Father Lucant, The Divinity Architect

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Convergence Logo.jpg Father Lucant, The Divinity Architect

Convergence Warcaster

Father Lucant has served Cyriss for over two hundred and fifty years and stands as both a prophet and a bastion of the spiritual truths the Convergence holds as incontrovertible. His presence inspires awe in all who have transcended to inhabit clockwork vessels, for it was his work that brought the process from theory to reality. It was Lucant who initiated the Great Work, and now he marches to battle to ensure its completion.

Basic Info

Lucant1
Missing Info
FatherLucantDivinityArchitect WEB.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 6
STR 9
MAT 6
RAT 3
M.A. N/A
DEF 14
ARM 17
CMD N/A
ESSENCE {{{essence}}}
FOCUS 7
FURY N/A
THRS N/A
HP 21
F. Field N/A
WJP +28
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
  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)

Feat : Clockwork Reinforcement

  1. While within Lucant's control range, friendly Faction models gain +4 ARM.
  2. When a friendly Faction model in Lucant's control range makes a Repair special action, add +2 to the damage removed.
Clockwork Reinforcement lasts for one round.

Abilities

  • Construct symbol.jpg Construct
  • Pathfinder symbol.jpg Pathfinder
  • Steady - This model cannot become knocked down.
  • Field Marshal [Shield Guard] - Warbeasts/warjacks in this model's battlegroup gain Shield Guard. (Shield Guard - Once per round, when a friendly model is directly hit by a non-spray ranged attack during your opponent's turn while within 3" of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard while it is incorporeal, knocked down, or stationary.)
  • Soul Vessel - This model generates soul tokens as if it were a living model.

Weapons

Spells

COST RNG AOE POW DUR OFF
Deceleration

3 SELF Control - Round No
While in the spellcaster's control range, friendly Faction models gain +2 ARM against ranged and magic attacks. Deceleration lasts for one round.
Discontinuity

3 SELF Control - Upkeep No
While in the spellcaster's control range, the melee weapons of models in its battlegroup gain Dispel.
Dispel - When this weapon hits a model/unit, upkeep spells and animi on that model/unit immediately expire.
Dissolution Bolt

2 8 - 12 Round Yes
A model hit by Dissolution Bolt cannot channel spells for one round.
Positive Charge

2 6 - - Turn No
Target friendly Faction warjack gains +2 to melee attack and melee damage rolls. While within 3" of the affected warjack, friendly Faction models gain +2 on melee attack and melee damage rolls. Positive Charge lasts for one turn.
Watcher

3 SELF - - Upkeep No
Once per turn when an enemy model advances and ends its movement within 6" of the spellcaster, you can choose a warjack in the spellcaster's battlegroup that is currently in its control range. That warjack can immediately make a full advance towards the enemy model and then can make one basic melee or ranged attack targeting the enemy model. The attack and damage rolls against that model are boosted.

Theme Forces

Recent Changes

No changes since 2017.01


Thoughts on Father Lucant

Father Lucant in a nutshell

Solid Cyriss tournament runner, Father Lucant is arguably considered the high-skill, high-return 'Caster. Boasting impressive health boxes and armor, Lucant can handle most opponents thanks to his nice spell sets and shield guard.

As his spell set is remarkably flexible, Lucant can support almost every Cyriss unit ranging from Prime Axiom to Obstructors. He can play in quantities, as the field marshal grants shield guard to every single vector. This drastically increase the survival rate of the Enigma Foundry, core unit for Cyriss infantries. He can play with heavy infantry, although cyrissian heavy infantries are considered subpar in competitive lists.

Feat thoughts

The 2 halves of the feat works a bit against each other: you want bonus to your repair rolls once you took some punishment already, and you want extra ARM before committing yourself into the meat grinder. You may often want to go for the extra ARM. With Deceleration's effective +6 ARM you can weather a Kara Sloan level gunline, with near-impunity.

