Unlimited Only This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.
Note that the rest of this page is about the model's Mark III rules.
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With her creation Belphagor at her side, Bethayne stalks the battlefields of Immoren to bring death and destruction to the enemies of Everblight. Bethayne can meld with Belphagor, donning the mighty warbeast’s flesh like an enormous suit of scaled armor. The two become one, acting in concert as a single individual, mingling a warlock’s sorcerous power with the brutal onslaught of a warbeast’s fury.
Basic Info
Bethayne
Bethayne1 |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Small |
SPD |
6 |
STR |
5 |
MAT |
6 |
RAT |
N/A |
M.A. |
N/A |
DEF |
17 |
ARM |
13 |
CMD |
9 |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
7 |
THRS |
N/A |
HP |
14 |
F. Field |
N/A |
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WJP |
+22 |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
N/A |
UNIT SIZE |
N/A |
COST |
N/A |
N/A |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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Warlock - All warlocks come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
Feat - Arcane Symbiosis
While in Bethayne’s control range, friendly models gain boosted magic attack rolls and magic attack damage rolls. Arcane Symbiosis lasts for one round.
Abilities
- Flesh Meld - An incredibly wordy rule (Long version here). Short version: (1) When Bethayne is B2B with Belphagor, she can hop "inside" him, (2) Belphagor becomes a warlock warrior model and takes over all Bethayne's upkeeps, current fury points, etc. (3) the melded model can still slam, throw models, and takes damage as if it were a warbeast. (4) Bethayne can hop out during the Maintenance Phase.
Weapons
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Blighted Talon (x2)
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RNG
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POW
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P+S
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0.5
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5
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10
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Spells
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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Blood Thorn
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2
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6
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-
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-
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Upkeep
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No
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Target friendly Faction model’s/unit’s ranged and melee weapons gain +2 POW and Continuous Effect: Corrosion.
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Deceleration
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3
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SELF
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Control
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-
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Round
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No
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While in the spellcaster's control range, friendly Faction models gain +2 ARM against ranged and magic attacks. Deceleration lasts for one round.
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Disintegration
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3
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10
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-
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13
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Round
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Yes
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The model hit suffers -2 ARM for one round. A model boxed by Disintegration is RFP'd.
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Hex Blast
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3
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10
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3
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13
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-
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Yes
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Enemy upkeep spells and animi on the model/unit directly hit by Hex Blast immediately expire.
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Invocation of Blood
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2
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SELF
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-
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-
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-
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No
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If Bethayne is Flesh Melded with Belphagor when this spell is cast, Belphagor gains +2 SPD, STR, DEF, and ARM for one round. Otherwise, Bethayne immediately makes a full advance toward Belphagor. Invocation of Blood can be cast only once per activation.
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Belphagor
Belphagor |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Medium |
SPD |
5 |
STR |
9 |
MAT |
7 |
RAT |
4 |
M.A. |
N/A |
DEF |
11 |
ARM |
18 |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
3 |
THRS |
9 |
HP |
24 |
F. Field |
N/A |
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WJP |
{{{wjp}}} |
WBP |
{{{wbp}}} |
IHP |
{{{ihp}}} |
FA |
N/A |
UNIT SIZE |
N/A |
COST |
N/A |
N/A |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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Warbeast - All warbeasts share a huge stack of special rules. The short version is they're big, furious, and beat stuff up pretty good. Click here for a newbie-friendly recap, or click here for the full rules.
Abilities
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Eyeless Sight
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Soulless
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Immunity: Corrosion
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Immunity: Fire
- Bond [ Bethayne ] - If this model begins the game in Bethayne's battlegroup, it is bonded to them. This model is not considered to be bonded while under your opponent's control. While this model is bonded to Bethayne and in their control range, she can channel spells through it. Once per turn, when Bethayne channels a spell through this model she can reduce the COST of the spell by 1, to a minimum of 1.
- Companion [ Bethayne, Voice of Everblight ] - This model is included in any army that includes Bethayne, Voice of Everblight. If Bethayne is destroyed or removed from play, remove this model from play. This model is part of Bethayne's battlegroup.
Weapons
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Acidic Breath
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RNG
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ROF
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AOE
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POW
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SP 6
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1
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-
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10
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Claw (x2)
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RNG
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POW
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P+S
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0.5
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4
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13
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Critical Continuous Corrosion
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Open Fist
- Blood Boon - Once per activation, immediately after resolving an attack in which it destroyed an enemy model with this weapon, this model can cast a spell with COST 3 or less without spending fury points.
