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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House Ellowuyr of Ios is known for a great many noble reasons, such as the quality of the soldiers they produce or their unique style of armor. Falcir herself is neither well known nor noble, but she is one the House’s most powerful assets. Those who know of her call her “The Merciless,” but these words do not do justice to the true nature of this warcaster. Falcir is House Ellowuyr’s executioner, and she is brutally exceptional at the task.
Basic Info
Falcir1 |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Small |
SPD |
6 |
STR |
7 |
MAT |
7 |
RAT |
N/A |
M.A. |
N/A |
DEF |
15 |
ARM |
17 |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
7 |
FURY |
N/A |
THRS |
N/A |
HP |
17 |
F. Field |
N/A |
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WJP |
+28 |
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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Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
Feat : Hunting Season
- Place one bounty token on up to five different enemy models/units in Falcir’s control range.
- Falcir’s Bounty Hunter gains an additional effect you can spend bounty tokens for during this Activation Phase.
- Prey Upon - Friendly Faction models gain +2 to attack and damage rolls against the enemy model/unit the bounty token was spent from. Prey Upon lasts for one turn.
Abilities
- Bounty Hunter - Enemy models/units can gain bounty tokens. Each enemy model/unit can have up to one bounty token at a time. At any time during your Activation Phase except while resolving an attack, you can spend bounty tokens from enemy models/units to use one of the following effects for each token spent.
- Confuse - The enemy model/unit the bounty token was spent from suffers -3 RNG and -2 to hit on ranged and magic attack rolls. Confuse lasts for one round.
- Execute - Friendly Faction models can reroll damage rolls against the enemy model/unit the bounty token was spent from. Each roll can be rerolled only once as a result of Execute. Execute lasts for one turn.
- Falter Courage - The enemy model/unit the bounty token was spent from gains an additional die on melee attack rolls. Discard the highest die of each roll. Falter Courage lasts for one round.
- Snare - The enemy model/unit the token was spent from suffers -2 SPD. Snare lasts for one round.
- Springing the Trap - Once per turn, when an enemy model/unit advances and ends its movement in this model's control range, you can place a bounty token on that model/unit.
- Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, this model can immediately make a full advance, then its activation ends.
- Unstoppable - This model cannot be pushed, become knocked down, become stationary, be moved by a slam, and never suffers Blind or Shadow Bind.
Weapons
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Iconoclast
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RNG
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POW
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P+S
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2
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6
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13
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- Damage Type: Magical
- Weapon Master
- Critical Amputation - On a critical hit on a warjack or warbeast, fill in the unmarked damage boxes or circles on the last column or branch damaged.
- Paying the Price - When this weapon damages an enemy model with an initial or special attack, after the attack is resolved you can place a bounty token on an enemy model/unit within 10" of Falcir.
- Thresher (★ Attack) - This model makes one melee attack with this weapon against each model in its LOS that is in this weapon's melee range. Thresher attacks are simultaneous.
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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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Flashing Steel
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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/unit gains Rapid Strike.
- Rapid Strike - A model with Rapid Strike can make one additional melee attack each Combat Action.
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Force Hammer
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4
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10
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-
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12
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Yes
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Instead of suffering a normal damage roll, a non-incorporeal model Force Hammer hits is slammed d6" directly away from the spell's point of origin and suffers a POW 12 damage roll. Collateral damage from this slam is POW 12.
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Full Throttle
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3
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SELF
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Control
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-
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Turn
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No
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Warjacks in the spellcaster's battlegroup beginning their activations in its control range can run, charge, or make slam or trample power attacks without spending focus that activation. While in the spellcaster's control range, models in its battlegroup gain boosted melee attack rolls. Full Throttle lasts one turn.
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Vanish
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1
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SELF
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-
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No
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Place the spellcaster anywhere completely within 3" of its current location. Vanish can only be cast once per activation.
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Theme Forces
Thoughts on Falcir, the Merciless
Falcir, the Merciless in a nutshell
Falcir, The Merciless is a Retribution warcaster that brings a new style of gameplay both to Retribution and to WARMACHINE as a whole. Falcir herself is a melee powerhouse, best suited to fighting single hardier targets (such as Colossals or Gargantuans) on her own instead of wading into units of enemies. She relies of her army to deal with the “chaff” of the opposing force but aids them not only through her spells but also with her unique bounty mechanic. At various points throughout the game, Falcir can place bounty tokens on enemy models and units, which can be spent by her army to provide a wide variety of effects, such as reducing an enemy unit’s accuracy or speed or increasing the damage dealt to the enemy by friendly Faction models. This bounty mechanic requires players to plan ahead, knowing not only which models/units need to have tokens placed on them but also to what effect they intend to use them later.
