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Grymkin Logo.jpg

Grymkin Heavy Warbeast

If the clockatrice is born of nightmares, it comes from a dreamscape of fiendish engineering, the metallic grinding of countless gears, and a malevolence arising from an intricate mechanism that mimics a living beast. As in the fables it inspired, the clockatrice can freeze and kill with but a glance of its glowing eyes. Time flows differently around this creature, warped by the haphazard spinning of the arms of its giant clock, always to the detriment of any mortals facing its razor-sharp claws and beak.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
STR 10
M.A. N/A
DEF 13
ARM 18
ESSENCE {{{essence}}}
HP 27
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock


  • 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.
  • Assault symbol.jpg Assault
  • Construct symbol.jpg Construct
  • Eyeless Sight symbol.jpg Eyeless Sight
  • Flight symbol.jpg Flight
  • Auto-Repair - During your Control Phase, remove d3 damage points from this model.
  • Time Stutter - Once per turn when one or more of this model's aspects are crippled by an enemy attack at any time except while it is advancing, immediately after the attack is resolved place this model anywhere completely within 3" of its current location.


  • Death Gaze - 8" spray, POW 12 ranged attack
  • Tail - 2" reach, POW 4, P+S 14 melee attack
  • Claw (x2) - 1" reach, POW 3, P+S 13 melee attacks


Time Lock

1 SELF (★) - Round No
Enemy models activating within 6" of the spellcaster suffer -2 SPD that activation. Lasts one round.

Theme Forces

Recent Changes

2019.12 Dynamic Update

  • Time Stutter now limited to once per turn (previously unlimited)
  • The spray weapon changed from Paralysis to the much weaker Slow.

Thoughts on the Clockatrice

Recent Change icon.png

Recent Errata - This article needs updating
The "Basic Info" section has been updated to match a recent errata/spoiler, but the "Thoughts On" section hasn't been brushed up yet.
If you play this Faction, please delete the old irrelevant info and then delete this warning.

See also Category: Recent Change and Category: Recent Release.

Clockatrice in a nutshell

The Clockatrice is a utility heavy, with a powerful control animus & very annoying survival tech (annoying for your opponent that is) between the Sacrifice Arcana, Auto-Repair, and Time Stutter. It doesn't hit very hard for a heavy, but it is cheap & fast. The combination of all these elements makes the Clockatrice a great warbeast to spam. It also makes the Clockatrice a great target for buffs, something which Grymkin is naturally very good at.

The Clockatrice is built to pair, it is underwhelming (for a heavy) when run without support. A Clock or two is a great way to trigger arcana (or maximize the value from triggering said arcana). Clocks can get in and tie down elements of the enemy army, enabling the slower parts of the Grymkin arsenal. It can be best to think of the Clockatrice as fulfilling one of three roles, depending on the other elements in your army:

  1. Jam/pin down the enemy.
    Lean into Labyrinth (-2 Spd Arcana) & Time Stutter to disrupt the enemy advance and buy you board space.
  2. Hit above the 13 point cost.
    While the Clock's native attacks are only POW 13 & 14, it does have three as well as the ability to Slow living targets on the charge. A single +2 damage buff is often all that is needed to get the Clock to clear much more than its points worth of enemies. Note that as of the 2019.12 Dynamic Update the gun only reducing the DEF of living models, it does not prevent them from running or charging.
  3. Work on the Flank.
    By making use of the Clock's above average mobility (for Grymkin), get around and clear enemy support elements or deny out of place zones/flags. Note that Time Stutter often means that it is quite difficult to one round a Clock without at least two activations.

As of this writing (2020.01) it is unclear if the Clockatrice will continue to storm the meta, with most Grymkin lists running one or two, and lists with as many as six Clocks being considered viable. The change to both Time Stutter and the gun make them significantly less obnoxious on paper and may lead to a reduction in spam in major tournaments, though time will have to tell.