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Animus
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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Despoiler
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2
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SELF
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5
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-
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Round
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No
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Center a 5" AOE cloud on the spellcaster. The AOE remains centred on the spellcaster for one round. If the spellcaster is destroyed or removed from play, remove the AOE from play. Enemy models entering or ending their activation in the AOE suffer 1 damage point.
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Theme Forces
Thoughts on Bethayne1
Bethayne1 in a nutshell
Bethayne (aka Beth, B&B) has perhaps the deepest toolbox available among the Legion warlocks. She can play combined arms army support, debuff, attrition, offensive spell-slinger, or anything in between. Or, just hop into her personal warbeast, so she can even become a personal force to be reckoned with and durable beyond normal Legion warlock standards. All that diversity comes at a price however. She is among the most fragile warlocks in the game, and can be killed trivially outside Belphagor, so keeping her safe is #1 priority.
She has an interesting dynamic with her pet beast Belphagor via Flesh Meld, that makes her truly unique. Early in the game you can hang back with Bethayne herself, arc spells and throw down Despoiler to control space with Belphagor, but late game or against aggressive armies that will put pressure on her, hiding in Belphagor makes her much more survivable at the cost of no Despoiler and one less arcing option. On the bright side you'll get Blood Boon which might be an ample compensation (don't forget, when not melded, Belphagor can only cast Despoiler via Blood Boon since he has no other spells on his card unless melded with Bethayne). Belphagor also has fire immunity, an awesome ability since continuous fire is a valid danger to Beth's meager ARM.
Feat thoughts
That's a pure offensive feat which supports only the magic-wielding friendly faction AND friendly minion models - both being a short list, sadly. Obvious candidates are the Hex Hunters, Ice Witches, the Blackfrost Shard, Yssylla and the Throne of Everblight due to its Necrophage rule. If there are no suitable models around, Bethayne herself can still sling forward a fully boosted Hex Blast to help upkeep removal, or a fully boosted Disintegration.
An important limitation that it boosts only magic attack damage roll - non-attack related magic damage rolls like the secondary arcs of Spine Burst, Yssyla's Detonator blasts, or the damage from the Witch Doctor's Sacrificial Strike won't get the boost.
Either way, Bethayne likely wants to feat earlier rather than later to deliver a hopefully devastating alpha blow (in typical Legion fashion).
Spell thoughts
Blood Thorn
Hands down the best support spell in the faction (and possibly in the entire game). Ranged or melee, there are literally no bad choices for this spell to go on (except unarmed models). It's a great spell for spell cycling.
- Zuriel loves this spell because 1) he has Dual Attack so he absolutely maximises the buff and 2) it adds to the POW of his weapons, so it gives him a +4 damage swing on his Combo-Strike!
Deceleration
The only army-wide, non-feat solution in the faction against gunlines that still needs some preparation. Most of the Legions' infantry have flimsy armor so that +2 ARM won't save them by itself - not even against blast damage. However stacking it with other buffs like the Blightbringer's aura, or Dragon's Blood from the Blight Archon may make them actually resistant to incoming fire. Watch out for Blessed guns though.
Disintegration
First part of her de-buff engine, this spell is great in general for focusing out single important targets since it can potentially affect your whole army at once. Generally best not used for its RFP effect unless there is an important recursion mechanic that absolutely must be shut down. Though the cost is high, it can be cast twice a turn fully boosted under the feat if necessary. Note that the debuff is applied before the damage roll, so the spell is effectively POW 15.
Invocation of Blood
Finally, Engine of Destruction in Legion! Her signature spell is crucial in her play. Either use it to get up the field after slinging some Disintegrates and hop in Belphagor for safety, or just become a personal murder machine with Butcher-esque defensive stats. Combine with your favorite defensive animus and Bethagor (Belthayne?) can be surprisingly tanky with a couple transfers. Invocation can only be cast once an activation, so you can't use it to get to Belphagor and then armor up when inside, so play your turn carefully.
Hex Blast
Debuff engine part 2. Especially deadly under your feat as it is near-guaranteed to hit all but the most elusive targets. Keep in mind that only the target directly struck will lose its upkeeps and animi.