Falcir is a brutal caster, meant to dictate the tempo of the battle through her powerful Bounty effects, and then win either through sheer attrition or by delivering herself into the enemy 'caster for an assassination. Her spell list is completely comprised of pure offense, while her bounty affects provide a mix of control and army wide offensive buffs.
Stack all of this with the fact that Falcir herself has a strong defensive profile, especially thanks to her Unstoppable rule, while also having an equally strong melee threat thanks to Cyclone, bounty effects, and her melee stats and you find yourself with a very mean caster that takes some time to learn to play with, and against.
Bounty Thoughts
Falcir is not a simple caster to play, but she is not also one of the most skill intensive casters either. Proper application of her bounties is crucial to playing her well. Knowing your opponent's army, which models/units to place bounty tokens onto, and when to utilize the debuffs versus the offensive buffs is vital.
You don't have to spend bounty tokens during Falcir's activation, just anytime during your Activation Phase. You could spend some at the start of your phase, activate Falcir later and add more, and then spend more later in the phase. This is intentional.
Springing the Trap and Paying the Price can be triggered during the enemy turn for extra bounties.
Enemy models can only have one bounty token at a time, but you can theoretically get two bounty effects on them. You need to spend the token to apply the first effect, then trigger Springing Trap or Paying Price before your Activation Phase ends, get a new token and spend it for the second effect.
Feat thoughts
Placeholder
Spell thoughts
- Flashing Steel - Her only upkeep, which is free if you bring Sylys. You put this either on a powerful melee unit like Nyss Hunters or Ryssovass Defenders, on a Trident for the cheeky double slam, or herself so she can really tangle down in melee because it saves her a focus she'd use to buy this extra attack.
- Force Hammer - It's a potent, if costly nuke, so you will cast this on turns where you don't go in smack stuff. Combining it with Snare lets you push an important model back D6" and with -2 SPD it likely cannot commit on the subsequent enemy's turn. Also it messes with focus efficiency if you use it to knock down battle group models. Finally, always remember that you can blast your own models in the back to knock down a key target, such as the enemy caster, and enable their removal.
- Full Throttle - You cast this basically every turn. It works great with any melee jack in Ret, i.e. Manticores, Aeternae and even Hydras and with easy access to empowers makes her jacks extremely focus efficient. Shyeel jacks are MAT 7, so they obviously shine with this and the aforementioned Manticore packs quite a punch with Mechanik support as well. This spell generally tilts her to more substantial battle groups with around 3 heavies, since the more attacks you make the more the spell pays for itself. The boosted attack roll part also affects herself, including her Cyclone attacks, which is easy to miss.
Drawbacks & Downsides
Placeholder
Tricks & Tips
- Slam a heavy into another one, then snare them both and potentially apply a Gorgon spray to keep them out of the game unable to contribute.
- Flashing Steel can be put on herself to increase her output. With Sylys you don't even need to spend a focus for it, meaning it's a net gain over buying one attack with her.
- The rerolls on damage rolls from Execute are better the higher the base POW of the attack is. It's not really a tool to make already weak attacks stronger, but to make already strong attacks peak more.
- If you Thresher, you can get multiple Paying the Price - one for each model you hit.
List Building Advice
Strategy
Placeholder
Theme thoughts
Support models - Various themes
- Arcanist Mechaniks - All three of them. No really, she never want to allocate at all, because she needs that focus to beat enemies to a pulp and camp what she didn't spend to survive the retaliation.
- Sylys - He saves her an extra focus, whcih essentially equates to an extra attack and makes her Force Hammer better with an extra attack die and extra range, makimg her much less reliant on an arc-node.
- Fane Knight Guardian - Decreases her odds of dying in melee and gives her Parry to go where she needs, as well as being a Shield Guard.
- Elara1 - Ghostly is absolutely essential for Falcir so she can charge through buildings and bring the pain. Her being able to fuel jacks for her is also very nice. Give her one or two Gorgons to double stack the Speed debuffs and make your local Khador player cry.
- Hermit - Mad Visions is important in keeping Falcir safe as she plays very far forward. Telemetry lets her land Force Hammers more easily, which can also be used to slam the Hermit in the back for some extra inches on his bubbles for the price of 4 focus and a hitpoint. Master of Ruin and Prey Upon make pretty much anything in her list hit very hard.
- Dawnguard Trident - That's 2" extra threat range and a very nice gun platform to boot.
