Cognifex Cyphon

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Mercenary Logo.jpg Cognifex Cyphon

Mercenary Cephalyx Warcaster

Cyphon is the premier cognifex of the Thornwood cephalyx hive, devoted to the systematic dismantling of intractable minds. Risen from the chthonic tunnels beneath the forest, Cyphon floats silently through the trees, a telepathic predator seeking its quarry. Subjects forced to endure Cyphon’s art are reduced to hollow-eyed shells, their minds destroyed by unrelenting waves of suffering. Cognifexes typically operate within the cloistered and antiseptic cells of a cephalyx hive, but Cyphon’s work does not afford it such luxury. Commanding a force of drudges and monstrosities, Cyphon sweeps through the ranks of potential subjects, constantly probing for anyone who might hold secrets useful either to its hive or to its own work

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
M.A. N/A
DEF 13
ARM 17
ESSENCE {{{essence}}}
HP 18
F. Field N/A
WJP +29
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock
  • Mercenary - In a 2+ caster game, [it] can work for Cryx.
  • Selective - This model can be included in a Mercenary army only if the army is made using a Cephalyx theme force.
  • 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.
  • Cephalyx Warcaster - In addition to the normal warcaster rules, this model can only have Monstrosities in its battlegroup, and can heal Monstrosities.

Feat : Adrenaline Rush

Monstrosities in Cyphon's battlegroup currently in [its] control range can gain +3 SPD, STR and ARM for 1 round. Those that do suffer 1 damage to each column of their damage grid at the end of their activations this turn.


  • Pathfinder symbol.jpg Pathfinder
  • Essence Amplifier - When this model declares it is casting a spell and is the point of origin for the spell, you can immediately destroy a friendly drudge in this model's command range. If you do, the spell gains +5 RNG.
  • Sacrificial Pawn [Monstrosity] - When this model is directly hit by an enemy ranged attack, you can have one friendly, non-incorporeal Monstrosity model within 3" of it hit instead. That model is automatically hit and suffers all damage and effects.
  • Steady - This model cannot become knocked down.


  • Mind Wipe - 10" spray, POW 10 ranged attack
  • Surgical Claws - 1" reach, P+S 12 melee attack



2 6 - - Upkeep No
Target friendly Faction model/unit gains +3 DEF against ranged and magic attack rolls. Models are not affected while out of formation.
Breath Stealer

2 10 - - Round Yes
Target model/unit suffers -2 SPD and DEF for one round.
Empathic Overload

3 8 4 12 - Yes
Models hit by Empathic Overload suffer a POW 12 damage roll. When Empathic Overload targets a friendly model, it automatically hits.

3 10 - 13 - Yes
When an enemy model is hit by this attack, it can be pushed d6" directly towards Gallows' point of origin.

2 SELF Control - Upkeep No
The spellcaster and friendly Faction models beginning their activations in its control range gain Relentless Charge for one turn.
Relentless Charge - While advancing as part of a charge, this model gains Pathfinder.

2 6 - - Upkeep No
Target friendly Faction model/unit gains +2 ARM, cannot be pushed, and cannot be moved by a slam or a throw. Models are not affected while out of formation.

Theme Forces

Thoughts on Cognifex Cyphon

Cognifex Cyphon in a nutshell

Of the two Cephalyx warcasters, Cyphon is the predictable one. [It] counters difficult terrain by handing out Pathfinder. [It] can blow up infantry with a close packed Empathic Overload. [It] takes as many monstrosities as [it] can (usually 5 or 6) and throws them at the enemy caster as fast as [it] can.

Competitive Viability

As of August 2018, Cognifex is considered unfortunately underwhelming. The Operating Theater theme really doesn't mesh well with Cyphon's primary game plan, and the lack of variety in Cephalyx armies seriously hurts the dark horse potential of putting [it] into your pair.

Feat thoughts

Smack! The feat is for when the monstrosities go in. There's nothing super deep about its usage, use it for your alpha and try to send as many Wreckers as you can straight at the enemy caster. (Note that the ARM bonus applies to monstrosities that have already activated, but they won't take any damage. It is thus usually advisable to keep at least one bodyguard monstrosity blocking near Cognifex).