Drawbacks & Downsides
- Outside Belphagor Bethayne can be killed trivially with boostable blast damage, electro leaps, or continuous fire. She possibly has the worst defensive stats among Hordes warlocks.
- She has a versatile toolbox but you must know when and what to use
- She has fewer warbeast points due to Belphagor. Also, while in Belphagor she isn't a warbeast but abilities that target branches for damage can preemptively cripple Belphagor when you next exit Flesh Meld.
- Belphagor has terrible RAT - even for a Spray attack.
- No means to fix accuracy and speed (fortunately rarely an issue with proper army list)
- Anti-spell techs (Psychic Vampire, Arcane Vortex, Lamentation, Kromac1´s Bestial spell, etc.) can make the utilization of her most potent support tools difficult.
Tricks & Tips
- Don't forget that when Melded, B&B can use throws for free. This can get you out of sticky situations.
- Bethayne is a Blighted Nyss, so she is subject to Tactician from the Children of the Dragon's theme and the Veteran Leader buff from the Archon. Belphegor however isn't, which also means Bethayne is no longer affected by these abilities once she melds into him.
- You don't have to actually fuse with Belphegor when you use Invocation. He doesn't even need to be near her at all. You can use it as a free advance much like you would Wind Rush or Sprint; use it to get closer to a target you want to debuff, or use it to get out of threat ranges for free after you over extended her.
- Her feat works on minions. In particular this benefits Eilish1 and Kwaak & Gub.
Blood Thorn
- This spell provides a POW bonus, meaning that your ranged weapons will get the benefit too. It is especially deadly with Combo Strike since you get + 4 (2*2) for this attack.
- Your power attacks will not get the bonus since the model uses its own STR stat for the damage roll, and currently there are no beasts in the Legion who could add the POW of their weapons to their Power Attack damage rolls.
- It is rare to have a continuous effect on a weapon without having the same damage type, but that's the case with Blood Thorn. Models with Immunity:Corrosion are immune only to the continuous effect, but still suffer the "regular" damage from your attacks. And if you can have your Blight Archon near them with its Meltdown aura, they may suffer this effect too.
BBFF - Bethayne's Best Friend Forever
Flesh Meld is an incredibly wordy rule and somewhat hard for beginners to remember - either when playing with or against Beth. Here are 5 common pitfalls to remember:
- Once melded in that turn, Belphagor cannot activate. When determining if you want to Flesh Meld on a given turn, make sure to activate Belphagor first, and have him do anything he needs to do, including getting into position where you want Bethayne to be at the end of her activation. He won't be able to activate the turn you Meld since he becomes Bethayne. Once melded, Belphagor also drops all the Fury he had previously, so take it into account with your FURY management.
- When melded they become a warrior AND a warlock model. That means that they cannot contest scenario elements, but are affected by abilities that specify Warrior models.
- Once melded, Belphagor loses its Despoiler animus, but you can then cast all of Bethayne's spells and animi with Blood Boon. Blood Boon won't be triggered upon your slams and throws.
- Once you hop in, you'll lose Belphagor's bond and arcing ability.
- Getting out of Belphagor happens in your Maintenance phase, same time you check for the expiry of continuous effects and make your Vengeance moves/attacks. Once you started leeching Fury or force to shake effects it is too late.
List Building Advice
Strategy
Bethayne generally likes two things: Potent Ranged models and models with Magic abilities. The latter you will be inclined to take anyway, as most Legion spellcasters offer excellent support to the rest of your army. You then want to use Bethayne's debuffing abilities to make enemy models vulnerable to Blood Thorn'd shooting and boosted magic attacks, while hopping in an out Belphegor to keep Beth save.
Theme thoughts
Support models - Various themes
- Spell Martyrs are nice to fill point gaps and give Bethayne additional arcing options for Disintegrate, especially while Flesh Melded.
- Blight Archon - Helps with accuracy (unless Beth is in Belphagor), stacks Dragon's Blood with Deceleration, and Meltdown works well if you want to rely on the corrosion effect of your Blood Thorn enhanced guns. Even with the battlegroup tax it is hard to pass on an Archon - or two.
- Succubus - A free upkeep for a warlock with expensive spells? And a could-on-demand for Belphagor to improve its DEF against strong gunlines or block LOS to Bethyne? Yes, please. She may also hit surprisingly hard with her Hex Bolt if you have to commit her under Beth's feat.