Forges of War
Falcir is very weak against guns, having no innate defensive abilities against them and not granting them to her forces either. Conversely, Forges is a stellar theme for her, granting all of her jacks Shield Guard and among Elara, Mechaniks and Arcanists, she will never have to fuel them either, which lets her focus on casting Full Throttle and/or laying down the hurt herself once you have delivered her. The restriction to Shyeel jacks doesn't hurt her at all, as Manticores under Full throttle are excellent and should keep melee focused armies honest with Covering Fire.
- House Shyeel Arcanists - Among these guys and Arcanists Mechaniks you should be able to top of your jacks every turn.
- House Shyeel Artificer - He hands out the important Force Barrier buff to either Falcir or her Nyss Hunters and is otherwise a sturdy flag contesting solo.
- Nyss Hunters - They are Weapon Master infantry so they make excellent use of Flashing Steel. They are also your only 10 man unit in this theme to really take the buff (you really don't want to put the spell on Battle Mages).
- Battle Mages - The pushes can add another control element to her list and Prey Upon make their spells actually dangerous, damage wise. Generally you either play Nyss Hunters or Battle Mages and another light.
- Discordia - Thanks to Full Throttle you don't mind spending one focus for the Imprint, at which point Falcir gets a buff to her defensive stats that stacks with Force Barrier. Overall a good, albeit pricey package. Three initials with Full throttle is still amazing though and the spray adds yet another control element to her list.
- All of the above mentioned support models are available in this theme.
Defenders of Ios
Defenders is another excellent theme for her. Cyclone behind the wall the theme gives you turn one, then use it to hang out for the rest of the game and project her assassination threat in a 15" circle around her (+2" with a trident, +2" from Lanyssa). Defenders also allows unrestricted access to Retribution Partisans, many of which provide excellent value to Falcir. Building a list with Sylys, Hermit, Lanyssa and Scythe is only possible here.
- Ryssovass Defenders - POW 10 Weapon Masters with Precision Strike are excellent Flashing Steel targets, probably the best in the faction other than herself.
- Aelyth Vyr - With him the Defenders get really abusive. Defensive Line + Tough and Dying Breath man they are a nightmare to remove in melee for a whole slew of armies. A well placed covering fire from a Manticore as well as Falcir's Spring the Trap further exacerbate this. Oh and he also has Veteran Leader [Nyss] on top of this.
- Scythe - She is already in the running for best non-archon solo in the entire game, but Reposition 3" from the theme benefit, Master of Ruin, and Veteran Leader push her to silly, over the top levels. Add Prey Upon or Execute into the mix and you have an absurd solo.
- Lanyssa - Loves repo and Veteran Leader as well. You can even stack Telemetry from the Hermit for effective MA 10. Falcir loves Hunter Mark to project her personal output two more inches
- House Ellowuyr Warden Executioner - With an obscene amount of 6 attacks per model and an FA of 4 for no good reason, these guys will set the world on fire with Execute or Prey Upon. Windmill slam the include-button on War Room if you can, you don need to take regular wardens with them either.
Legion of Dawn
- Dawnguard Sentinels - They are a ten-man weapon master unit. Meaning they make the absolute most of Rapid Strike. They are very slow, however, and Falcir does nothing to fix that.
- Imperatus - One of the most solid character jacks and really good assassination tool. As such it loves Full Throttle.
Battlegroup
- Aeternae - They accumulate off of her and pack quite a punch in melee which is excellent under Full Throttle.
- Manticore - She runs these exceedingly well thanks to Full Throttle and with Covering Fire and Spring the Trap you can punish your enemy for coming closer to you and claim scenario.
- Phoenix - They hit hard and accurately and with 2" reach to boot. Also the are arc-nodes which makes landing key Force Hammers an easy prospect.
- Gorgon - Kinetic Grip and Snare result in a -4 SPD for enemy models. Enough to make Khador jacks cry. Two are a very good investment, but one will also serve you well. You should outsource them to Elara1, so they can back up after spraying something thanks to Speed of Death, because they will get deleted if you don't.
Other
Trivia
- Sculpted by Doug Hamilton
- Released 2021.02
- Her weapon's name, iconoclast, means a person who attacks or criticizes cherished beliefs or institutions.
Other Retribution models
Rules Clarifications
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Rules Clarification: : Warcaster (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).