Spell thoughts

  • Blur - This spell is best used on a Dominated Merc unit or the monstrosity blocking for Cyphon.
  • Breath Stealer - This spell is best used to deny charges, and serves as Cyphon's primary defensive spell.
  • Empathic Overload - A powerful attack spell, especially against packed jamming infantry. A highly effective way to use this spell is to run a drudge into the middle of a pack of enemies, as Empathic Overload automatically hits friendly models.
  • Gallows - This spell is best used to pull an enemy 'beast or 'jack out of position, especially in conjunction with Cyphon's feat enabling super long distance charges deep into enemy lines.
  • Onslaught - You almost always want to cast this first turn and commit to the upkeep. Cyphon's typical game plan is to use [its] feat to set up a super charge with a number of monstrosities, Onslaught really enables this game plan and in many ways can be considered Cyphon's signature spell.
  • Perseverance - This spell is best used on your blocking monstrosity, making it very hard for your opponent to get at Cyphon short of killing the monstrosity in question.

Drawbacks & Downsides

  • Cyphon is predictable due to how limited Operating Theater is as a theme and how few monstrosities exist
  • Cyphon's feat is strong, but is easy for your opponent to predict and play around
  • Jamming infantry give Cyphon a huge headache, forcing [it] to spend focus on Empathic Overload rather than buffing [its] monstrosities
  • Placement can be an issue for Cyphon, hits army has a habit of bunching up in the middle of the table, which is especially problematic due to Operating Theater's lack of good ranged options.
  • High DEF skew is a big headache for Cyphon, the answer to which is dumping a bunch of focus on Breath Stealer

Tricks & Tips

  • Monstrosities that activate before you feat won't get damaged, but can still benefit from the +3 ARM (and +3 STR on free strikes). A Warden is a perfect for this, because often it just needs to slam something, so it doesn't always need not need the +3 SPD & STR

List Building Advice


Cyphon's main win condition is a beatdown, although its feat can set up some scary assassination runs (His unfortunately predictable build means the latter is really very difficult, except against unprepared players). Both Cephalyx warcasters, Exulon Thexus & Cyphon, will end up running very similar lists due to the singular Cephalyx theme of Operating Theater and its focus on drudges. Cyphon typically wants at least 3 monstrosities, and is most effective when pushing up to 5 or 6.

Now one thing that Cyphon has that Thexus really doesn't is stat boosting spells. This gives him a unique opportunity to branch out into dominated units which Operating Theater lists normally wouldn't consider. For example, putting Blur on Idrian Skirmishers or Perseverance on Asphyxious the Sanctified. Beyond simply Cyphon's spells, dominated mercs work very well with the 4 or 5 monstrosities Cyphon wants to take. For example Kayazy Eliminators have a low P+S and Anatomical Precision with 2 attacks a piece. This makes them a highly effective way of getting extra Focus onto your monstrosities (remember that any time a monstrosity takes damage, it can gain a point of focus). Of special mention is Herne & Jonne. They are fairly point efficient as a shooting unit, but the real key is the Artillerist action. Artillerist can be used on a friendly faction model using a ranged AOE attack, so in this case, the Subduer; on Cyphon's feat turn, the Subduer becomes Spd 8 with 6" reach. It is RAT 4, but with Instigate and Artillerist it jumps to a boostable RAT 8, 14" threat range, and can knockdown and pull in a target. Not to mention the free, auto hitting P+S 21 attack. The result is a remarkably potent assassination, with an otherwise nonthreatening monstrosity.


The only theme Cyphon can be played in is Operating Theatre, which is a mostly drudge-focused theme and provides access to the entire range of Cephaylx models.

  • Wrecker - The "standard" monstrosity, Cyphon wants at least two or three Wreckers in its battlegroup. They are your best bet for harder targets and their Thresher attack is extremely good at clearing otherwise expensive to deal with infantry.
  • Warden - A solid Shield Guard, Wardens have a great slam attack both of which makes them great bodyguards for Cyphon and the softer Cephlyx models in your army.
  • Subduer - An interesting choice with Cyphon (see the Strategy section above), especially when paired with its feat.
  • Cephalyx Mind Bender & Drudges - Doesn't pair super well with Cyphon, he'd rather take a bunch of monstrosities.
  • Cephalyx Mind Slaver & Drudges - More useful on its own than the Mind Benders, and probably the drudge unit you want to be taking with Cyphon.
  • Cephalyx Overlords - A great support unit for all Cephalyx armies, and Cyphon is no exception. Influence is a solid spell, good for popping command attachments. Anatomical Precision allows Overlords to power up your monstrosities while dealing the minimal amount of damage.
  • Cephalyx Agitator - An even better support piece for monstrosities than the Overlords, Instigate is pretty much essential to get the most out of your Wreckers.
  • Cephalyx Dominator - The choice enabler which makes Cephalyx interesting. Ranking Officer makes whatever unit attached Cephalyx, which combos with your Overlords and Cyphon's spell list. There are too many good combinations to list here, please check the Dominator page.
  • Bloat Thrall - An okay shooty solo, a good choice if your Dominated unit is melee-focused.
  • Bloat Thrall Overseer Mobius - Massively improves other Bloat Thralls, making them one of the better shooting options in Cephalyx (which is really sad when you think about it). Costs a ton of points once you factor in the cost of the other Bloat Thralls, which is usually better spent on more monstrosities or a better dominated unit.
  • Machine Wraith - More than any other model, the Gremlin Swarm proved how effective an Incorporeal solo on a medium-base is at disrupting zones and reducing enemy scoring. The Machine Wraith is almost as good, with the bonus of being able to mess with softer enemy 'jacks.
  • Pistol Wraith - Another really solid Incorporeal solo, plus it has a decent ranged attack. A good flanking model for picking off unit leaders or other enemy solos.



