Bane Witch Agathia

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Cryx Logo.jpg Bane Witch Agathia

Cryx Warcaster

Mk4 icon.png
This model is available in one Prime Army, Dark Host. It can also be used in the Unlimited game mode. You can view the other 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 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

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, a decent ARM buff, 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.
  • When it comes to her feat putting Ghost Walk on a unit, only one model from the unit needs to be in her control range for the entire unit to benefit.
  • Her Death Shroud ability can be used to significantly increase the survivability of your warjacks in melee, combine it with Hellwrought to effectively give them +4 ARM. This works especially well with Cryx’s colossal warjacks as it is easier to hide Agathia behind a huge base. With + 4 ARM and a ton of hitpoints, the enemy will need to use a lot more resources to take out your colossal.

List Building Advice


Her army list starts with one full unit of Bane Knights + UA; the Henchmen buffs make them an auto-include for her in every theme except maybe Dark Host.

She doesn't want a large battlegroup, despite her feat and Hellwrought spell - she'd rather spend her focus casting spells than fuelling jacks. So she normally takes one arc node and two heavies, saving the rest of her points for troops.

When considering infantry, look for units that are most likely to need Ghostwalk and/or Parasite. Also she generally wants models that can hit accurately, as she has no to-hit buff.

Theme Thoughts

    Mercenaries / Partisans    

  • Asphyxious4 - Death Shroud, Ghostly, and Stealth on feat turn are all excellent buffs for delivering him. He also provides her army with easy access to Dark Shroud giving her army a -5 ARM swing if needed.
    • Mercenary 'jacks are typically more durable than Cryx ones, but slightly less accurate. They can become even more durable in Black Industries with Carapace, or in Scourge they'll get Gang Fighter to fix up Mercs lower MAT.
    • The durability of Merc jacks will be buffed by Death Shroud.
  • Princess Delores Graciela - Unleashing her Bullet Hell on a Parasite target is a terrifying prospect for your opponent. Have Gaspy4 run a Toro to gain access to her.
  • Steelhead Ironhead - If you employ the Princess and Death Archons in Scourge of the Broken Coast, this guy can increase their threat range by 2".
  • Doctor Stygius - Your resident spellslave, who does it better than the Skallok Thrall.

    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 hard-hitting.
  • Darragh Wrathe - You can stack Mortal Fear and Death Shroud for an effective +4 ARM where the bubbles overlap. He can also Death Ride for an extra 1" of threat range on her and her Banes.
  • Death Archon - They contribute to the ARM skew with Mortal Fear (doesn't stack with Darragh though). And they are powerful models in and of themselves. They are Mercenary models, though, so will be the only non-stealthed things on your feat turn.
  • Barathrum & Kharybdis - Two of the best jacks in the Cryx stable, they love her feat to be even more mobile.
  • Warwitch Siren - They are extra focus on a stick and have a neat Shadow Bind sword. They can be your Gang Fighter trigger if your Bane Knights are otherwise busy.
  • Satyxis Gunslingers or Black Ogrun Smog Belchers are able to make to most out of her Parasite spell with their shooting.
  • Black Ogrun Ironmongers - If you want an enemy heavy gone from the table, apply Parasite and wrenches to face. With Dismantle they will leave large dents in any jack at minimum. They also Curse and Repair for your jacks, which is neat.

    Dark Host    

Oddly enough Agathia doesn't really do much for Bane models because they're already Ghostly and have Prowl. The main draw in this theme is having Bane Warriors as the Henchmen, and/or the buffs that can be applied to Agathia herself.

  • 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.
  • A Kraken can reach an absurd statline in Scourge of the Broken Coast: +2/+2 to melee from Gang Fighter, +2 to hit for melee/ranged with Curse from Black Ogrun Iron Mongers, +3 damage from its own corpse rules, +2 damage with Dark Shroud from Asphyxious4, +6 ARM between Hellwrought, Mortal Fear and Death Shroud.



  • 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 - 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


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


Barathrum - Corruptor - Deathjack1 - 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 - 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


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: 2021.11

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.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

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

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Rules Clarification:  : 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)

  • Apparition is an "Other" Control Phase effect, so it happens at Step 7 of the Control Phase.
    • It happens after paying for upkeeps, Power Up, etc
    • If you have another "Other" Control Phase effect, you get to choose the order to resolve them.
  • If a model is B2B with you when you use Apparition then they will be exactly 2" away afterwards. So you'll still be in the melee range of anything with RNG 2 or higher.
  • Unit members must always be placed in formation. Refer to the "Placed" section of 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 it 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)
  • Ghostly ignores Windswept terrain penalties. A model with both Flight and Ghostly will move through Windswept terrain at full speed. (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)
  • Ghostly ignores Windswept terrain penalties. A model with both Flight and Ghostly will move through Windswept terrain at full speed. (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".
    • Granted [ Vengeance ]
      • If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
      It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
      It is not "If you get damaged, you get Vengeance next turn."
      • If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
  • 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)