Bane Witch Agathia

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Cryx Logo.jpg Bane Witch Agathia

Cryx Warcaster

Once regarded as both prisoner and oracle, Bane Witch Agathia is one of the more unusual weapons in Cryx’s arsenal. In life she was valued for her insight into the occult, and the tragic circumstances of her death only increased her worth to the dark lords of the Nightmare Empire. Though presently more pawn than queen, Agathia has begun to assert her will, and she may yet find a way to choose her own fate.

Basic Info

Missing Info
Agathia 2021.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 15
ARM 15
ESSENCE {{{essence}}}
HP 16
F. Field N/A
WJP +29
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock

Warcaster - All warcasters 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: Shadowfall

  1. Friendly Faction models/units currently in Agathia's control range are affected by Ghost Walk (refer to her spells).
  2. While in Agathia's control range, friendly Faction models gain Stealth.
  3. When a model in Agathia's battlegroup ends its activation in her control range, you can immediately place that model anywhere completely within 3" of its location.
Shadowfall lasts for one round.
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Tip !

  • Because the first part of the feat specifies "model/unit", you only need one model from a unit to be in control range to have the entire unit gain Ghost Walk.
  • Unlike many similar abilities that happen at the end of a model's activation, Shadowfall is worded so her battlegroup get to be placed even if they run or fail a charge. See this article for a more detailed explanation about the different wordings.


  • Undead symbol.jpg Undead
  • Apparition - During your Control Phase, place this model anywhere completely within 2" of its current location.
  • Death Shroud - While within this model's command range, enemy models suffer -2 STR.
  • Ghostly - This model can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. It cannot be targeted by free strikes.
  • Henchmen [ Small-based Bane ] - Choose one friendly Small-based Bane unit at the beginning of the game to be Henchmen. The chosen unit gains +2 DEF and MAT and Apparition.
  • IrregularsBane Knights ] - Bane Knights can be included in any army that also contains this model.
  • 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 its focus during your next Control Phase, replace each soul token with 1 focus point.



Ghost Walk

2 6 - - Turn No
Target friendly Faction model/unit gains Ghostly for one turn.
Ghostly - A model with Ghostly can advance through terrain and obstacles without penalty and can advance through obstructions if it has enough movement to move completely past them. It cannot be targeted by free strikes.

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

2 6 - - Upkeep No
Target warjack in the spellcaster's battlegroup gains +2 ARM and Retaliation.
Retaliation - If a model with Retaliation was damaged by an enemy attack during the last round, during your Maintenance Phase it can advance up to 3" and make one basic melee attack.

3 8 - - Upkeep Yes
Target model/unit suffers -3 ARM and the spellcaster gains +1 ARM.

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

Theme Forces

Recent Changes


  • The "place" part of her feat now affects herself
  • Gained Apparition, Death Shroud, Ghostly, Irregulars, and Henchmen
  • Lost Dark Shroud

Thoughts on Bane Witch Agathia

2016 Battlebox sculpt

Bane Witch Agathia in a nutshell

Bane Witch Agathia is the Cryx Battlebox caster. Like all Battlebox casters, she is built to be relatively simple to use while still providing a meaningful introduction to the faction. As such she exemplifies many of the powers (ignore terrain & debuff the enemy) and weaknesses of Cryx (easy to kill). If you're learning the game, it is best to use her vs one of the other battlebox casters because they're all designed to have roughly the same power level. None of them are top tier casters, as they lack the flexibility or strength to be top contenders.

Her tool box hits many of the hallmarks of Cryx including a debuff, soul mechanics, mobility improvements, above average focus, and a strong offensive spell. On the down side, her protective abilities will be short lived and she is not that hard to kill.

Leveraging her strengths primarily means using her spells rather than her personal combat ability. It's best to keep her safe with distance and clever use of a combination of Apparition, Vanish, and her feat.


If you take Agathia in the Dark Host theme you can choose whether to use Bane Knights or Bane Warriors for Henchmen. In all other themes Henchmen can only be used on Bane Knights.