Spell thoughts

  • Deceleration - Your favourite defensive measure against gunlines. It depends on your enemy, whether or not it worth casting in turn 1, since mostly the 2 armies will run toward the centre, but definitely a life saver in turn 2.
  • Discontinuity - it is ironic to see upkeep-hate taking form in an upkeep spell, but its effectiveness can't be denied. Beside the obvious removal of defensive buffs (Arcane Shield, Spiny Growth, etc), it can be really annoying for Resourceful casters and locks with the Rapport spell. You can use it defensively , if your key model is under a nifty enemy upkeep: cast it, and and whack the target from behind with the Corollary to get rid of that pesky Parasite.
  • Dissolution Bolt - your only ranged threat, and you'll rarely have FOCUS for it. Still, arcing it onto Thorn or a Hurricane can be fun, occasionally.
  • Positive Charge - your go-to offensive support spell. The bigger the footprint, the better it is (another reason to bring an Axiom)
  • Watcher - an educating spell, as you'll likely to pull off its trick only once. Still, the "Inverter-in-yo-face" scene, which leaves your would-be assailant knocked down, is hilarious. Don't forget to use it against counter-charging opponents. You don't have to use it on the first enemy who gets into your sight, but be on the lookout for chaff infantry, which might block your path to the real threat altogether.

Drawbacks & Downsides

  • His spells are somewhat expensive to cast. While he has decent FOCUS, he can easily deplete his focus throwing out Spells. The corollary helps.
  • No speed buffs.
  • His low RAT makes ranged vectors like Assimilators and Monitors a bad bet. The two exceptions are Axiom and Diffuser.

Tricks & Tips

  • You cannot upkeep Watcher and Discontinuity at the same time, so think twice before you change your field spell.
  • Shield Guard is not all-mighty; spells and non-direct hits can bypass it, and hit the models you want to spare. Also, smart enemies will find ways to push/slam/place either Lucant, or his vectors out of the crucial 3" radius. His large base also doesn't help.
  • Watch out for placement effects, like Apparition, Gate Chrasher, Telekinesis or Slipstream, which will not trigger Watcher.

List Building Advice

Strategy

His spells and abilities make him the master of attrition game. Be it vectors or infantries, he can protect them really well. Using the recursive and repair tricks present in your faction, enemies will have to think twice before committing their forces into a protracted combat. On the flip-side, he has no ways to boost his forces, or slow down your opponent, so a quick, flanking army can easily foil your plans. One final thing to consider, his melee potential. Bearing some of the highest unaided P+S among the casters in the game, he can bang up targets pretty well - especially with Positive charge. With a large base and a total of 11" threat range (13" with the Diffuser) he is not a dedicated melee assassin, but it worth to remember.

Theme thoughts

    Destruction Initiative    

Lucant will go in DI to get access to the TEP. Given he has Field Marshal Shield Guard, he doesn't really need Servitor Sheild Guards too, but hey why not. If you don't want the TEP, you may as well build pretty much the same list in Clockwork Legions and get some free light warjacks.

  • Transfinite Emergence Projector : The TEP is, as always, awesome. Lucant can boost the durability of the big metal boot.
    • Deflection and Shield Guards can help keep the TEP safe at range. Place a cheeky Inverter beside the TEP, and watch opponents' lethal shots bounce off Inverter's crusty metal armor.
    • If the TEP gets banged up, Lucant's feat can bring it back to full health. A single Optifex directive unit is more than enough to max out TEP's boxes under feat.

    Clockwork Legions    

As of the 2019.07 update, Lucant can now take a Vector-heavy list in CWL without losing "free models". So you have the choice of going in CWL to gain a few free light warjacks and a unit or two to round out your list, or you can go in DI for access to the TEP and more Shield Guards than you'll ever need.

  • Obstructors : On feat turn they become nigh unkillable. Cheap, recyclable, 2" reach shield wall infantry, there's no reason not to use these guys in Lucant's army.
  • Reciprocators : Another unit that refuses to die on feat turn. Even gargossals can't kill them easily, great when you need to tarpit elite units.
  • Clockwork Angels : High SPD skirmishers are hard to come by in Convergence. Lucant's army is slow, and it is good to have some light skirmishers. Deceleration means they won't die to blast damage on the way in.