- Hermit - Telemetry ensures that your ever-important Hex Blast / Disintegration connects, while the -2 ARM aura yields a respectable -6 ARM swing between Disintegration, and Blood Thorn.
- Virtue Champion - Just an all around good combat solo and under Decel and in their clouds they are DEF 15 ARM 20 against shooting.
- Virtue Host - With Champions around the gain the ability to centre clouds on themselves too, increasing the stock of your list against gunlines tenfold as they can block LOS to models behind them. They are also incredibly hard hitting pieces thanks to Peel back the Layers, which only gets better with debuffs (Kiss, Disintegration, ect.)
Children of the Dragon
Of all the lists out there this one suits the best for her combined arms approach.
- Blighted Nyss Archers - 22 Ranged attacks a turn virtually scream for Blood Thorn, Hex Blast and Disintegration support. Bethayne probably runs them the best.
- Blighted Nyss Hex Hunters - They really love her feat. Boosted POW 13's hurt like a truck and Shadow Bind from the CA can function as an important accuracy buff to the rest of your army.
- Yssylla - Potent magic on a stick and also turns Archers or Thrones into infantry blenders with RFP.
- Blackfrost Shard and Ice Witches - Even more magic to be boosted by the feat and they support your troops excellently. Kiss of Lyliss stacked with isintegration and blood thorn lets you crack even the hardest of targets.
- Throne of Everblight - A multitude of attacks to make use of her debuffs as well as excellent spell casting for the feat. And on top of that a beefy frame made even beefier by Deceleration. Nothing quite makes as much use of her kit as Thrones do. With the feat all the Necrophage attacks become murderously accurate as well (remember that the secondary damage from Spine Bursts are not boosted). It also serves as a decent LOS block to Bethayne, just be on the lookout for its rock-bottom DEF with abilities that might abuse it against you (e-leaps, Ashes to Ashes, Trick Shot and so on).
- Craelix - Since you are heavily incentivised to bring Archers with Beth, he will have plenty of sac pawn targets.
- Weaken may help you out with the STR tests is you need to throw living targets - with invocation of Blood that's a hefty +4 STR bonus with an effective MAT 9 and 2D6 on the test, making you capable of reliably throwing even the beefiest light warbeast up to 6,5" away (remember, you can't target models on a larger base).
- It's fairly corner case, but if you need to brick up for a turn against a living model, stacking Invocation of Blood, the Blight Bringer's aura, Dragon's Blood from the Archon and Spiny Growth from a Carnivean with the Weaken shot, you may reach technically ARM 28 (ARM26 vs. non-living). That supposed to be enough to survive a charge from a fully loaded heavy warbeast/jack.
- Typhon - He can already bring down any heavy all by himself, let alone with POW boosts to his sprays and bites. Deceleration with Rapid Healing also makes a credible defense against gunlines who lack access to tricks that remove healing.
- Zuriel - Your first choice for a combo strike model, plus his spray is also affected by Blood Thorn. Put him under an Archon and he will do massive work every turn while being able to Sprint back to safety.
Oracles of Annihilation
Whatever works in CotD mostly works in OoA as well, and Disintegration is a faction-independent ARM de-buff against heavier targets.
- Her feat is supposed to help Minion spellcasters too, which is an unfortunately short list:
- Kwaak - That's 2 fully boosted Venom sprays or 2 targets reliably hit by Mud Foot under the feat.
- Bokor and Shamblers - Feat boosts your Hand of Glory attack, plus with Disintegration your measly Shamblers' CMA suddenly becomes more threatening.
- Boil Master & Spirit Cauldron - You get boosted offensive Puppet Masters and Spirit Lashes, which is not the best thing in the world, but it does help a Spawning Vessel collect corpses, as well.
- Eilish1 - He's a useful tool box solo, but already has access to boostable spells with Mental Force. Then again the feat safes you d3 health boxes, which can come in clutch.
- Primal Archon - You ain't have to worry about accuracy if your targets are shadow-bound / knocked down). Disintegration also boosts its combat performance against beefier targets.
- Thagrosh0 is an amazing warlock for an Archangel thanks to his Guidance mutation giving it rerolls on missed attack rolls. Add in Blood Thorn and your AA becomes super dangerous. On feat turn, Thagrosh can fling a fully boosted Blight Burst, which is a great control element.