Combos & Syngergies


  • The Heretic loves him some Clocks.
    • He likes to get up the table so he can make use of his auto-hitting melee attacks, and is likely to want the same kind of list/arcana which will support Clocks.
    • Fury is his main buff mechanic, and oh boy does it work well with the Clockatrice. Four to five Pow 16s/17s on a Slowed target will almost always take down a living heavy, making the Heretic + Clockatrice a notably scary enemy for other Hordes players (especially those with super premium beasts which lean on Def, such as Circle or Legion).
    • A big weakness of the Heretic is his medium base, but higher mobility than the existing roster of Gyrmkin large bases. The Clockatrice is not only mobile enough to get in front & block for the Heretic, but is able to shut down multiple lanes if engaged first thanks to Time Stutter.
  • The Wanderer is a caster who wants to get to the middle of the table and then grind down the enemy with efficient fury management and above average threat ranges.
    • The Clockatrice really needs some kind of damage buff to threaten heavies, so being able to charge for free (and an extra 2") is a really big deal. There aren't really any other specific synergies between the Wanderer & Clockatrice, which means the Clock is often unable to fulfill role 2) in his list.
    • That being said, The Wanderer's want to be aggressively up the table makes Labyrinth already an Arcana, even without taking any Clockatrices. Clockatrices stacking SPD debuffs is just what the Wanderer needs to be nigh invulnerable, but also less than 8" away from the enemy frontline.
  • The Child is a master beast caster who like the Wanderer can make the Clock charge for free (and an extra 2").
    • The Child is much better at supporting the Clock's output once it actually arrives, thanks to Abuse (+2 Str & Spd) and her trump (Wrath; +1 FURY). As of this writing (07.2019), it is uncommon to see Child lists which are not running at least two Clockatrices.
    • Child lists will most often be in Dark Menagerie, where the Clock can work with Gremlin Swarm partners to bully and block opponents out of scenario.


  • The Skin & Moans & Cage Rager are big beefy boys whose big weakness is their low mobility. This has historically been solved by spending significant amounts of fury (Bushwack on the Skin & Moans, Abuse from the Child, the Wanderer doing his thing), capping their actual hitting power (a Skin & Moans who has to pay for both a charge & bushwack only has 2 fury to buy/boost with, which often isn't enough to do anything other than straight trade). The other big problem that often comes up with the original Grymkin heavies is their frequent frenzying to solve the need to run hot. The Clockatrice does not need fury to be mobile, and will never frenzy. On top of this, the Clock can actually equate the hitting power of the other heavies, given a damage buff and assuming it can land Slow. This makes it an attractive alternative; shaving a few fury & points in exchange for a few POW.
  • The Grymkin lights, Gorehound, Rattler, & Frightmare, are all solid beasts in their own right, but each is capped in some way by the historical need to spend precious fury on managing the heavies. The Gorehound & Frightmare are solid solo hunters, who are hamstrung somewhat by light stats (the Pow 12 on the Gorehound will threaten, but often not guarantee, a kill on tougher targets for example). The Rattler wants to go Berserk all over enemy infantry, but his Mat 6/Pow 13 profile often isn't enough (especially in today's meta of medium base tanks. 07.2019). Swapping heavies to the Clockatrice opens up fury to be spent on the lights (such as in the form of Fury), and the Clock's spray is especially good with these already points efficient lights.

Pure Support Pieces

  • There are three features unique to Dark Menagerie, free corpses, Kariana Rose, and Gremlin Swarms. Of these three, it is the four Gremlin Swarms seen in 99% of lists which synergise the most with the Clockatrice.
    • Grymkim lacks for fury management, and the high frenzy risk of Grymkin’s more premium beasts means that if fury must be left on the board, it will be left on a Clock. Gremlin Swarms cut right through that, and provide such a buff to Clockatrices that they might as well have “+1 FURY on the nearest Clock”.
    • Kariana Rose provides a temporary, but substantial buff to all Clocks. She also provides that oh so critical +2 STR a turn to one of your Clocks. She takes an otherwise soft hitting heavy and makes it hit at much more respectable levels. If running three or more Clocks, it is folly to not bring Rose.
  • Grave Ghoul & Death Knell are Grymkin’s two corpse collectors (which aren’t beasts), and both work great with the Clockatrice.
    • Grave Ghouls are unique to Bump in the Night, and are almost always taken as a two of in every list. They make Clocks, much much more powerful thanks to an always on offensive buff (rerolls are especially useful for making sure Slow lands) and an often on defensive one (Time Stutter is most effective against melee targets, and the ability to force your opponent to reroll before applying damage makes it much easier to guarantee a column will go out at some point).
    • Remember that damage is rolled BEFORE rolling for column, which means a forced reroll of damage is effectively also a forced reroll of column. Make sure your opponent is rolling their column separately, and make sure you catch the window correctly.
    • The Death Knell is most often seen in Dark Menagerie due to how it competes for corpses with Grave Ghouls (Ghouls preferentially collect corpses, which means a Ghoul in range will always mess with a DK). In that theme it really shines, buffing the already tough Cage Ragers and Skin & Moans to silly levels. The Clockatrice is no exception and it’s auto-repair & Time Stutter abilities means it benefits extra from increases to its ARM.
  • A Grymkin list built to win scenario will often run Mad Caps & Malady Man with Clockatrices. The Malady Monkey is often fast enough to keep up with the Clock, and has a very useful Countercharge to protect the Clock from a surround. Mad Caps don’t have any particular synergy with Clocks, other than the Clock’s spray being a particularly good way to blow up a Cask Imp which just didn’t quite make it to the opponent’s front line.