Monstrosities [it] can take

Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker

Other Mercenary models

Mercenary Logo.jpg       Mercenary Index       (Edit)
Mercenary 'Jack Controllers (Human) (Edit)

Ashlynn1 - Ashlynn2 - Aurora2 - Blaize - Caine3 - Crosse2 - Damiano - Fiona - Macbain - Magnus1 - Magnus2 - Montador - Rahera - Shae


Asphyxious4 - Crosse1 - Nemo4

'Jack Marshals

Colbie Sterling - Dirty Meg - MacHorne1 - MacHorne2 - Raluk Moorclaw - Rutger Shaw - Steelhead Ironhead

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Rhulic 'Jack Controllers (Edit)
Warcaster Durgen Madhammer - General Ossrum - Gorten Grundback
'Jack Marshal Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
Units, Solos, & Battle Engines
Warcaster attachments

Doctor Stygius - Madelyn Corbeau - Reinholdt - Wyshnalyrr

Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Non-character Units

Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Legion of Lost Souls - Ogrun Assault Corps - OoI Resolutes - OoI Vigilants - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - SH Cannon - SH Halberdiers - SH Cavalry - SH Mortar - SH Riflemen - SH Volley Gun - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator (small or medium based units) - Special WA: Morrowan Battle Priest (Morrow units)

Character Units

Alexia1 - Asphyxious4 - Croe's Cutthroats - Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowler1 - Herne & Jonne - Lady Aiyana & Master Holt - Lynus & Edrea - MacHorne1 - The Commodore Cannon - The Devil's Shadow Mutineers

Non-character Solos

Cephalyx Agitator - Gobber Tinker - Menite Archon - Morrowan Archon - Ogrun Bokur - Powder Monkey - SH Arcanist - SH Ironhead - SH Gunner - Swamp Gobber River Raider Thamarite Advocate - Thamarite Archon - Void Archon

Character Solos

Alexia, Mistress of the Witchfire (2) - Alexia, The Undying (3) - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella1 - Black Bella2 - Bloody Bradigan - Boomhowler, Solo Artist - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez - Dirty Meg - Doc Killingsworth - Doctor Stygius - Eilish Garrity, the Occultist - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - First Mate Hawk - Flubbin - Flugwug the Filcher - Gastone Crosse - Glyn Cormier, Illuminated One - Gorman di Wulfe, Rogue Alchemist (1) - Gorman the Mad (2) - Grand Master Gabriel Throne - Gubbin - Gudrun the Wanderer - Harlan Versh, Illuminated One - Harlowe Holdemhigh - Hermit of Henge Hold - Hutchuk, Ogrun Bounty Hunter - J.A.I.M.s - Kell Bailoch - Lanyssa Ryssyl, Nyss Sorceress - Lord Rockbottom - MacHorne2 - Major Harrison Gibbs - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Scythe - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Viktor Pendrake - Weird Wendell - Widget, Tinker Extraordinaire - Wrong Eye & Snapjaw

Battle Engines

Hammerfall Siege Crawler - Nemo4

Independent Warjack

Malvin & Mayhem

Theme Forces (Edit)
Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
This index was last updated: 2020.07

Rules Clarifications

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Rules Clarification : Feat : Adrenaline Rush

  • If a monstrosity activates before Cognifex feats, then it will gain the ARM bonus but not suffer any damage.
  • If a column is already full of damage, the feat damage will "spill over" into the next column.
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Rules Clarification:  : Magical Damage      (Edit)
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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.")