- Hex Hunters with Bayal deserve a mention here again, because they can tag a model affected by Thagrosh's Blight Burst with Shadow Bind, which can thus no longer be shaken.
Ravens of War
- Grotesque Banshees - Lots of cheap POW14 templates that have all the bigger chance of triggering Brain Damage.
- Grotesque Assassin - You'll rarely waste Blood Thorn on a single model but if you need a Grievous Wound P+S 19 combo strike this guy got you covered.
- Grotesque Raiders - Being in the Assassin's aura + under Deceleration they may start to survive unboosted blast damage rolls from unboosted POW14 and less AoE guns.
Primal Terrors
This entire theme is full with sturdy warriors who prefer protection from incoming fire and with proper damage boost they hit like a freight train. Anamag is still the queen of this theme, and compared to Beth she both has its cons and pros. The biggest difference is that the near-mandatory Blightbringer puts more burden on Beth's list due to the fewer WBP. Also, her feat gives next to nothing to the rest of her army. It's up to your personal preference whom you choose.
- Hellmouth - Impervious Flesh + Deceleration make them very good into enemy gunlines. May also help to solve mobility issues for the rest of your army.
- Warspears - There are few units in the faction who can capitalize better on Blood Thorn, boosting both their Assault shots and their melee attacks as well.
- Chosen of Everblight - With Blood Thorn that's a POW 16 attack from the mount - impact attacks included. That's on par with the secondary melee weapon of a heavy warjack. The P+S 17 cleaver on the charge is just the icing on the cake.
Battlegroup
Beth1 does not have any battlegroup specific synergies, meaning any of the beasts below can also be put on a Blight Archon or Thagrosh0 to great effect, they are still listed here to preserve the struktural integrity of this article.
- An Archangel is a really good gun platform to anchor your Bethayne list. Under Bloodthorn it packs a P+S 23 Bite and a POW 16 breath attack which sets things on fire and corrodes. Disintegration compounds this even further and Deceleration protects it from guns that can power through Flying High. Add in the Archangel's animus, and all of a sudden you're looking at three POW20 shots.
- Naga Nightlurker - If you go for the Archangel route you want this snake, so the AA can shoot down a Judicator under Hymn of Passage or other stuff under Wind Wall.
- A Nephilim Bloodseer is almost mandatory with her to further enhance her feat and her own spell casting, but usually loses out against a Naga. He can cast Draconic Aura to further enhance devastation that Archangel's shots can wreck upon enemy lines.
- Blightbringer - Due to the fewer WBP this gargantuan may be a larger burden on your points than with other warlocks, but its auras (especially Dragon's breath) have awesome synergies with the warrior models in the army, and cannot be dispelled. Beth in Belphagor also becomes a warrior model, boosting its protection even further.
- Nephilim Protector - Pop&drop tricks are the bane of Beth, relying solely on her DEF to evade shots and blows outside Belphagor. Safeguard mostly keeps you... erm... safe from those spells and feats, while Guard Dog may pump your DEF in close combat to the echelons of Caine2 and Sorscha1 where unboosted attacks have pretty slim chance hitting you.
- Carnivean - A reliable beatstick who enjoys POW buff on its 3 initials and its assault spray tremendously (but not on the Grab&Smash attack). Not to mention, Spiny Growth is always welcome on a melded Beth to boost her survival.
- Mekanoshredder - A ubiquitous support piece and a mainstay for the faction. Giving Beth a Bloodseer, Naga and McShredder fills her WBPs almost exactly and gives her a menu of support animi to choose from, which is great in a list where you outsource your workhorse beasts to Archons or Thags0.
Starting a 25 point Brawl list
In 2021.04 Jaden Iwassa, one of the LOS authors, put together this list for the Brawlmachine format. He even wrote about it's playstyle, which you can read here.
Theme - Children of the Dragon
- Bethayne, Voice of Everblight & Belphagor: [+22 WBP]
- The Wastelander: [5 pts]
- Virtue Champion: [Free] (6 pts)
- Blighted Nyss Hex Hunters (Max unit): [15 pts]
- Command Attachment: [5 pts]
Total RRP: USD $174 (based on PP's online store prices 2021.04)
For more Brawlmachine list ideas, see Category: Brawl List
Other
Trivia
- Released in Forces of Hordes: Legion of Everblight (2010)
- Belphagore's kit comes with three magnets and two chest pieces: His default chest plate and millipede legs or one where Beth is merged into it with her claws protruding. You can magnetise them and swap them around to visualise her merging in an out of him, which is some nice attention to detail.
