Dominar Morghoul & Escorts

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Skorne Logo.jpg

Dominar Morghoul
Skorne Paingiver Warlock Unit
Escorts
Troopers

After a lifetime spent bloodying his hands on behalf of others, Morghoul has emerged from the world of shadows to command a house like no other—the paingivers. In battle, Dominar Morghoul is attended by two paingiver escorts who aid him in crippling his foes so that his blade may find purchase, and he empowers his army with mortitheurgical might so that they may shift like the sands of the desert to swiftly fell their foes.

Basic Info

Morghoul

Morghoul3
Missing Info
Morghoul3.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR 6
MAT 8
RAT N/A
M.A. N/A
DEF 16
ARM 14
CMD 8
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 15
F. Field N/A
WJP {{{wjp}}}
WBP +25
IHP {{{ihp}}}
UNIT SIZE 3
COST N/A
N/A
N/A
FA C
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Warlock Unit - All warlocks come with a stack of standard special rules - most notably being awesome. Furthermore, this warlock comes with some grunts that can be ordered around.
  • Officer - This model is the unit commander even if the unit has a Leader model.
  • Parry - This model cannot be targeted by free strikes.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
  • Acrobatics - This model can advance through other models if it has enough movement to move completely past their bases. This model ignores intervening models when declaring its charge target.
  • Granted: Reposition [3"] - While this model is in formation, models in its unit gain Reposition [3"]. (Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.)
  • Steady - This model cannot be knocked down.
  • Hidden Blade - Morghoul gains +d6 damage vs models which are Blinded.

Weapons

Mercy - 1" reach, P+S 13 melee weapon

  • Blessed - Attacks with this weapon ignore spells & animi that add to the target's DEF or ARM.
  • Damage Type: Magical - This weapon deals Magical damage.
  • Critical Decapitation - On a critical hit, double the damage exceeding the ARM of the model hit. A model disabled by this attack cannot make a Tough roll.

Spells

COST RNG AOE POW DUR OFF


Flashing Blade

1 SELF - - - -
The caster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.
Mirage

2 6 - - Upkeep No
Target friendly Faction model/unit gains Apparition.
Apparition - During your Control Phase, place models with Apparition anywhere completely within 2" of their current location.
Night's Reflection

3 8 - - Round Yes
Target model/unit suffers Blind for one round.
Blind - A model suffering Blind cannot make ranged or magic attacks, suffers -4 MAT and DEF, and cannot run, charge, or make slam or trample power attacks. It must forfeit either its Normal Movement or Combat Action during its next activation. Blind can be shaken.
Occultation

2 6 - - Upkeep -
Target friendly Faction model/unit gains Stealth. Models are not affected while out of formation.

Feat : Death Wind

Morghoul, his escorts, and friendly Skorne warrior models starting their activation in his control range all gain Parry (as above) & Acrobatics (as above) & Overtake for one turn. (Overtake - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".)

Escorts

Escorts
Missing Info
Lord Tyrant Hexeris.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR 6
MAT 7
RAT N/A
M.A. N/A
DEF 16
ARM 12
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Dominar Morghoul's unit comes with two Paingiver Escorts.

Abilities

  • Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Anatomical Precision - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll.

Weapons

Fan of Shadows - 0.5" reach, P+S 8 melee weapon

  • Damage Type: Magical - This weapon deals Magical damage.
  • Blind - A model suffering Blind cannot make ranged or magic attacks, suffers -4 MAT and DEF, and cannot run, charge, or make slam or trample power attacks. It must forfeit either its Normal Movement or Combat Action during its next activation. Blind can be shaken.

Theme Forces

Thoughts on Morghoul3

Morghoul3 in a nutshell

Dominar Morghoul is very like his previous version of Lord Assassin Morghoul - blinding a lot of enemies, some buffing, a little debuffing, and the ability to finish the enemy off. Acrobatics and Apparition between them give him a pretty impressive threat profile as he can get through most enemies without stopping.

Like most warlocks in warlock units he's had some of his power spread to a couple of unit members who are probably worth three points each.