Applying Henchmen to the Knights makes them a very durable, manueverable unit:

  • In terms of durability they start out as DEF 12 (plus Set Defense) and ARM 16 (plus Wall of Steel). Add the Henchmen DEF and Agathia's Death Shroud and you're looking at
    DEF 16 ARM 20 vs models that charge them, DEF 14 ARM 20 in melee generally. Also they have a Defensive Strike mini-feat to make them even harder to attack in melee.
    DEF 14 ARM 18 vs ranged and spells (given that Death Shroud is unlikely to apply). But you can easily bump DEF up with concealment or cover.
  • In terms of manueverability they start with 2" reach and Reposition [3]. Add the Apparitition to that for even better movement options. In fact, in Scourge of the Broken Coast they are better at applying Gang Fighter than the fast Satyxis models.

Applying Henchmen to the Warriors mostly just fixes some of their natural weaknesses:

  • They hit hard, but are a bit inaccurate. The +2 MAT fixes that.
  • They're a bit slow, and Apparaition fixes that.
  • In terms of durability they're also DEF 12 but with no other natural DEF buffs, the +2 DEF from Henchmen becomes "nice" rather than "awesome".
Also they're ARM 15 plus Tough rather than 16 plus Wall of Steel, so stacking Agathia's Death Shroud bonus on them does less than it does for Knights.
  • One advantage they do have over Knights is that their mini-feat brings back destroyed models. Do you love having Henchmen? How does getting an extra d3+1 during the game sound?

Feat thoughts

Agathia's feat provides several different bonuses to your army including faction wide stealth, faction wide ghostly, and battlegroup teleport at the end of activation. Each one of these buffs can be powerful in turn and should be leveraged if possible.

Against a gunline with limited anti-stealth tech, it may be worth using this feat for this buff alone. You can rush your army into position to threaten objectives forcing enemy gunlines to move forward or lose on scenario.

Faction wide ghostly is a huge buff. In anticipation of using this feat, take advantage of the terrain. Cover from walls, blocking LOS obstruction, and patches of rough terrain to restrict enemy movement.

The last element of the feat is a short teleport, don't underestimate the utility of this. It can be used to dive into protective terrain like a forest's concealment or cover from a wall or trench. After charging an enemy, you can teleport out of the way so another one of your units can move in and continue the attack if the enemy survived. Without this, you might be hard pressed to to fit more than one heavy warjack around some targets.

Spell thoughts

  • Ghost Walk is an awesome mobility spell, allowing the model/unit to benefit from a combination of Parry and Pathfinder+. A great tool for positioning and making the most of the terrain on the table. It's often worth bringing a Skarlock Thrall or The Withershadow Combine along just to cast this exactly where needed without depleting Agathia's focus or restricting her movement.
  • Hellfire The standard high-power "laser" of cryx. It's kind of long range, prevents tough and removes the victim from play once boxed. A great spell for spot removal of pesky solos.
  • Hellwrought is a spell with unexpected utility, as not only does it make Deathjack an arm 21 snacking terror, the vengeance move it provides can allow drag jacks threat extension and shooting crab jacks the ability to aim. Because of its synergy with Shield Guard, an Inflictor is also a great target for this spell. Helljacks like the arm buff, but even at arm 19 they are easy to kill or cripple in one round, limiting the value of the vengeance.
  • Parasite is a fantastic debuff that gives Agathia a small ARM buff at the same time. Use it to weaken opposing heavy ARM targets to shred them with the rest of your forces.
  • Vanish allows flexibility with positioning. While 3" isn't very far, being able to place yourself anywhere within that range can make getting to advantageous terrain easier. Also a Get Out of Melee free card if your opponent managed to get something Agathia can't deal with close but failed to finish her off.

Battlebox Fights

In a battlebox fight, two players who bought nothing but their Faction's starter set use everything in that box to play a game.

As a Cryx caster, Agathia is going to win through denying your opponent's strengths, superior mobility, and debuffs. Ghostwalk and her feat will let the most dangerous element of your army reach the enemies most valuable. Superior mobility on your arcnode will allow Agathia a sizeable board presence and to arc your most potent spells from a safe distance. Parasite takes the cake on your spell list. Not only it will help you to remove heavily armored targets, with Dark Shroud it can often lead to excellent piece trades and assassination victories. Just don't forget to keep Agathia safe from retaliation. See Tips and Tricks.

Drawbacks & Downsides

  • She relies heavily on her Bane Knight Henchmen. Anything that is good vs single wound infantry is going to give her a hard time.
  • Agathia does not have any form of DEF debuffs so she has a hard time dealing with high DEF targets. On the other hand her Henchmen are quite accurate, and/or you can take naturally accurate troops such as the Satyxis.
  • True Sight casters (such as Issyria1 or Kara Sloan) are a hard counter to the Stealth portion of Agathia's feat.

