)
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Rules Clarification : Blood of Liberty      (Edit)
Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Unyielding - None yet. (Edit)

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Rules Clarification : Hand of Fate and/or Manifest Destiny and/or Signs & Portents     (Edit)

  • This buff affects any damage roll that is caused by a model, not just normal attacks. For instance, it can affect the damage roll when a Berserker explodes via Unstable. (Infernal Ruling)
  • Discard Die (Edit)
    • The dice must be discarded - you can't keep it even if you want it for a critical hit.
    • For instance: if you discard "the lowest die", need 6+ to hit, and roll a 3, 3, and a 4 ... then you must discard one of the 3s, and you'll end up with a non-critical hit with the 3 + 4.
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Rules Clarification : Perdition and/or First Blood     (Edit)

  • The move does have to be towards the nearest enemy, but it is not "directly" towards.
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Rules Clarification : True Path      (Edit)

Rules Clarification : Dying Breath - None yet. (Edit)

Rules Clarification : Duelist - None yet. (Edit)

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Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
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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.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. (Infernal Ruling) See also this article for a detailed explanation.
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
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Rules Clarification : Point-Blank      (Edit)

  • Number of attacks
    • Point-Blank gives you an extra initial melee attack (even though, RAW, it doesn't meet the criteria). (Infernal Ruling)
    • If you can make additional melee attacks, these can be Point-Blank attacks regardless of the weapon's ROF. (Locked Thread)
    • If you have the option of choosing between ranged or melee attacks (for instance you combined Point-Blank with Gunfighter), then you need to declare whether you're making melee or ranged attacks this activation, then declare the weapon and the target. (Infernal Ruling)
  • AOE & Spray
    • Point-Blank AOEs work just fine. You hit with a melee attack, and then place an AOE. If you miss, the AOE will deviate per normal (although only a very short distance).
    • Point-Blank sprays don't work. The rules for Point-Blank overwrite the range of the spray weapon, and the range is/was the spray template. So instead of putting the spray template down, you make one melee attack.
  • Other
    • Since Point-Blank only works during your activation, you can't use it on free strikes or other out-of-activation melee attacks.
  • Gunfighter vs Point Blank (Edit)
    • If a model has both Gunfighter and Point Blank, then you should declare whether you're using it as a ranged attack or melee attack whenever you shoot the gun. Because that can limit what other initial/additional attacks you can make. (Infernal Ruling)
    • These two abilities are subtly different, but it's an important difference.
    • Gunfighter allows you to make ranged attacks while in melee.
    • Point blank allows you to make melee attacks with your ranged weapon.
      • Since you can't make both ranged and melee attacks in the same turn, a Gunfighter model has a choice of either initial melee attack(s) or initial ranged attack(s). (unless it has Virtuoso or something).
      • Whereas a Point Blank model chooses to make initial melee attacks, and then gets to make attacks with both weapons.
    • Furthermore, the types of bonuses, penalties, and special effects you (or your opponent) can trigger will change dramatically:
      • Any buffs/triggers on ranged attacks (such as Evasive, Shield Guard, Deadeye, etc) will affect Gunfighter attacks, but not Point Blank attacks.
      • Any buffs/triggers on melee attacks (such as Battle Lust, Riposte etc) will affect Point Blank attacks, but not Gunfighter attacks.


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Rules Clarification : Attack Type and/or Arcane Savant     (Edit)

  • If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
  • If your target can only be targeted by certain kinds of attack (ie a Menoth warjack with Passage), you can first choose the correct Attack Type (ie Magical Damage vs Passage) and then that allows you to target it. The Attack Type selection and target declaration both occur at Step 1 (Refer Appendix A). (Infernal Ruling)

Rules Clarification : Black Penny - None yet. (Edit)

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Rules Clarification : Trick Shot      (Edit)

  • Trick Shot damage occurs before the damage roll of the main attack. (Step 8 vs Step 9 of the Attack Sequence.)
  • Shield Guard and similar trigger at Step 6 of the Attack Sequence but Trick Shot occurs at Step 8. So if the hit gets moved by a Shield Guard, the Trick Shot will bounce from the Shield Guard model not the original target.
  • Not considered an attack / Pure damage roll (Edit)   [Show/Hide]
    • Some attacks create a "secondary damage" roll that is explicitly "not considered an attack" (such as Electro Leap); while other abilities just tell you to make a "pure damage" roll without mentioning attacks at all (such as Vent Steam). In terms of interacting with 'attack triggers' (such as Vengeance) "secondary damage" and "pure damage" work the same.
    • When one attack triggers a secondary damage roll, the original attack and damage is definitely an attack and triggers stuff normally.
    • Secondary/pure damage is not an attack, so doesn't trigger stuff like Vengeance.
    • Secondary/pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
    • Secondary/pure damage is not from an attack, but it is damage from the original model. This has two implications:
      1. It's not an attack from a weapon so:
        • it won't gain damage buffs from the weapon (such as Poison).
        • it won't gain any Damage Types from the weapon. (Infernal Ruling)
      2. It is a damage roll from a model so:
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Rules Clarification : Thunderbolt      (Edit)

  • If you have multiple effects that resolve on "hit" (such as Thunderbolt & Electro Leap), then you get to choose the order.
    • Thus, you could trigger Electro Leap first (and bounce from their initial position), then move them via Thunderbolt.
    • Or trigger Thunderbolt first, move them, and then Electro Leap (and bounce from their final position).
  • 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)
  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.
  • Rules Clarification : Both Barrels - None yet. (Edit)

    Rules Clarification : Duelist - None yet. (Edit)

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    Rules Clarification : Riposte      (Edit)

    • You can't resolve Riposte from a free strike because, by definition, the attacker is in your rear arc and thus you can't target them.
    • Dodge plus Riposte (Edit)
      • If a model has both Dodge and Riposte, you can choose whether to dodge or riposte first. Appendix A Step 13 applies here, because the controller of the model being attacked is not the active player.


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    Rules Clarification : Chain Strike and/or Lunge     (Edit)

    • The extra melee range kicks in the instant you start your activation, and if that makes you engage an enemy then it means you can't aim.
    • The extra range does apply during Frenzies (because that is defined as an activation)
    • The extra range doesn't apply during free strikes or when your opponent takes control of your model.
    • It doesn't increase the range of Power Attacks, because you do not apply weapon special rules to Power Attacks (unless they specifically reference Power Attacks, like Hard Head does). (Locked Thread)
    • If you're affected by another range-altering rule (such as Jakes2's feat) then that won't override Chain Strike. (Infernal Ruling)
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    Rules Clarification : Trip Up      (Edit)

    • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.


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    Note to Editors