Rules Clarification : Silencer - None yet. (Edit)

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Rules Clarification:  : Warcaster      (Edit)
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  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)

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

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

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

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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
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This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • As of 2020.08, I have lost track of how this is supposed to work and I'm giving up until it is sorted properly. Refer to this thread for the latest ruling and follow-up questions.

  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

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

  • The Selective rule only restricts which Mercenary armies this model can be included in. It doesn't limit what other Factions this model can work for. Also, when taken outside of Mercenaries this model can go in a non-Cephalyx theme.
  • When working outside of a Mercenary theme, Cephalyx warcasters can have non-Cephalyx attachments (eg Madelyn). (Infernal Ruling)
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Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Essence Amplifier - None yet. (Edit)

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Rules Clarification:  : Sacrificial Pawn and/or Sucker! and/or Grim Salvation     (Edit)
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  • Sacrificial Pawn is optional.
    Grim Salvation and Sucker are not optional.
  • Grim Salvation only works vs basic attacks, not special attacks, power attacks, chain attacks.
    • Spells are not basic attacks, because they are not "made with a weapon". (Infernal Ruling)
    • CRA and CMA are basic attacks. (Infernal Ruling)
    • If a Special Attack generates an additional attack (such as Multi-Fire), the second attack will be basic and as such can have Grim Salvation used vs it. (Infernal Ruling)
  • Sacrificial Pawn & Sucker! don't work against melee attacks.
  • None of them work vs magic attacks (spells).
    All of them work against Magical Ranged attacks, though.
  • The model the attack is transferred to is always hit, even if they have an ability that makes them automatically get missed (such as Stealth).
    Automatically missing is determined earlier in the timing sequence than when the attack is moved. (Infernal Ruling)

From here down, the terms Sacrificial Pawn, Grim Salvation, and Sucker! are interchangeable

  • Using Sac Pawn moves all damage and effects onto the other model.
  • The new model hit may use any abilities that trigger on being hit/damaged by an enemy attack (such as Vengeance and Shock Field).
  • Sprays and AOEs
    • With reference to the timing chart in Appendix A: placing a spray template down occurs at Step 3. Using Sacrificial Pawn occurs at step 6. Placing an AOE template down occurs at step 7.
      Therefore if you use Sac Pawn vs a spray, the placement of the spray template does not change. If you use Sac Pawn vs an AOE, the placement of the AOE template does change.
    • A model indirectly hit by an AOE attack cannot use Sac Pawn vs it.
    • Since a spray template doesn't move, it may cause the Pawn to be hit twice by the same spray. So you then resolve two damage rolls against it.
    • When/if you shift an AOE template, the original target may be clipped by the edge of the AOE anyway (depending on how far apart the original target and Pawn are).
  • Sacrificial Pawn multiple times
    • If a model with the Sacrificial Pawn ability passes it to another model that also has Sacrificial Pawn ability, that second model may pass it along to a third model.
    • Models can only use Sac Pawn once each, you cannot set up an infinite loop!
  • Quick Draw vs Sacrificial Pawn (Edit)
    • If enemy "Model A" shoots you, and then you use Quick Draw against "Model A", but they use Sac Pawn to move your Quick Draw attack to "Model B" then ... Quick Draw has no effect (or rather, it affects "Model B" who isn't currently shooting you so is irrelevant). Point is, "Model A" can continue shooting you.
    • This won't happen with Shield Guard though (outside of a very low-probability scenario) because Shield Guard can only be triggered during an enemy turn.
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Rules Clarification : Steady      (Edit)

  • Steady models are still susceptible to other effects of knock-down attacks (if there are any).
    • For example, a steady model hit with a Head butt won't be knocked down but will take damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.

Rules Clarification : Blur - None yet. (Edit)
Rules Clarification : Breath Stealer - None yet. (Edit)

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Rules Clarification : Empathic Overload      (Edit)

  • If the target is out of range, you will auto-miss even if its friendly. Refer Appendix A: Step 3 (out of range) vs Step 4 (auto-hit).
  • Not blast damage (Edit)
    • Due to the way it is worded, this spell/weapon does full POW to all models in the AOE. It is not blast damage and it is not halved.
    • For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)

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Rules Clarification : Gallows      (Edit)

  • The target is pushed directly toward the point of origin, not the caster. This distinction is important if the spell is channeled.
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
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Rules Clarification : Onslaught      (Edit)

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Rules Clarification : Relentless Charge      (Edit)

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Rules Clarification : Perseverance      (Edit)

  • You can still be placed.
  • You can still be damaged by a slam.
  • You can still be moved if someone is thrown on top of you, and you need to apply the rule of Least Disturbance.