Other Legion models
Rules Clarifications
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Rules Clarification : Bethayne
- Bethayne owns all of the upkeeps when unmelded, Belphagor does when melded. (Infernal Ruling)
- Bephalgor is a character model. (Infernal Ruling)
- Feat
- If a spell causes secondary damage that is "not considered to have been caused by an attack" (such as Spine Burst) then it doesn't benefit from the feat. The feat only applies to attack damage rolls. (Infernal Ruling)
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Rules Clarification: : Warlock (Edit) (Click Expand to read)
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- General
- Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
- FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
- Your CTRL area is double your FURY stat, not double your fury points. (Infernal Ruling)
- Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
- See also the clarifications on Any Time abilities (below).
- Some warlocks are also Battle Engines and thus follow all the Battle Engine special rules.
There is no particular interaction between the Battle Engine rules and the Warlock rules.
- Reaving & Leeching
- If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
- If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
- If your warbeast is destroyed or RFP'd while under your opponent's control then:
- You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
- After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
- Transferring Damage
- If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
- If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
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Restrictions on "Any Time" abilities ( Edit) [Show/Hide]
- "Any Time" abilities can be used at any time during a model/unit's activation, except:
- Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
- 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).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- 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.)
- Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
- 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.
- Units: See below.
- In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
- If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)
- Units with "Any Time" abilities
- You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
- A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
- You can use an "Any Time" ability before running, however.
- A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
- Warcaster/Warlock Cavalry ( Edit )
- Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
- Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.
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Rules Clarification: : Warcaster Unit or Warlock Unit (Edit) (Click Expand to read)
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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 : Flesh Meld (Edit)
- While Belphagor & Bethayne are melded, they count as a warbeast model for stuff which modifies damage to warbeasts. Specifically:
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
- All spells have "Damage Type: Magical" (refer errata).
- This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
- and might be inherited by "lingering" secondary damage (see below).
- If a spell leaves a template in play that does damage to models that walk around in it, then:
- if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
- if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
- (Infernal Ruling)
- If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
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Rules Clarification : Corrosion (Edit)
- If you deploy in corrosion hazard terrain (Acid Pool), then you get corroded before the game starts.
- Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
- A weapon can inflict continuous corrosion without itself being a corrosion damage weapon (for example, the Acidic Touch animus). In this case, the attack can hurt models with Immunity: Corrosion it just won't apply the continuous effect.
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Rules Clarification : Blood Thorn (Edit)
- Blood Thorn increases the POW rather then the damage roll (unlike most things in the game). So if you put Blood Thorn on a model with a ranged AOE, the blast damage will be (POW + 2)/2.
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Rules Clarification : Corrosion (Edit)
- If you deploy in corrosion hazard terrain (Acid Pool), then you get corroded before the game starts.
- Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
- A weapon can inflict continuous corrosion without itself being a corrosion damage weapon (for example, the Acidic Touch animus). In this case, the attack can hurt models with Immunity: Corrosion it just won't apply the continuous effect.
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Rules Clarification : Deceleration (Edit)
- Deceleration works vs blast damage.
- Deceleration works vs special effects on the gun/spell that cause "direct" damage. For instance, the Throw damage caused by the White Squall spell.
- Deceleration doesn't work vs 'secondary' damage that is 'not considered to be an attack' (such as Electro Leap).
- Deceleration doesn't work vs hazards that are put into play by spells/guns (such as the Stormwall's Covering Fire).
- Deceleration doesn't work vs non-offensive spells that also do damage, such as Blazing Effigy. (Locked thread)
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Rules Clarification : Disintegration - None yet. (Edit)
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Rules Clarification : Hex Blast (Edit)
- If you miss and deviate onto a different target, no upkeeps or animi expire. You need a direct hit.
- Anti-Upkeep vs a unit (Edit)
- If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
- It doesn't matter if the target is in formation or not. (Locked thread)
- However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)
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Rules Clarification : Invocation of Blood - None yet. (Edit)
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Rules Clarification: : Warbeast (Edit) (Click Expand to read)
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See also the Warbeast page for a recap of the core warbeast rules.
