Asphyxious the Sanctified & Annihilation Servitors

From LOS Warmachine University
(Redirected from Asphyxious the Sanctified)
Jump to: navigation, search
Mercenary Logo.jpg Cryx Logo.jpg Convergence Logo.jpg Asphyxious the Sanctified & Annihilation Servitors

Mercenary, & Convergence Partisan, & Cryx Partisan, Character Iron Lich Unit - ("Junior Warcaster")
Annihilation Servitors
Non-character Troopers

Mk4 icon.png
Mixed
How usable this model is in Mk IV depends on the Faction:
  • Convergence of Cyriss: This model can be used in the Prime army.
  • Cryx: This model is available in Unlimited Cryx, but no longer counts as a Cryx model (instead it is merely a Mercenary that works for Cryx).
  • Mercenary: This model is not available to Mk4 Mercenaries ... despite being labeled as a Mercenary model (as of 2023.11)

You can view the Mk3 models that made it into a Legacy Army at this page.
Note that the rest of this page is about the model's Mark III rules.

Once one of the most feared of Cryx’s generals and hell-bent on the total domination of western Immoren, the Iron Lich Asphyxious now stands against the infernal threat in an effort to protect humanity from the Claiming. His body rebuilt by Convergence engineers, Asphyxious is formed anew and equipped with a host of new abilities and hardware, including a trio of annihilation servitors to extend his destructive reach.

Basic Info

Mercenary - This model will work for Cryx and Convergence

  • PartisanConvergence ] - When included in a Convergence army, this model/unit is a Convergence model/unit instead of a Mercenary model/unit.
  • PartisanCryx ] - When included in a Cryx army, this model/unit is a Cryx model/unit instead of a Mercenary model/unit.

This unit consists of Asphyxious and 3 Annihilation Servitors.

Asphyxious4

Info icon.png

The version on the card database has an error (ARM 17). This entry is based on the 2021 dynamic update, and Warroom 2 (ARM 16).

Asphyxious4
Missing Info
Asphyxious4.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 6
STR 8
MAT 7
RAT 3
M.A. N/A
DEF 14
ARM 16
CMD 9
ESSENCE {{{essence}}}
FOCUS 5
FURY N/A
THRS N/A
HP 17
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST 14
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • Construct symbol.jpg Construct
  • Flight symbol.jpg Flight
  • Officer symbol.jpg Officer
  • Activate Annihilation Servitor - At the end of your Control Phase, you can put into play one Annihilation Servitor completely within 2˝ of this model if there are fewer than three Annihilation Servitors in play in this unit.
  • Battlegroup Controller - (1) This model is not a warcaster but has the following warcaster special rules: Battlegroup Commander, Focus Manipulation, Power Field, and Spellcaster. (2) This model must have at least one warjack in its battlegroup at the start of the game.
  • Limited Battlegroup - The only warjacks that can be in this model's battlegroup are non-character Convergence, non-character Cryx, non-character Mercenary warjacks, and warjacks with Bond [Asphyxious]. Warjacks in its battlegroup are considered to be the same Faction as this unit..
  • Malign Alignment - (1) While this model is in play, models in its unit that are in formation and warjacks in its battlegroup gain Dark Shroud. (2) Additionally, while B2B with this model, a warjack in its battlegroup can spend focus points on it. (Dark Shroud - While in the melee range of a model with Dark Shroud, enemy models suffer -2 ARM.)
  • Soul Taker: Cull Soul - This model can gain soul tokens. When a living enemy model is destroyed within 2" of this model, this model gains the destroyed model's soul token. After this model replenishes focus during your next Control Phase, replace each soul token with 1 focus point.