Notable Arcana

  • Labyrinth (-2 Spd) is the Clockatrice's jam (heh). It stacks with the Clock's animus, meaning a very difficult to pin down -4 Spd aura which can be parked largely wherever thanks to Flight. Even a prepared opponent will often be unable to prevent this time-walk -like combo from going off, giving you the time & space needed to really take control of the game.
  • Sacrifice (heal everything) can be used to reset Time Stutter for future turns. It can even time-walk opponents who carefully scalpel out everything but what will trigger Time Stutter, before getting unlucky and whiffing their final roll.
  • The Clockatrice has respectable defensive stats for its points (it is Grymkin after all), which makes Ill Omens (-1 attack & damage on enemies) especially aggravating. Layering even a single other Grymkin defensive aura (Death Knell, Grave Ghoul, the Wanderer) will often push the math so far out of your opponent's favour that their only solution to the Clock will be a complete surround.
  • The Shadow (free beast for a turn) has always been somewhat underwhelming, after all your only real option was the Cage Rager. The wording of the arcana is such that Time Stutter still works, a level of synergy baffling for first-time opponents.
  • Fortune's Path (+1 attack & damage on friendlies) is a big deal with a lot of Grymkin models, and obviously it is good with the Clockatrice. However with just this arcana, the Clock is only hitting Pow 15/14, which still isn't enough to deal with tougher heavies or huge bases. Another buff of some kind is still needed, and at that point it is often better to run Labyrinth or Sacrifice to maximize the control elements native to the Clockatrice.

Drawbacks & Downsides

  • Slow is useless against warjacks, undead models and construct warbeasts, which is 99% of the Convervence's lineup (though some of their casters like Aurora or Axis are living models) and almost all of Cryx.
  • As far as raw combat potential is considered, it is possibly the least hard-hitting heavy warbeast at its cost.
  • Time Stutter:
    • It is good, and should mathematically trigger at least once per Clock per game (twice if you factor in Sacrifice). That being said, it is still dice dependent, and if hit hard enough (or in the wrong spirals), it's possible for it to never trigger.
    • It be shut down by using three models to surround the Clock, trapping it in melee with the intended target. Now that it can only Time Stutter once per turn it can also be negated by using models with 3" or 4" melee or simply using multiple models/units to clean up after Time Stutter triggers.
    • Accurate, powerful guns (such as those carried by many heavy warjacks) will kill Clocks day & night, Time Stutter be damned.
  • Construct warbeasts
    • They never frenzy, which can be used against you. If you're running multiple warbeasts hot (such as on the Child's Wrath turn) then your opponent will engage the Clock with something it needs fury to deal with. You'll be forced to take fury off the Clock to get anything done with it this turn, leaving your other warbeast full of fury and about to frenzy.
    • Constructs can't be healed by your warlock. However the Clock does have Auto-Repair (which should fix at least one crippled system per turn), and also the Sacrifice Arcana heals it just fine.
  • Precision Strike almost completely negates Time Stutter. Notably, Black Dragons & Locke. Same goes for Marksman or Applied Knowledge that can also delay the trigger of Time Stutter, knocking out damage boxes in such fashion that the aspect will fall out only at the final blow.
  • Grievous Wounds prevents Sacrifice and prevents the Auto-Repair. A single hit will cripple a Clock for a turn, even if it loses an aspect and gets to Time Stutter (in fact especially if it loses an aspect, as that will affect its output next turn). Mortality and Entropic Force are other killer mechanics to watch out for.