- Forcing
- If an ability doesn't specify how much it costs to force, it costs 1. (Infernal Ruling)
- Animi
- A single Animus can be on several models at the same time. (Infernal Ruling)
- Unlike in Mk2, in Mk3 if a model has an animus on it from any source and then another animus is cast on that model, it will lose the first instance of an animus and will be replaced by the second. It does not matter if either the first animus or the second animus is from a warlock or warbeast. (Infernal Ruling)
- An animi cast by a warlock is an animi and a spell. (Infernal Ruling)
- Transferring Damage
- If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
- Frenzy (Edit)
- You cannot trigger optional abilities (such as Cleave or Sprint). (Infernal Ruling)
- You must trigger compulsory abilities (such as Consume) ... except for compulsory abilities that also generate an extra attack (such as Berserk). In that case, you don't get the Berserk attack. (Infernal Ruling)
- A warbeast may not make an Assault shot as part of a Frenzy activation.
- If the closest target to a warbeast resolving a Frenzy cannot be charged, then the warbeast will forfeit movement and action (as per the rules of having to charge and not being able to). (Infernal Ruling)
- If a frenzying warbeast can't reach its charge target (because the charge lane is blocked by terrain, etc) then it will make a failed charge and end its activation. (Locked thread)
- If a frenzying warbeast has two melee weapons with the same POW, it can choose which one to use. (Infernal Ruling)
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Rules Clarification : Despoiler (Edit)
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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.
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- 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.
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- 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.
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Rules Clarification : Eyeless Sight (Edit)
- A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
- This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
- Blind vs Eyeless Sight (Edit)
- If a model is Blinded, and then given Eyeless Sight, then that model ignores Blind ... but it is technically still Blinded. So if you somehow later lose Eyeless Sight (for instance walking out of the range of Menoth's Sight), it will immediately go back to suffering the effects of Blind. (Infernal Ruling)
- Also this means stuff that only works vs Blind models (ie Hidden Blade) will still trigger vs a "Was Blinded but then got Eyeless" model.
- Anti-Cloud abilities vs Burning Earth (Edit)
- If you make a piece of terrain "Burning Earth" it counts as a cloud effect in addition to it's original type. This has 2 odd rulings:
- If any part of the terrain piece is "hit" by an ability that makes clouds expire (such as Gale Winds) then the entire terrain piece is taken off the table. (Infernal Ruling)
- If a model can ignore clouds but not the original terrain type, they don't ignore the terrain. For instance if you have a burning forest, then Eyeless Sight can't see through the forest. (Infernal Ruling)
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Rules Clarification : Soulless - None yet. (Edit)
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Rules Clarification : Fire (Edit)
- If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
- Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
- Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
- You can always use non-standard terrain if you agree with your opponent before the game starts, however.
- A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
- In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
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{{RC Bond
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Rules Clarification : Channeler and/or Arc Node (Edit)
General
- It is possible to channel a spell with a range of CTRL. The control range is still measured from the caster though, so channeling it has zero effect ... unless you've got something like Empowered Arc Node or Reaction Drive. Stuff like that can trigger. (Infernal Ruling)
Channeling in melee
- A channeler that is engaged by an enemy model can not channel.
- A channeler that is engaging an enemy model can channel. (For example, the channeler is standing in the enemy's back arc.)
Channeler - LOS
- You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
- If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS (but not to the DEF bonus).
Caster - Attack roll
- You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
- If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the dice roll (but not to the LOS).
Stealth - It affects both LOS and the attack roll
- Since Stealth has both a LOS modifier (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed) things get a little complicated.
- If only the channeler ignores stealth, then all stealth models count as intervening models and block LOS, but the caster will auto-miss models more than 5" from the channeler.
- If only the caster ignores stealth, then only models within 5" of the channeler block LOS, but the caster won't auto-miss no matter what you target.
- If both channeler and caster ignore Stealth, it works as you'd expect.
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Stealth Examples [Show/Hide]
- Caster has Eyeless Sight, channeler does not.
- Stealth model is within 5" of channeler
- LOS - The model counts as an intervening model, as per the normal Stealth rules
- Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
- Stealth model is more than 5" away from channeler
- LOS - The model does not count as an intervening model, as per the normal Stealth rules.
- Attack roll - If you attack it then you don't auto-miss, as the attacking model has Eyeless Sight.