Maximising his Feat & Spells

  • Night's Reflection with its blind is basically the ability to render an enemy unit either irrelevant for a turn, easy prey this turn, or both. (It also sets up casters for the kill). It's equally good against battle engines and is generally a standout spell.
  • Mirage cast on the Dominar himself is a statement of intent. How recklessly do you want to play him? And you probably want to do this after the feat.
  • Occultation is just good.
  • His feat should be used early - preferably with Nihilators to clean up as much infantry as you can. Or with Bloodrunners to exploit gang chains as they don't actually have these abilities.

Drawbacks & Downsides

  • No damage buff
  • It's hard to trigger Hidden Blade and without it he's not that great an assassin.
  • Legion frequently no-sells all his blindness
  • Doesn't really help battlegroup.
  • Arm 14

Tricks & Tips

  • His escorts can frequently do a really good job of jamming up heavies.
  • Mirage is useful on his unit in the endgame.
  • Blind - then reposition back behind something safe
  • Night's Reflection can let you massacre an entire unit. Or just keep it out for a turn as it can't shake Blind.

List Building Advice

Strategy

Morghoul wants to win by attrition with a highly effective back pocket assassination. Night's Reflection is an amazing spell, either shutting down a unit for a turn and setting it up for the kill, or shutting down a battle engine for a turn. His feat lets you kill anything in charge range - parry, acrobatics, and overtake are amazing mobility and frequently a pocket MAT-fixer as it gives you backstrike bonuses. (Woe betide the caster who doesn't realise they are in charge range). And he himself can be a finisher although he is no Morghoul2 when it comes to personal threat as applying Blind costs many more resources. So his strategy boils down to "win the attrition game with infantry while forcing the opponent to play round the assassination".

Morghoul's feat and spells support an aggressive infantry line with a relatively small battlegroup.

Theme thoughts

Disciples of Agony
He is one of the few warlocks allowed in this theme, and it goes with him. It provides him with a damage buff from either a Battle Boar or Blackhide Wrastler - and allowing him both Bloodrunners and Nihilators, both of which get on extremely well with his feat; the Dominar uses surprisingly few minion units here. Unfortunately it's mostly beasts to crack armour mixed with infantry for infantry-slaying, so it's a bit of an army of parts.

  • Nihilators really love the Overtake/Berserk combination. And both Occultation and Apparition do good things for them.
  • Paingiver Bloodrunners do surprisingly well with Morghoul's feat; Parry and Acrobatics both get them to targets and overtake does wonderful things to get Gang-chains going on targets that thought they were safe. Also with a caster with occultation the more stealth the merrier.

Masters of War
This is the other common way to play him and allows Marketh. You can take a couple of units of Praetorian Swordsmen to shatter armour and keep them safe with his spells, and Swordsmen love delivery methods. So do Ferox.

  • Cataphract Arcuarii love Occultation and the feat; acrobatics really lets them get at their target.
  • Legends of Halaak can be protected on the way in and are very hard to hide from under Morghoul's feat.
  • Praetorian Swordsmen love everything the feat does. Acrobatics to get into back arcs or to high value targets. Parry and sidestep work together awesomely. And he has two spells to protect them.
  • Praetorian Ferox can threaten almost the entire table with Morghoul's feat

The Exalted
It doesn't gain so much from his kit although it's far from unplayable and a surprise Hakaar the Destroyer charging through models and overtaking can wreck a lot of things. This works even if it's not an outstanding choice; Morghoul has no damage buffs, and Immortals and Ancestral Guardians are P+S 13 and he does nothing for warbeasts. Also there's little point to giving Immortals Overtake - and Incorporeal covers most of both Acrobatics and Parry so the feat's not all that great.

  • Immortal Vessel gives him +2 to hit with his Blind spells and lets him channel them safely. Close to a must-have.

Winds of Death or Imperial Warhost
Neither has the melee infantry he loves.

Support models - Various themes

  • Aptimus Marketh gets two upkeeps and his blind spell. Which is basically everything he wants.
  • Extoller Soulward lets you land Blind and may be wanted to take out incorporeal models as Morghoul lacks a zap.

Battlegroup

Other than leeching Fury from it Morghoul 3 has very little direct interaction with his battlegroup. As such it is normally chosen after the army and using little more than his core warbeast points, in order to fill in any gaps that the rest of the army has left.