Tricks & Tips

  • As of the 2019.12 Dynamic Update Time Stutter can be triggered only once per turn.
  • The Clock can Time Stutter partway through an opponent's series of activations to move the -2 Spd aura and "double dip" on affected enemy models. Using the Clock in this way, it ends up being a gotcha for your opponent's order of activation; they have to deal with the Clock first or be unable to charge anything else.
  • A Clockatrice with Fury (thanks to The Heretic) has a Pow 17, 2" reach free strike, which can be wherever it needs to be thanks to Flight. That is not something to sniff at, even for Arm 20+ Khador or Skorne heavies.
  • Slow cannot be shaken.
  • Activation order: if you're wiling to fail a charge to trigger your assault spray, but also want to use your animus, first cast Time Lock, and only then proceed with the assault spray, lest your activation ends before you could cast the animus.
  • Placement from Time Stutter is not an advance, thus won't trigger things tied to advancing (Enliven, Countercharge, etc).
  • You can use Time Stutter offensively - especially against gunlines, to jam enemy models. It is especially annoying against jacks/bests with multiple powerful shots that lack Dual Attack or similar abilities, like the Thunderhead - if you jump in to engage after its initial shot crippled your aspect, it can't make its other shots.



  • Released at LVO (2019.02)
  • Based on the cockatrice myth, a two-legged dragon or serpent-like creature with a rooster's head.

Other Grymkin models

Grymkin Logo.jpg       Grymkin Index       (Edit)

The Child - The Dreamer - The Heretic - The King of Nothing - The Wanderer - Old Witch 3
Warlock Attachment: Baron Tonguelick

Warbeasts Lesser



Frightmare - Gorehound - Rattler


Cage Rager - Clockatrice - Skin & Moans

Units, Solos, & Battle Engines

Dread Rots - Hollowmen - Mad Caps - Malady Man - Murder Crows - Neigh Slayers - Piggybacks - Twilight Sisters


Baron Tonguelick, Lord of Warts - Cask Imp - Defiled Archon - Four Horseymans - Glimmer Imp - Grave Ghoul - Gremlin Swarm - Isiah the Dread Harvester - Lady Karianna Rose - Lord Longfellow - Trapperkin - Weird Wendell - Witchwood

Battle Engines Death Knell
Theme Forces Minions
Dark Menagerie - Bump in the Night Refer to Category: Grymkin Minion
This index was last updated: 2020.07

Rules Clarifications

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

See also the Warbeast page for a recap of the core warbeast rules.


  • If an ability doesn't specify how much it costs to force, it costs 1. (Infernal Ruling)


  • 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)


  • You cannot trigger optional abilities during a Frenzy (such as Cleave). (Infernal Ruling)
  • You must trigger compulsory abilities during a Frenzy ... unless that ability generates an extra attack (like 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. (Refer latest errata)
  • 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)
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Rules Clarification:  : Assault      (Edit)
(Click Expand to read)


Step 1: Declare the charge

  1. Are you in already melee? With any enemy, not just your charge target?
    • If yes, you don't get an Assault attack at all (Refer to the latest Errata). Instead it's just a normal charge.
    • If no, continue to Step 2.
  2. Note: You cannot be "in melee" with a stationary/knocked down target. Feel free to declare charges (and Assault shots) in this case.
    • You can even charge a knocked down model you're in B2B with, advance 0", and get your ranged attack and your melee attack(s).

Step 2: Move the charging model

  1. As soon as the movement is finished, determine whether it was a successful charge or not.
    • Do this before resolving anything that triggers on "Ends Movement" (like Admonition, Countercharge).
    • Do this before resolving your Assault attack.
  2. Did you make a successful charge? You get the ranged attack even though you're "in melee" (not yet though). Refer to the latest Errata.
  3. Did you fail the charge? You will get the Assault shot anyway (not yet though).
    • Did you fail the charge, but end your movement in melee with someone different to your charge target? You get the ranged attack even though you're "in melee" (not yet though). Refer to the latest Errata and also this (Infernal Ruling)
  4. Now that you've figured out whether the charge successful, you resolve "Ends Movement" effects (such as Countercharge) before the Assault attack. (Infernal Ruling).
    • If something happens at this point that changes whether a model is in/out of melee range, it does not retroactively change a failed charge into a successful charge or vice versa.
  5. If your charge was successful you may use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)
  6. If you fail your charge, you may not use "any time" abilities before or after making the Assault attack. (Infernal Ruling)
Tip lightbulb.png

Tip !
Assault is not a "triggered ability" and it will never trigger simultaneously with another ability that triggers/resolves at "ends movement". Instead, the other ability is always resolved before the Assault shot.