Weapons

Annullifier
Sword icon.jpg  RNG   POW   P+S 
2 8 16 (★)

Spells

COST RNG AOE POW DUR OFF
Caustic Mist

2 CTRL 3 - Round No
Place a 3" AOE cloud effect completely within the spellcaster's control range. A model entering or ending its activation in the AOE suffers the Corrosion continuous effect. Caustic Mist lasts for one round.
Hellfire

3 10 - 14 - Yes
Models disabled by Hellfire cannot make a Tough roll. Models boxed by Hellfire are removed from play.
Vanish

1 SELF - - - No
Place the spellcaster anywhere completely within 3" of its current location. Vanish can only be cast once per activation.

Annihilation Servitors

Annihilation
Servitors
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 3
MAT 5
RAT N/A
M.A. N/A
DEF 12
ARM 13
CMD 4
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
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

Abilities

  • Construct symbol.jpg Construct
  • Flight symbol.jpg Flight
  • Dark Matrix - When this model destroys a living enemy model while in Asphyxious’ control range, Asphyxious gains the destroyed model’s soul token.
  • Murderous - This model gains an additional die on melee attack rolls against warrior models.
  • Steady - This model cannot become knocked down.

Weapons

Blades
Sword icon.jpg  RNG   POW   P+S 
0.5 - -
  • Incise - Instead of suffering a damage roll, a model hit by this weapon automatically suffers 1 damage point.

Theme Forces


Thoughts on Asphyxious4

Asphyxious4 in a nutshell

Asphyxious4 is a melee beatstick, and provides cloud wall tech, and brings an out-of-Faction warjack to your list, and brings an easily-applied ARM debuff.

Just in and of himself he has a 14" threat range (9" charge + 3" vanish + 2" reach) that ignores intervening models thanks to Flight, and arrives at his target with MAT 7 P+S 18 and at least 4 focus to buy/boost attacks (more if you didn't cast Vanish and/or got souls the previous turn). In other words, he hits as hard as a heavy. If used right, he is virtually guaranteed to take an enemy heavy off the table and there's not really much the other player can do about it. Even if they can do something, they still need to chew through his impressive DEF/ARM/hitpoints statline and any focus he is camping - he is as hard to kill as most full warcasters.

On top of that he spreads Dark Shroud, his Servitors spread Dark Shroud, and his warjacks spread Dark Shroud which is a great passive debuff.

The normal use for Asphyxious is to have him hang back and cast cloud walls, while his Servitors and/or warjacks go forward to spread Dark Shroud. Then, when the opportunity presents itself, send Asphxyious in to delete something from the enemy battleline. The next turn he'll probably die, but he'll absorb more enemy resources than he has any right to (if he survives the counterpunch, that is just icing on the cake).

Battlegroup thoughts

No matter what Faction he is fielded in, he has access to three Factions worth of jacks. In general, Asphyxious4 wants to avoid Convergence warjacks, he prefers Mercenary heavies over Cryx heavies, and likes Cryx and MErc lights equally.

He wants to avoid Convergence warjacks because, with the way Induction works, you need at least two Vectors in your battlegroup before you get any benefit, the points investment for 3+ Vectors quickly gets excessive, and he doesn't actually want to be allocating out focus to warjacks. Also his RAT 3 sucks.

In particular, the warjacks that have proven good with Gaspy4 are (sorted by points cost and faction so you can gauge how many extra points you'll want to spend on him):

    Mercenary warjacks    

All merc jacks are solid, though none beats a single Cryx Scavenger if you're after a cheap expendable 'jack. The merc heavies are especially good in the Cryx Black Industries theme where they gain Carapace.

  • The Talon is a cheap jack with reach and a shield. Simple and effective.
  • The Freebooter is a budget beatstick heavy that can hit way above its price tag with Dark Shroud, especially if it gets to Trash a knocked down target. And its Jury Rigged gives it a startling turn of speed.
  • The Toro is a mid-price beatstick heavy, and is considered a fantastic jack for its points cost. P+S 18, 2" reach and countercharge combine well with Dark Shroud and a heavy with a shield takes a beating. Great pick for Black Industries.
  • The Mariner is a heavy with a 15" range gun and a 2" reach melee weapon with P+S 17 when it gets as far as melee. If your game plan calls for a shooty heavy this is probably your pick. Drones can be loaders.
  • Rover - He does not really need protection as he is about as hard to take down as your average warcaster, but if you want to lay it on thick or your local meta really hates him (which is not unlikely), the Rover is a beefy Shield Guard and loves Dark Shroud to be able to pull its weight in melee.