Other

Trivia

Released 2017.04

Other Skorne models

Skorne Logo.jpg       Skorne Index       (Edit)
Battlegroup & Similar
Warlocks Hexeris1 - Hexeris2 - Jalaam1 - Rasheth1 - Makeda1 - Makeda2 - Makeda3 - Mordikaar1 - Morghoul1 - Morghoul2 - Morghoul3 - Naaresh1 - Xekaar1 - Xerxis1 - Xerxis2 - Zaal1 - Zaal2 - Zaadesh2
Lessers & Attachments Aptimus Marketh (Warlock attachment) - Zaadesh1 (Lesser Warlock)
Lesser & Packs Lesser Warbeasts: Agonizer - Reptile Hounds - Warbeast Packs: Scarab Pack
Light Basilisk Drake - Basilisk Krea - Cyclops Brute - Cyclops Raider - Cyclops Savage - Cyclops Shaman - Razor Worm
Heavy Aradus Sentinel - Aradus Soldier - Archidon - Bronzeback Titan - Rhinodon - Titan Cannoneer - Titan Gladiator - Titan Sentry
Chiron - Despoiler - Molik Karn - Tiberion
Gargantuans Desert Hydra - Mammoth
Units, Solos, & Battle Engines
Units Cataphract Arcuarii - Cataphract Cetrati - Cataphract Incindiarii - Immortals - Nihilators - Paingiver Beast Handlers - Paingiver Bloodrunners - Praetorian Ferox - Praetorian Karax - Praetorian Keltarii - Praetorian Swordsmen - Tyrant Commander & Standard Bearer - Venator Catapult Crew - Venator Flayer Cannon Crew - Venator Reivers - Venator Slingers
Legends of Halaak
Solos Ancestral Guardian - Paingiver Bloodrunner Master Tormentor - Extoller Novititate - Extoller Soulward - Immortal Vessel - Mortitheurge Willbreaker - Paingiver Task Master - Venator Dakar - Void Spirit
Abidan the Keeper - Aptimus Marketh (Attached) - Hakaar the Destroyer - Tyrant Rhadeim - Zaadesh1 (Lesser)
Battle Engines Siege Animantarax - Supreme Guardian
Theme Forces
Disciples of Agony - Imperial Warhost - Masters of War - The Exalted - Winds of Death
Minions
Refer to Who Works for Whom and/or Category: Skorne Minion
This index was last updated: 2019.06

Rules Clarifications

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Rules Clarification : Blessed and/or Creator's Wrath     (Edit)

  • Blessed ignores buffs even if they're not directly on the target. For instance, Haley3's Temporal Distortion spell gives a DEF buff to everyone within 5" ... and Blessed ignores it. (Locked thread)
  • You only ignore the DEF/ARM buff if the spell directly adds to the stat. A spell which instead grants a separate non-spell ability, and the ability gives a DEF/ARM buff, would not be ignored. (Infernal Ruling)
    In this ruling, Blessed does not ignore the DEF from Ashen Veil, because the DEF bonus comes from Concealment, and not the spell itself.
  • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else].
    • For example, the spell Cloak of Ash grants concealment, and models with concealment gain +2 DEF. You would not ignore this DEF bonus.
    • For example, the spell Death Ward grants +2 ARM and the defender chooses which column suffers damage. You would ignore the ARM bonus, but the defender still picks the column.
  • The Mk3 Blessed icon resembles the old Mk2 Magical Weapon icon. Do not get them confused.
  • This ability only ignores buffs from spells, not buffs from feats (such as Stryker1's Invincibility +5 ARM) or abilities (such as Protective Aura's +2 ARM).
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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 : Decapitation - None yet. (Edit)


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Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
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 (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • 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 : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.