Step 3: Make the ranged attack

  1. The ranged attack is optional.
  2. Since the Assault attack is outside your Combat Action, you can only do a basic ranged attack. CRA & Special ranged attacks are only allowed during your Combat Action, you can't do them. (Infernal Ruling CRA & Special Attack)
  3. Did you move at least 3" during the charge movement? Who cares, that is irrelevant to the Assault attack!
  4. Make your ranged attack vs your charge target
    • If the charge target is already dead (which can happen when units charge) then you don't get to redirect your Assault attack vs 'someone else'. You simply don't get an Assault attack. (Infernal Ruling)
    • A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as an Assault attack. (Infernal Ruling)
    • If your ranged attacks triggers other attacks/damage that occur "after the attack" (such as Drag or Electro Leap) then those will resolve as per normal, regardless of whether you had a successful charge or not. (Infernal Ruling)
  5. Is the target in melee with the shooter?
    • If yes, then you ignore the +4 DEF bonus (as per the 3rd paragraph of "Targeting a Model in Melee" (TMM) rules)
    • If no, resolve the ranged attack exactly the same as if it were a normal ranged attack.

Step 4: If you miss

  1. If you miss the target, and the target is not in melee with you, then resolve it the same way as a normal ranged attack.
  2. If you miss the target, and the target is in melee with you, do not reroll the attack against another model. It misses completely.

Step 5: After finishing the Assault attack

  1. If it was an unsuccessful charge, your activation now ends.
  2. If it was a successful charge, and your charge target is ...
    • still alive, then you get your charge attack (as per the charge rules)
    • dead, then you get your initial melee attack(s) vs anyone still in your melee range (as per the charge rules).
  3. Either way, you don't get to make more ranged attacks (other than the obvious exceptions like Gunfighter, of course).


  • Move all models in the unit before making any Assault attacks. (Infernal Ruling)
  • Make all Assault attacks before making any Charge attacks. (Infernal Ruling)
  • Each model in the unit is effectively "stalled" while you move/shoot the other models. This "stall" does not create an opportunity to use "any time" abilities. (Infernal Ruling)
  • If a trooper's target dies before they make their Assault shot, they don't get to redirect it. You just skip their Assault shot. (Infernal Ruling)
  • You cannot make Assault attacks while out of formation, as per the regular formation rules about making attacks.
  • Assault & CRA (Edit)
    • You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)


  • Warbeasts
    • Warbeasts cannot use Assault during a Frenzy. Refer to the latest errata.
  • Assault vs Countercharge ( Edit )
  • Assault & Drag ( Edit )
    • You determine whether a charge was successful or not before making the Assault attack.
    • If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
      • It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
      • You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
      • Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
      • You won't be able to purchase additionals (because your activation ended).

Rules Clarification : Construct - None yet. (Edit)

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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 you put Eyeless Sight on a Blind model, it will still be Blind but it will not suffer the effects as long as it has Eyeless Sight. (Infernal Ruling)
    This means stuff like Hidden Blade will still trigger.
    Also, if the model subsquently loses Eyeless Sight, it will immediately go back to suffering the effects of Blind.
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Rules Clarification:  : Flight      (Edit)
(Click Expand to read)

  • Flight doesn't ignore:
    • Impassable terrain and hazardous terrain
    • Templates that stay in play and do damage to models moving through them (such as a Scather).
    • Free strikes.
  • Trampling with a flying model (Edit)
    • Flight allows you to trample "over" medium- and larger-bases.
    • Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
      • Unless, of course, you have an exception like Blade Rush.
  • Flight on a Cavalry model (Edit)
    • Although you can move over obstacles/models while charging, if you want to stop and make Impact Attacks while you fly "over" models you need to stop in a legal position. You can't make Impact Attacks while your flying horse is on top of obstacles, models, etc.
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.

Rules Clarification : Auto-Repair - None yet. (Edit)

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Rules Clarification : Time Stutter      (Edit)

  • Time Stutter doesn't stack with Respawn. Time Stutter happens after the attack is resolved, whereas Respawn resolves during the attack. By the time the attack is resolved there is no aspect crippled, and Time Stutter cannot trigger. (Infernal Ruling)

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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 : Slow - None yet. (Edit)
Rules Clarification : Chain Weapon - None yet. (Edit)

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Rules Clarification : Open Fist  (aka, Power Attack Throw)     (Edit)

  • Throw - General ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • 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.
  • 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.
    • 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)
    • Unresolved: 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.

Rules Clarification : Time Lock - None yet. (Edit)