    Convergence warjacks    

Not recommended, as above. However the options remain as:

  • The Galvaniser is the cheapest possible warjack, making it the cheapest way to get Asphyxious4 in your army. Honestly though, unless you're replacing a unit of mechaniks, just spend an extra point and get a decent jack.
  • The Diffuser can give you +2" charge range. You'll just need to cope with it's cruddy RAT 3. It gets a free reroll, but still.
  • Take 1 Negator and just send it in to apply Dark Shroud and Flank for Aurora2's Negators if that's the kind of army you want to run.
  • The Conservator, a relatively cheap beat stick with Dark Shroud and Hand of Vengeance.

    Cryx warjacks    

  • A Helldiver or two can function as a great independent piece that pops up at inopportune moments for your opponent and apply Dark Shroud 30" across from your table edge. It also allows Gaspy to be greedy with focus and run a round as a super solo. In Strange Bedfellows it can even be taken as a Requisition Option.
  • A Scavenger is a cheap light that can go in with POW 13 finisher attacks and mess things up. It even flies.
  • The Stalker has good SPD, Jump, and Extended Control Range. This makes it a great way to apply Dark Shroud to something. It also brings anti-healing to your list. On the other hand at ARM 13 and 18 damage boxes even Stealth and DEF 15 won't keep it alive long.
  • He can bring Cankerworm in any theme he's in, and the worm is a light jack of great quality.
  • A Slayer is normally considered a light on steroids that can get in one really good blow. Bumping its P+S to an effective 18/18/14 makes it a slightly breakable heavy, more than capable of shattering armour

Combos & Synergies

Convergence/Mercenary

  • Both Auroras, as he provides melee threat and damage buffs. He also flies himself so Aurora2's Battle Plans and her feat affect him, too, meaning he can go to town with an effective P+S 20 spear, then reposition away to apply dark shroud for something else.
  • J.A.I.M.s - As a pure melee combat solos she likes Dark Shroud.
  • Gabriel Throne - Despite having spent centuries in mechanikal bodies no blood is coursing through, the grand master can still use Stir the Blood on him for even more damage on his spear. Or he can make Gaspy Tough with Heroic Call (even though there is nothing heroic about Gaspy...).

Mercenary

  • Shae - Gaspy can run a privateer jack for him, Shae also notoriously struggles with high arm, which Dark Shroud helps with and Storm Rager turns Gaspy into a true angel of death!
  • He and his unit are fantastic enablers for Flank in the Irregulars. Also a Diffuser beacon also can allow a marshalled jack to get a free charge.
  • Damiano brings Death March or Sure foot and his feat, making him a very scary melee fighter. With Sure Foot you can make him no-knock down tough with the help of Gabriel Throne, while Death March means you will get a "free" 3" move on Gaspy if one of the servitors dies. Which they will do because you are encouraged to always have them engaged to something, on top of making him MAT 9. Note that his feat also works on all jacks Gaspy is able to bring. +3 ARM and STR will make any melee jack, even lights like the Stalker, a serious threat to most things.
    • If you are ever worried about a Diffuser beacon not hitting due to RAT 3, just have Damiano cast Dead Eye on it.
  • Crosse2 has a very good Dauntless target in him, making Gaspy ARM 20 and giving him Tough. A turn of stealth from his feat also goes a long way of protecting him from shooting, while Ghost Walk and Flight let Gaspy go where ever he pleases. In return Gaspy functions as a damage fixer for Crosses's army, who has none himself.
  • Ashlynn2 - Gaspy is basically another heavy she doesn't have to fuel, brings damage fixes, and there is hardly a model that benefits more from True Path than Gaspy. You can also put HoF for lots and lots of damage on him.
  • Thexus - Telekinesis casters are very, very deadly together with Gaspy, as they can clear charge langes and/or extend them but TKing intervening models, a potential charge target or Gaspy himself. Decel is also wonderful against shooting and Thexus feat extends threat ranges even further.
  • Cyphon - Perseverance is a plain old ARM buff and prevents Gaspy from being pushed/moved, which can be very effective on Gaspy. Gallows is also a form of threat extension.