- Stealth model is more than 5" away from channeler, and you want to target a model behind it.
- LOS - The front model doesn't block LOS
- Attack roll - Doesn't auto-miss
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- Caster hasn't got Eyeless Sight, channeler does.
- Stealth model is within 5" of channeler
- LOS - The model counts as an intervening model, as per the normal Stealth rules
- Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
- Stealth model is more than 5" away from channeler
- LOS - The model counts as an intervening model, because the model drawing LOS ignores Stealth.
- Attack roll - If you attack it then you will auto-miss, as the attacker doesn't ignore Stealth.
- Stealth model is more than 5" away from channeler, and you want to target a model behind it.
- LOS - The front model blocks LOS, so you can't target the rear model.
- Attack roll - N/A
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Rules Clarification : Companion - None yet. (Edit)
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Rules Clarification : Open Fist (aka, Power Attack Throw) (Edit)
- Throw ( Edit )
- See also the Throw article for a recap of the core Throw rules.
- If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
- Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
- Incorporeal vs Slammed/Thrown models ( Edit )
- Incorporeal models cannot be moved by someone trying to slam them.
- Slammed models can move through Incorporeal models.
- If they have enough movement to get past them, no dramas.
- If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
- If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
- For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
- The same logic applies to Throws.
- Collateral Damage
- Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
- It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
- It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
- It doesn't matter if the attacker has crippled weapon systems or aspects.
- Throw - Power Attack
- When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
- If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
- A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
- Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
- Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.
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Rules Clarification : Blood Boon and/or Rites of Blood and/or Ritual Slaughter and/or Soul Food and/or Blood Weaver and/or Meat for the Beast and/or Reckless Arcana (Edit)
- General
- The free spell doesn't interact with abilities that change the COST of a spell. (Infernal Ruling)
- For instance, if you trigger it while being affected by Lamentation then you can still cast a COST 3 spell (even though if you spent focus to do the same thing it would cost you 6 focus/fury).
- (Rites of Blood only): The Priestess doesn't need to be in the caster's CTRL range to use her ability.
- (Blood Weaver only): It's not tied to a specific weapon, and it can be triggered multiple times per turn.
- (Reckless Arcana only):
- You can trigger it once during your turn, and a second time during the opponent's turn (via a free strike, countercharge, etc)
- The model doesn't need to be in your control range to trigger it.
- Timing
- With reference to other abilities that occur "after the attack is resolved", the timing sequence is:
- If you choose a non-offensive spell then it's resolved at Step 12.
- If you choose an offensive spell then it's resolved at Step 14.
- If you have another ability that triggers at Step 12 (such as Iona1 having Overtake), you can either cast a non-offensive spell and resolve both things at Step 12 in any order, or you can resolve the other ability at Step 12 then cast an offensive spell at Step 14. Note that you cannot cast an offensive spell at Step 14 then go back to Step 12 to resolve the other ability.
- (Infernal Ruling for all of the above)
- Multiple Attacks
- If when you destroy the model, you get a free melee/ranged attack as well as the free spell (for instance you cast Black Spot on them), then you need to follow the "attack-generating abilities" rule in the core rulebook and make sure you only make one bonus attack:
- You can cast a non-offensive spell (step 12) then get the free melee/ranged attack (step 14); or
- You can cast an offensive spell (which is an attack) and forgo the free melee/ranged attack.
- (Locked Thread)
- If the model that triggered the free spell has Berserk and something is in its melee range, you don't get a choice of offensive spell or non-offensive. You have to choose either
- a non-offensive spell plus the compulsory melee attack, or
- no spell at all plus the compulsory melee.
- (Locked Thread)
- Spells outside of caster's activation
- Some versions of this ability let the caster get a free spell when something else kills something. In this case:
- The caster can channel the spell if they want. (Infernal Ruling)
- The spell is cast during the other model's activation, so that model can potentially trigger any of their own activation-only abilities.
Specifically, if one of Deathchev's warjack triggers Meat for the Beast, and Deathchev casts Abattoir for all warjacks to get a free attack, then the active warjack can boost the Abattoir attack, use Overtake, etc. (Infernal Ruling)
- For similar logic, spells that "can only be cast once per activation" (such as Abattoir) can be cast twice per turn via this sort of ability. (Infernal Ruling)
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Note to Editors
To edit Belphagor's tagged abilities, Click here
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