Rules Clarification : Parry - None yet. (Edit)

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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.
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Rules Clarification : Acrobatics      (Edit)

  • 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.
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Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table.
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies.
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Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. (Infernal Ruling) See also this article for a detailed explanation.
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)
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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 : Hidden Blade - None yet. (Edit)

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Rules Clarification : Swift Hunter and/or Overtake     (Edit)

  • The free move must be resolved before other abilities that involve attacks (such as Quick Work or Berserk). Refer Step 12 vs 14 in Appendix A.
  • This ability does not trigger off special attacks, only basic ones.
  • An important difference:
    • Swift Hunter can be triggered by any attack, including out-of-activation attacks.
    • Overtake only works on attacks during your Combat Action. Even stuff like Impact Attacks won't trigger it.
  • Blood Boon & Overtake (Edit)
    As of 2019.03, this interaction is only available to Iona the Unseen   [Show/Hide]
    • Overtake is resolved at Step 12. Blood Boon is resolved at either Step 12 or 14 depending on whether you cast an offensive spell or not.
    • You can choose whether to trigger Overtake or Blood Boon first.
    • If you decide to cast a spell before resolving Overtake, that's fine. But if you choose an offensive spell, then you've skipped ahead to Step 14 and you've lost your chance to use Overtake.
    • (Infernal Ruling for all of the above)


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Rules Clarification:  : Thresher and/or Flashing Blade and/or Cyclone     (Edit)
(Click Expand to read)

Resolving the attack

Under this heading, the word "Thresher" is used interchangeably for "Flashing Blade" and "Cyclone" too

  • Thresher makes an attack against every model, and as such it targets every model. Thus if a model "may not be targeted by melee attacks", you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • All attacks made by a Thresher attack are simultaneous.
    • If a model is out of LOS when you start the Thresh, then you may not attack it as part of the Thresh (even if the Thresh kills what is blocking your LOS)
    • This means you need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    • In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens (for instance the Cryx Harrower that collects souls), it cannot collect them until all Thresh attacks are resolved.

Thresher only

  • All attacks made by a Thresher are special melee attacks, and as such won't trigger stuff like Grim Salvation or Rhyas's feat. (Infernal Ruling)
  • No matter how many enemy you kill, Thresher only counts as a single attack for the purposes of triggering Berserk, Quick Work, Black Spot, etc
  • You can do a Thresher on a charge (it's a special melee attack).
    • If you charge & Thresher, only the damage roll against your charge target is automatically boosted - other models caught in the thresh suffer an unboosted damage roll (although you can spend focus/fury to boost it)
  • You can't buy additional Thresher attacks, because they're (★ Attack). You can buy additional normal melee attacks, though.
  • Thresher will hit friendly models.

Flashing Blade only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell , then you'll get your boosted charge attack against it.
  • Flashing Blade doesn't hit friendly models

Cyclone only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell and is still in range, then you'll get your boosted charge attack against it.
    • If you used the advance to move out of range of your charge target, it was still as successful charge so it won't cause your activation to end. However, you are still limited to making melee attacks only.
  • Cyclone will hit friendly models.
  • The attack(s) from Cyclone occur simultaneously with "Ends its movement" triggers (such as Admonition). As such, the active player can use the Cyclone attacks before the inactive player uses his Admonition move. (Infernal Ruling)
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Rules Clarification : Mirage      (Edit)

  • The upkeep needs to be paid before you can get the Apparition move. Refer Step 4 vs Step 5 of "Control Phase" in the core rulebook.
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Rules Clarification : Apparition      (Edit)

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

Rules Clarification : Night's Reflection - None yet. (Edit)

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Rules Clarification : Occultation      (Edit)

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Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.


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Rules Clarification : Blind      (Edit)

  • Blind prevents magic attacks. However spell-casters, spell slaves, etc can still cast non-offensive spells.
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Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.
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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Blight Storm and/or Anatomical Precision and/or Affliction     (Edit)

  • With an AOE, only the model directly hit by the AOE will take auto-damage, other models in the AOE take normal damage.
  • You don't get auto-damage on stuff which isn't an attack, like Electro Leap and Flak Field.
  • If someone is immune to damage, you can't trigger the auto-damage vs them. Because you never got a damage roll in the first place. (Infernal Ruling)
  • When this ability is triggered by a spell (ie Blight Storm or Affliction) then that does not change the source of the damage to the caster, nor change the damage type to magical.
    It merely changes the result of a damage roll. (Infernal Ruling)


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Note to Editors
To edit the Escorts tagged abilities, Click here