Cryx

Non-casters:

Casters:

  • Deneghra3 - Gaspy collects souls so he has natural synergies with dragon Denny. More importantly they can stack Dark Shroud and Mortality for a -4 ARM swing and Denny will hardly find a better target for Grave Wind, making Gaspy almost impossible to take down. Naturally, Ghostly and Flight is also a great combo, enabling him to bring the hurt where he pleases.
    • Grave Wind can also be put on Cankerworm, making it hilariously difficult to remove. Gaspy can bring Cankerworm into any theme he's allowed in.
    • Another rather cute synergy is that fact that he can bring a Freebooter as a follow-up for her Scourges, with Dark Shroud, Gang Fighter and Thrash it will wreck almost anything it gets its pincers on!
  • Skarre1 - She only really wants two things: Models that are durable for their cost, and threat extension. Gaspy4 is very durable in his own right and lets you bring the much tankier Merc jacks and his own threat extension. He can also kill practically anything under her feat and Dark Guidance on him, and quite likely survive the counterattack.
    • Also his servitors can be used for her Ritual Sacrifice spell.
  • Skarre2 - The main draws here are the fact that he can bring a Blockader for her, which in turn will be living the dream with her Black Spot and feat. Gaspy also benefits from this, of course, especially from the +5 DEF part of the feat.
  • Skarre3 - Pretty much anything on her card works well with him, Dash, Dark Waves and Draconic Blessing make him a massive threat and since you will likely play her in Scourge of the Broken Coast aynway, he and his Servitors will be fantastic enablers of Gang Fighter due to their Dark Shroud.
  • Scaverous normally struggles with damage so appreciates the Dark Shroud Gaspy brings, and in return he can buff Gaspy several ways:
    • He brings TK (like Thexus above) and thus can manipulate the battlefield to give Gaspy and/or his jacks good charge angles.
    • He can give Gaspy rerolls via Knowledge of the Damned (if Scaverous can ever get souls in the Age of Archons).
    • He can give Gaspy or his jack Death Ward for +2 ARM. +2 ARM on an already beefy Merc jack is good.
    • On feat turn Gaspy will gain boosted to-hits with his Hellfires.
    • Lastly, you can put Soul Harvester on Gaspy and all the souls Gaspy or his servitors gather will be hoovered up by Scaverous. Not the best, because then Gaspy will get zero, but still it's an option.
  • Karchev & Deathjack - Karjack does not have a damage buff, so Gaspy as a Dark Shroud bot is pretty much required.

Drawbacks & Downsides

  • With the way Asphyxious's version of Limited Battlegroup is worded, Cankerworm is the only character warjack he can take. He can't take Deathjack in Black Industries, for instance.
  • His poor RAT of 3 means ranged vectors are extremely unattractive to him, as they will almost never hit unless you target a model with a severe DEF debuff like knock down or paralysis on it. Buccaneers and Negation Angels are good sources for these debuffs.
  • If you want to run the Servitors into position to apply Dark Shroud, then Asphyxious has to run or charge. He can't cast spells if he runs. And if he charges, Flight means that he will just zip over everything and probably leave himself exposed near the frontlines.
  • If he is taken in Destruction Initiative his servitors sadly do not get Shield Guard since the theme specifies that only servitor solos get the benefit.