Tricks & Tips

  • Using her feat, a warjack with the Drag ability can walk through LOS-blocking terrain, drag an enemy heavy towards your line, then teleport away. Leaving either the enemy heavy stranded somewhere useless or perhaps just standing in front of your army ready for a pummeling. And if your Dragging warjack misses, the teleport can help save its bacon.
  • Because her feat applies the Ghost Walk spell, which is itself a target model/unit spell, when it comes to units you only need to have a single trooper within her control range for the entire unit to get Ghostly.
  • Cryx debuff engine allows you great piece trades, ie. you can remove valuable enemy models with your less valuable assets. this is something you should learn as fast as possible when playing Cryx. The most typical example is the ARM de-buff in the form of Parasite, Dark Shroud and other abilities. Here's a quick rundown:
    • Let's see a battlebox contestant, the Khadoran Juggernaut. This jack is the golden standard for warjack survival with its basic ARM of 20 and 34 HP. For the sake of simplicity let's assume that none of your attacks miss against it. If you manage to land a charge with your Slayer, and do a Combo Strike, you'll cause ~12 damage with your first hit (P+S 22 + 10 on average for 3 dice minus the ARM), then 3 for each attack you bought. Since your Slayer can have only 3 Focus, and 1 must be spent on charging, most likely the Juggernaut will survive on 16 HP - and with a little (mis)fortune it remains fully functional. Ouch.
    • Now, with Parasite (basically making said Juggernaut ARM 17), you don't even have to resort to combo strike - even your 3 basic attacks will cause ~17 points of damage (9+6+2). 2 more claw attacks will leave it on roughly 7 HP, which is basically crippled for good. However, it can still be dangerous if you left the cortex untouched.
    • If you can deliver Agathia within 2" to that poor Juggernaut, and land Parasite on it, we're basically talking about a beefier light jack armour level of 15. Your charging Slayer might cause up to 23 points of damage with its initials (11+8+4) and 2 more claw attacks (8 damage each) can one-round the Khadoran jack for good. Just make sure, Agathia won't be killed next turn.
    • If you manage to apply both Parasite and Dark Shroud on the enemy caster, it is basically game over.

List Building Advice


Once moving beyond the battlebox fights, discussed above, Agathia supports her army in a variety of ways allowing newer players to explore the faction in their own fashion. When seeking infantry, find the units that are most likely to use both Ghostwalk and Parasite. Also she generally wants models that can hit accurately, as she has no to-hit buff.

Her army list starts with a max unit of Bane Knights + UA (19 points). They're an auto-include in every theme except Dark Host, and even in that theme you probably want them. Her battlegroup is normally one arc node and two heavies, spending just her WJP or a little bit over, and then she spends a whole lot of points on troops (50-ish points).

Theme Thoughts

    Scourge of the Broken Coast    

This theme is full of infantry that hit accurately, but not very hard. They can also sometimes struggle with rough terrain. So they make excellent use of Agathia's Parasite debuff as well as Ghostwalk. The Trolls and Ogrun especially like the Ghost Walk and Stealth from her feat to help them cross the board somewhat unscathed.

  • Her Bane knights will will be able to proc Gang Fighter for her jacks, and with 2" reach and Reposition 3" they will do this very, very well.
  • Her jacks with Gang Fighter will be absurdly heard hitting. You also have access to other damage buffs such as Dark Shroud from Asphyxious4, or
  • Darragh Wrathe - You can stack Mortal Fear and Death Shroud for an effective +4 ARM where the bubbles overlap. Which is especially mean on a Hellwrough Kraken. He can also Death Ride for an extra 1" of threat range on her and her Banes.
    • In fact a Kraken can reach an absurd statline with all the buffs in this theme: MAT 9, RAT 7, P+S 28, among Curse from Black Ogrun Iron Mongers, Gang Fighter, Dark Shroud, Bone Picker and Parasite; as well as ARM 25 from Hellwrought, Mortal Fear and Death Shroud.
  • Death Archon - They contribute to the ARM skew with Mortal Fear and are powerful models in and of themselves.
  • Asphyxious the Sanctified - Death Shroud and Ghostly are excellent buffs for him and Blood Thirst and her feat make her jacks deceptively fast.
    • A merc jack like a Toro with Gang Fighter and Dark Shroud hits extraordinarily hard especially against Parasite targets and Death Shroud makes it no slouch in melee either.
  • Barathrum & Kharybdis - Two of the best jacks in the Cryx stable, the love her feat to be more mobile, which they already are baseline.
  • Warwitch Siren - They are extra focus on a stick and have a neat Shadow Bind sword.