- 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)
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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 : Bounty Hunter (Edit)
- You cannot use Bounty Hunter after Falcir dies (in a 2+ caster game for instance). (Infernal Ruling)
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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)
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Rules Clarification : Confuse - None yet. (Edit)
Rules Clarification : Execute - None yet. (Edit)
Rules Clarification : Falter Courage - None yet. (Edit)
Rules Clarification : Snare - None yet. (Edit)
Rules Clarification : Springing the Trap - None yet. (Edit)
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Rules Clarification : Sprint and/or Run & Gun (Edit)
- You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
- Run & Gun won't trigger if you RFP the model, but Sprint will.
- End of Activation (Edit)
- You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
- Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
- Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
- You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
- If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
- For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
- See also the training article: LPG - End of Activation.
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Rules Clarification : Unstoppable - None yet. (Edit)
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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 : Weapon Master - None yet. (Edit)
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Rules Clarification : Amputation (Edit)
- Amputation triggers after you've marked normal damage. So it goes: Roll damage ; mark damage ; fill in unmarked boxes/circles.(Infernal Ruling)
- Amputation doesn't do anything if no boxes are filled in / the attack deals no damage. (Infernal Ruling)
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Rules Clarification : Paying the Price (Edit)
- If Falcir uses Thresher to damage multiple enemy models, you get to put out one token for each enemy damaged. Because it lacks the "damages one or more" clause. (Locked Thread)
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Rules Clarification : Thresher (Edit)
- Thresher is a special attack. If you make additional attacks, they will be a single basic attack (you cannot buy additional special attacks).
- Thresher is optional.
- All attacks generated are Special Attacks.
- Thresher will hit friendly models.
- Simultaneous melee attack (Edit)
- There are several abilities/spells that allow a model to make simultaneous melee attacks vs everything in range (Blood Reaper, Cyclone, Flashing Blade, High-Impact, Thresher)
Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all of these abilities: [Show/Hide]
- Targeting/Timing
- To make a multi-melee-attack (MMA) you have to make individual melee attacks vs every model, and this means you need to target every model with a melee attack. If a model "may not be targeted by melee attacks" (such as Una2's feat) then you have to 'skip' it when you resolve the attack. (Infernal Ruling)
- The attacks are effectively multiple separate attacks.
- If you have a buff to your "next attack" (such as Tune Up) then it only works vs the first model you roll dice against, not vs every enemy. (Infernal Ruling).
- The attacks are simultaneous.
- If a model is out of LOS when you start the MMA, then you may not attack it during the MMA (even if the MMA kills what is blocking your LOS).
- 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 from destroyed models (for instance the Cryx Harrower that collects souls), it cannot collect any tokens until all MMA are resolved.
- Charging
- If you charge and cast a spell to generate MMA, then none of those MMA count as a charge attack. You've "paused" your charge. If the charge target survives the spell, then you get to make a normal charge attack vs it.
- If your MMA is simply tied to your weapon, then only the damage roll against your charge target is automatically boosted - other models caught in the MMA suffer an unboosted damage roll (although you can spend focus/fury to boost it)
- Triggering other abilities
- Most abilities that give the attacker a bonus move/attack tend to use the phrase "destroy one or more enemy models with a melee attack" and as such you'll only trigger this ability once. For example Berserk, Quick Work, Black Spot, etc
- Other abilities, that trigger on "hit" or "damage", can be triggered from every attack in the MMA.
- Many abilities only trigger off a basic melee attack, so don't work with special MMA (like Thresher). But if your MMA is basic (like High-Impact), things might get a bit complicated. In particular:
- If you have Beat Back on the attacker, it is resolved after the attack. Every model that survives the MMA is eligible to be Beat Back-ed, and the attacker chooses the order. Pick one, push it and follow it, then decide if you want to Beat Back another survivor. Each push will recenter the directly away / directly toward part of the push. (Infernal Ruling)
- If you have Electro-Leap on the attack, it is resolved after all attack rolls but before any damage rolls. The models that you just attacked will have electo-leaps bounce between them (as they will generally be the closest to each other). After the Electro damage is resolved, you can roll melee damage vs any models that survived the electric damage. (Infernal Ruling)
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Rules Clarification : Force Hammer and/or Thunder Strike (Edit)
- An Incorporeal model will be damaged by this spell, but not slammed.
- The slam distance for the spell is not halved vs larger models - that only applies to a Slam Power Attack.
- See also the rules clarifications on slamming.
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Rules Clarification : Full Throttle (Edit)
- The "can charge etc for free" is optional. You can still spend the focus if you want (which may be relevant for Vectors or Unstable warjacks). (Locked Thread)
- If you're planning on casting this a lot, you should probably review the Trample and Slam rules and their Rule Clarifications.
- Battlegroup members (Edit)
- Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
- It won't target/affect models which are Attached, though.
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Rules Clarification : Vanish - None yet. (Edit)