Tricks & Tips

  • You can give a warjack a "free" charge - Load up one of his warjacks with 3 focus, then move Asphyxious B2B with it. The warjack can then use Malign Alignment to spend Asphxious's focus to charge, and keep the other 3 to buy/boost attacks.
  • Limited Battlegroup means his warjacks "swap" Factions. So for example his heavy warjacks will gain Carapace in Black Industries, and all his jacks will gain Gang Fighter in Scourge of the Broken Coast, regardless of whether they started as Cryx, Mercenary, or Convergence.
  • His Servitors don't have the Companion rule so they will stay in play even after Asphyxious dies.
  • If you add a Transverse Enumerator then the TE becomes the unit commander (see #Rules Clarifications). If you push the formation rules to the limit, you can have the Servitors apply Dark Shroud a long way from Gaspy.

Press Forward & Spellcasting

  • How the trick works:
    1. Issue the Press Forward order.
    2. Run/charge with the Servitors.
    3. Cast Vanish with Asphyxious, and turn him around so he has not got LOS to a valid charge target.
    4. Cast 1 or 2 clouds.
    5. Now Asphyxious must Run or Charge (as per Press Forward); can't Run (because he cast spells); and can't Charge (because he has no target).
    6. So instead he forfeits Combat Action, uses his Normal Movement to make a full advance, then his activation ends.
      Note that you cannot cast more spells after the advance.
    See the Rules Clarifications below for the Infernal Ruling confirming this.
  • Why you'd do it: So you can run/charge with the Servitors (to apply Dark Shroud), and cast clouds, and avoid Asphyxious charging 9" forwards to expose himself to assassination.
  • If you don't want to cast clouds, just skip the whole thing. Camp all your focus and instead run Asphyxious where you want him.

Other

Trivia

  • Released 2020.03
  • Nicknames: Gaspy4, Lich4, some players will also just audibly groan if you mention him.

Other Faction models

Convergence Logo.jpg       Convergence Index       (Edit)            
Battlegroup
Warcasters

Aurora1 - Aurora2 - Axis - Directrix - Locke - Lucant - Orion - Syntherion

Light

Corollary (Attached) - Diffuser - Galvanizer - Mitigator - Negator - Tesselator

Heavy

Assimilator - Cipher - Conservator - Inverter - Modulator - Monitor

Colossals

Prime Axiom - Prime Conflux

Units, Solos, & Battle Engines
Units

Asphyxious4 - Clockwork Angels - Eradicators - Obstructors - Optifex Directive - Negation Angels - Perforators - Reciprocators - Reductors
Special CA [Any Unit] : Transverse Enumerator

Solos

Accretion Servitors - Algorithmic Dispersion Optifex - Attunement Servitors - Destructotron 3000 - Elimination Servitors - Enigma Foundry - Frustum Locus - J.A.I.M.s - Prefect Hypatia - Reflex Servitors - Steelsoul Protector - Widget, Mathlete Archeologist

Battle Engines

Nemo4 - TEP

Theme Forces Mercenaries
Clockwork Legions - Destruction Initiative - Strange Bedfellows

Refer to Category: Convergence of Cyriss Mercenary

This index was last updated: 2021.11
Cryx Logo.jpg       Cryx Index       (Edit)            
Battlegroup & Similar
Warcasters

Agathia - Aiakos2 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Coven - Deathjack2 - Deneghra1 - Deneghra2 - Deneghra3 - Goreshade1 - Goreshade2 - Goreshade3 - Mortenebra1 - Mortenebra2 - Rahera - Scaverous - Skarre1 - Skarre2 - Skarre3 - Sturgis2 - Terminus - Venethrax

Warcaster attachments

The Withershadow Combine - Satyxis Blood Priestess - Skarlock Thrall - Doctor Stygius (Partisan) - Madelyn Corbeau (Mercenary)