    Dark Host    

Dark Host is the home of the Banes so you get to make Bane Warriors your henchmen if you so please.

  • First off, the theme gives her Prowl and fog to hide in, letting her have stealth all game.
  • Secondly, she can benefit from Tartarus's Veteran Leader. It applies to her offensive spells as well as her melee attacks (although hopefully she stays out of melee).
  • Darragh Wrathe is also in this theme.
  • Stealth from her feat can all but guarantee the Banes get to combat unscathed (if you feat early).
  • The Wraith Engine combined with Death Shroud helps the list to skew armour.

    Black Industries    

  • The Withershadow Combine or Skarlock are good for putting Ghost Walk out.
  • Carapace and Hellwrought make a jack really not worth shooting at. An Inflictor can perform it's Shield Guard duty extremely well under these buffs.
  • Barathrum, Kharybdis, Asphyxious and Sirens are in this theme too.


  • A Desecrator can get a free focus from her just by activating within 3" of her.
  • the Inflictor loves Hellwrought as it’s shield gives it a respectable armour and shield guard lets you trigger vengeance.



  • Released in Prime Mk3 (2016.06) in the battlebox set
  • Resculpted in 2021 as a standalone model.

Video Battle Reports

Other Cryx models

Cryx Logo.jpg       Cryx Index       (Edit)            
Battlegroup & Similar

Agathia - Aiakos2 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Coven - 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


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


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

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

Asphyxious4 - Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - BO Boarding Party - BO Ironmongers - BO Smog Belchers - 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


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
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2020.12

Rules Clarifications

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Rules Clarification : Agathia

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

  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus 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 warcasters 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 Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)

  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

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

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

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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
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This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • 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).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

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

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Rules Clarification:  : 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 : Undead - None yet. (Edit)

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Rules Clarification : Apparition      (Edit)

  • If a model is B2B with you when you use Apparition then they will be exactly 2" away afterwards. So you can't get away from 'long reach' melee weapons.
  • Unit members must always be placed in formation. Refer to the "Placed" section if the core rulebook.
    • If a trooper can't be placed in formation (because it's more than 2" out of formation to begin with) then it can't be placed at all.
    • The unit commander is always "In Formation" by definition, so can be placed where he likes.

Rules Clarification : Death Shroud - None yet. (Edit)

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Rules Clarification : Ghostly      (Edit)

  • Ghostly doesn't let you move through other models, just terrain.
  • Ghostly doesn't let you ignore damage from hazardous terrain. (Infernal Ruling)

Rules Clarification : Henchmen - None yet. (Edit)

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Rules Clarification : Irregulars      (Edit)

  • Zaal1's version of Irregulars allows "Ancestral Guardian solos". This includes both normal Ancestral Guardians and also Hakaar. (Infernal Ruling)
  • You can use Requisition Points to pay for irregular models, assuming they meet the generic "other small- or medium-based model" clause. (Locked Thread)

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

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Rules Clarification : Ghost Walk      (Edit)

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Rules Clarification : Ghostly      (Edit)

  • Ghostly doesn't let you move through other models, just terrain.
  • Ghostly doesn't let you ignore damage from hazardous terrain. (Infernal Ruling)

Rules Clarification : Hellfire - None yet. (Edit)

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Rules Clarification : Hellwrought      (Edit)

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Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • Vengeance is not an activation. It does not prevent the model/unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Units only
    • Out of formation models cannot make Vengeance moves nor Vengeance attacks.
      However if the unit commander uses their movement to bring the Grunts back into formation, then they can move and attack.
    • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
    • If you manage to spawn new models during the Maintenance Phase (such as with Reconstruction or Blood-Bound) then those new models can also make Vengeance attacks. (Infernal Ruling)
    • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
      • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
      • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".
  • Triggers
    • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
    • If a CA has Granted: Vengeance then only models in formation have it. However, models that are damaged while out of formation can trigger Vengeance, they just will not benefit from it. (Locked thread)
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Rules Clarification : Parasite      (Edit)

  • You lose the +1ARM bonus as soon as the model is destroyed - you can't maintain an upkeep spell on a model that is no longer in play.

Rules Clarification : Vanish - None yet. (Edit)