Other Warjack Controllers

Jack Marshals: Iron Lich Overseer       "Junior Warcasters": Aiakos1 - Asphyxious4 - Deneghra0

Light

Cankerworm - Deathripper - Defiler - Helldiver - Nightwretch - Ripjaw - Scavenger - Shrike - Stalker

Heavy

Barathrum - Corruptor - Deathjack1 - Desecrator - Erebus - Harrower - Kharybdis - Inflictor - Leviathan - Malice - Nightmare - Reaper - Seether - Slayer

Colossal Kraken - Sepulcher
Units, Solos, Battle Engines, & Structures
Units

Asphyxious4 - Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - BO Boarding Party - BO Ironmongers - BO Smog Belchers - Blackbane's Ghost Raiders - Bloodgorgers - Marauders - Carrion Thralls - Cephalyx Drudges - Cephalyx Overlords - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates - Soulhunters - The Devil's Shadow Mutineers - The Withershadow Combine

Solos

Aiakos1 - Agrimony - Axiara - Bane Lord Tartarus - Bloat Thrall - BTO Mobius - Captain Rengrave - Darragh Wrathe - Doctor Stygius - Deneghra0 - Gerlak - Hellslinger - Iron Lich Overseer - Machine Wraith - Master Gurglepox - Misery Cage - Necrotech - Ol' Grim - Pistol Wraith - Satyxis Blood Priestess - Satyxis Raider Captain - Scrap Thrall - Skarlock Thrall - Severa Blacktide - Soul Trapper - Warwitch Siren

Battle Engines & Structures Wraith Engine
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Scourge of the Broken Coast
Mercenaries
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2021.11
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 - Death Archon - 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

Alexia2 - Alexia3 - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella1 - Black Bella2 - Bloody Bradigan - Boomhowler2 - Boomhowler3 - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez1 - Dez2 - Dirty Meg - Doc Killingsworth - Doctor Stygius - Eilish1 - Eiryss1 - Eiryss2 - Eiryss4 - First Mate Hawk - Flubbin1 - Flubbin2 & Dreyfus2 - Flugwug the Filcher - Crosse1 - Glyn Cormier, Illuminated One - Gorman1 - Gorman2 - Grand Master Gabriel Throne - Gubbin1 - Gubbin2 - Gudrun1 - Gudrun2 - 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 - Malvin2 - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Princess Delores Graciela - 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 - Tubbin - Underboss Vizkoya - Viktor Pendrake - Weird Wendell - Widget1 - Widget2 - Wrong Eye & Snapjaw

Battle Engines

Hammerfall Siege Crawler - Nemo4

Independent Warjack

Malvin1 & Mayhem1

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: 2021.11

Rules Clarifications

RC symbol.png

Rules Clarification : Asphyxious4

  • Transverse Enumerator Command Attachment
    • If you add a Transverse Enumerator command attachment to Asphyxious4 then you end up with a unit with two Officer models, but neither of them are a Ranking Officer.
    The TE becomes the unit commander. (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)
  • 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).
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.
  • 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).


RC symbol.png

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

Which Faction am I?
  • Partisans are Mercenary (or Minion) models unless they're taken in their "Home" Faction. For example, a Mercenary model that is Partisan [Cygnar]:
    • When used in most armies it is "friendly Faction" only to other Mercenary models.
    • When used in a Cygnar army it is "friendly Faction" to Cygnar models ... and stops being "friendly Faction" to any other Mercenaries in that Cygnar army.
  • In a multi-caster game, Partisans count as the main army's Faction and not as a Mercenary models (if playing a Faction other than Mercaneries). (Infernal Ruling)

Attachments

  • If a Partisan unit can get a special attachment from their Partisan Faction (for instance a Soulless Escort or Trollkin Sorcerer) then they can only get that attachment when they're in the Partisan Faction. They can't take it when working as a regular Mercenary. (Locked thread)
  • When taken in their Partisan Faction, they can't have a Ranking Officer attached.

Partisan warcasters

  • If you have a Partisan caster, you must choose whether your army is a Mercenary force or a [Partisan Faction] force. What warjacks the caster can take are then limited by your choice.
  • Partisan casters can be taken in [Partisan Faction] theme forces. Refer to the main rulebook.
  • Partisan casters can be fielded in multiple-caster games. (Locked thread)
    See also the Category: Partisan for what happens if you mix and match Partisan casters and Merc casters in multi-caster games.

Partisans & Theme Forces (Edit)

  • Partisans are Mercenary/Minion models, so there are two ways you can add them to a theme force:
    1. Freely: If the Partisan is on the list of allowed models, then you can take as many as you want plus another Mercenary unit/solo. (Infernal Ruling)
      They can be explicitly allowed (for example Jaws of the Wolf allows "Kayazy models/units" so Partisan Kayayz can be used freely).
      They can be implicitly allowed (for example Scourge of the Broken Coast allows "living Cryx models/units" and Partisan Cephalyx fit that criteria, so they can be used freely). (Infernal Ruling)
    2. Limited: If the Partisan isn't on the list of allowed models, it does use up your "Up to one Mercenary/Minion" slot, so you can only have the one.
  • Whether you used option 1 or 2 above, once they're in your theme force they count as a Faction model and so:
    • They can be taken as a Requistion Option (if they fit the Requistion description).
    For example Lanyssa can be taken as a free solo in the Legion of Dawn theme. (Infernal Ruling)
    • They will get any theme benefit that they fit the description for.
    For example Storm Division gives all Cygnar models Immunity Electricity, so Partisan Mercs in that theme get immunity too.
    For example Nemo4's Mechaniks get Reposition [3] in Heavy Metal. (Infernal Ruling)

Rules Clarification : Construct - None yet. (Edit)

RC symbol.png

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.
RC symbol.png

Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.

Rules Clarification : Activate Annihilation Servitor - None yet. (Edit)

RC symbol.png

Rules Clarification : Battlegroup Controller      (Edit)

  • This model has a completely separate battlegroup to your main warcaster.
    • Your main warcaster cannot allocate focus to warjacks under this model's control (and vice versa).
    • Any spells/effects that apply to your main warcaster's battlegroup (such as Energizer) do not apply to warjacks under this model's control (and vice versa).
  • This model is not a warcaster
  • Warjacks this solo controls can still benefit from Power Up exactly as if it were a warcaster. (Closed thread)
  • When this model dies, any warjacks they are controlling go inert exactly as if it was a warcaster. (Infernal Ruling)
    • See this article for the Inert warjack rules and how to re-activate them.

Inert warjacks

  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.
RC symbol.png

Rules Clarification : Limited Battlegroup and/or Affinity     (Edit)

  • Aurora2, Nemo4, or Asphyxious4 version of this rule lets them take warjacks from multiple Factions, and states "Warjacks in its battlegroup are considered to be the same Faction as this model."
    • If the controller dies, the warjack becomes inert and remains the same Faction as it was when it started the game, it does not revert to the Faction printed on its card. (Infernal Ruling)
    • If the inert warjack is a Vector, and it is reactivated by another caster, it's MAT/RAT will change to match it's new controller.
    However if the inert Vector is reactivated by a 'Jack Marshal, its new MAT/RAT score will be 0. If the 'Jack Marshal dies later, the Vector will become autononmous but the MAT/RAT remains 0. (Infernal Ruling)
RC symbol.png

Rules Clarification : Malign Alignment      (Edit)

  • If a warjack is in base-to-base with Asphyxious, then it can use any focus that is "on" Asphyxious exactly as if it was "on" itself.
  • Interface does not work in reverse - Asphyxious can not use focus that is "on" warjacks to cast spells, etc.
RC symbol.png

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.

Rules Clarification : Cull Soul - None yet. (Edit)


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.")


RC symbol.png

Rules Clarification : Caustic Mist      (Edit)

  • Templates that do damage (Edit)   [Show/Hide]
    • Most templates that do damage to models that walk into them are defined as "Hazards" (such as Burning Ground) but there are a few that aren't Hazards (such as Creeping Barrage and Wall of Fire). The differences are:
      • A hazard is a terrain element
      • Damage from a hazard template is never considered to be from the model or weapon/spell that put it into play. So hazards never gain special rules of the weapon/spell (such as a Damage Type or Poison), nor does it gain special rules of the model (such as Hand of Fate).
      • Damage from a non-hazard template is considered to be from the model that put it in play. So non-hazards do get stuff like Hand of Fate. (Infernal Ruling)
      • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance)
      • Damage from a non-hazard is also not from an attack. Instead it will be a Special Action (Covering Fire), or a "instead of making an attack, place a template" (Creeping Barrage), or etc.
     
    • Damage templates from spells is complicated:
      • (Infernal Ruling)
      • Spells that leave templates that are not hazards (such as Razor Wall) do Damage Type: Magical.
      • Spells that leave templates that are hazards (such as Breath of Corruption) follow the rules for hazards, which are most likely not magical damage but it varies by the hazard.
      • The initial damage when you place the template, if any, is Damage Type: Magical.
      • For example, Breath of Corruption's initial POW 12 corrosion damage roll is Damage Type: Magical in addition to Damage Type: Corrosion. But the hazard that is put into play from Breath of Corruption is not Damage Type: Magical, just Damage Type: Corrosion.
     
    • By default, when you put a template into play it doesn't do damage to models they overlap. The exceptions are templates that are created by an AOE weapon, and templates that explicitly say they do damage when they're placed.
    • A model which is "placed" also counts as "entering" an area, so the template will damage any one who teleports/spawns into it, too.
    • If two templates are overlapping, a model that enters them will take two points of damage.

Rules Clarification : Hellfire - None yet. (Edit)
Rules Clarification : Vanish - None yet. (Edit)


RC symbol.png

Rules Clarification : Dark Matrix      (Edit)

  • Although the rule says "control range", you're really limited by Asphyxious' command range because otherwise you can't attack models.

Rules Clarification : Murderous - None yet. (Edit)

RC symbol.png

Rules Clarification : Steady      (Edit)

  • If you are hit by a knockdown effect during your own turn then ... nothing happens. Unless it was a Slam or a Throw that knocked you down.
    In that situation, there is a core rule that says "models immune to knockdown that become knocked down from a slam or throw must forfeit either movement or action when they activate". But that core rule doesn't apply to other knockdowns (lots of players assume it does)
  • Steady models are still susceptible to other effects of knock-down attacks (if there are any). For instance, a Head Butt attack causes damage and knockdown - a Steady model would still take the damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
  • Steady models who make a tough check during an advance can continue advancing. (Locked Thread)
RC symbol.png

Rules Clarification : Puncture and/or Incise     (Edit)

  • The difference:
    Incise does auto-damage instead of a damage roll, so it occurs at Step 9 (damage roll) of the Attack Sequence. As a result, anything which prevents damage rolls (such as the Hermit's Mad Visions) can also prevent damage from Incise.
    Puncture does auto-damage to models hit, so it occurs at Step 8 (resolve effects triggered by hitting). As a result, Puncture is "immune" to stuff like Mad Visions.
  • If Puncture is on an AOE weapon, then models caught in the AOE take 1 point of damage instead of blast damage. This means the AOE can hurt models with Dig In, Force Barrier, etc.
  • The 1 point of auto-damage ignores ARM buffs. The 1 point of auto-damage never gains stuff like "+2 to damage rolls".
  • This weapon automatically triggers "when this weapon/attack damages a model" effects (such as Drag, Backlash, etc).


Wrench symbol.png

Note to Editors
To edit the Servitor's tagged abilities, Click here