Battlegroup

  • Corollary : Pretty much a must-have in the faction.
  • Cipher : Often the vector which lives throughout the battle. The Cipher serves as a 2nd attack heavy, and does great when it can land its spike, often with the help of positive charge.
  • Diffuser : Makes up for Lucant's lack of speed. A single Diffuser can greatly reduce FOCUS problem, and double Diffuser is not uncommon. You'll just need to cycle the FOCUS.
  • Prime Axiom : Lucant's go-to Vector. Giant shield guard, 'caster killer, fire platform... Prime Axiom can be seen in almost every list, and Lucant can turn it up to 11.
    • With Shield Guard, its massive size enables the colossal to block the most critical shots, completely ruining an opponent's day.
    • Positive Charge on the Axiom is brutal. Its melee attacks are already incredibly high strength, a damage buff means it can wreck a colossal alone. The Axiom's huge base also means it can spread the positive charge bubble over a larger area.
  • Inverter : Favored by Cyriss melee casters, Inverter serves as a shield guard and is exceptional for Watcher. It can even be buffed to give out a colossal level smackdown, guaranteeing knockdown when it hits.
    • With decent ARM, the Inverter can shrug off most ranged attack.
    • When Watcher is active, Inverter can serve as a lifeguard. Opponent's can't assassinate Lucant when they're knocked down by a boosted macropummeler.
    • Positive Charge means it can wreck havoc when it charges.
  • Conservator : Often maligned for it's low POW fists and the redundant shield guard ability, Lucant can still get good use out of the Conservator in an infantry brick.
    • Already sitting at 20 ARM, Lucant's feat bumps it up to 24, making it a great protector for large targets like Enigma Foundries.
    • Lucant's infantry attrition game will see steady use of the Conservator's Hand of Vengeance- stack Positive Charge on top of this to get it swinging at POW 19 and MAT 10.

First Seven Purchases

A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time. Lucant can have a decent list in either theme, so his first 7 depends partly on what your other caster(s) would like to share with him.

  1. Warjack: Conservator
  2. Warjack: Inverter
  3. Warjack: Corollary
  4. Unit: Optifex Directive

For warjack-heavy Destruction Initiative:

  1. Solos: Attunement Servitors
  2. Solos: Attunement Servitors
  3. Solos: Elimination Servitors

For troop-heavy Clockwork Legions:

  1. Solo: Enigma Foundry
  2. Unit: Eradicators
  3. Unit: Eradicators
You may want to swap one of the Eradicators to a Reciprocators unit for more variety in your collection - but Eradicators are considered the best medium-infantry option (as of 2020.04).

Other

Trivia & Lore

Video Battle Reports

Other Convergence models

Convergence Logo.jpg       Convergence Index       (Edit)            
Battlegroup
Warcasters

Aurora1 - Aurora2 - Axis - Directrix - Locke - Lucant - Orion - Syntherion

Light

Corollary (Attached) - Diffuser - Galvanizer - Mitigator - Negator - Tesselator

Heavy

Assimilator - Cipher - Conservator - Inverter - Modulator - Monitor

Colossals

Prime Axiom - Prime Conflux

Units, Solos, & Battle Engines
Units

Asphyxious4 - Clockwork Angels - Eradicators - Obstructors - Optifex Directive - Negation Angels - Perforators - Reciprocators - Reductors
Special CA [Any Unit] : Transverse Enumerator

Solos

Accretion Servitors - Algorithmic Dispersion Optifex - Attunement Servitors - Destructotron 3000 - Elimination Servitors - Enigma Foundry - Frustum Locus - J.A.I.M.s - Prefect Hypatia - Reflex Servitors - Steelsoul Protector

Battle Engines

Nemo4 - TEP

Theme Forces Mercenaries
Clockwork Legions - Destruction Initiative - Strange Bedfellows

Refer to Category: Convergence of Cyriss Mercenary

This index was last updated: 2020.03

Rules Clarifications

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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.")
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Rules Clarification : Stall      (Edit)

  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.


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

 
  • 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. 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 if they run, fail a charge, or use an ability like Reposition.
      Because doing one of those things makes that specific model's activation to end (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat 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)

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 : 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.

Rules Clarification : Construct - None yet. (Edit)

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Rules Clarification : Pathfinder      (Edit)

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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.
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Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)
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Rules Clarification : Shield Guard and/or Shadow Guardian     (Edit)

  • You can't use this ability vs spells.
  • You shift all effects onto the new model, including stuff that triggers on "when this attack hits".
  • When you use this ability vs an AOE attack, the template moves too. Because, with reference to Apdx A, the hit 'moves' at Step 6 and the template placement is determined at Step 7.
  • This ability doesn't work vs Point Blank attacks. Because Point Blank attacks are melee attacks that are made using a ranged weapon.
    • On the other hand, it will work vs Gunfighter attacks.
  • Shield Guard only
    • You can link Shield Guards together. Model A is hit, Model B uses Shield Guard to take the hit from A, then model C uses Shield Guard to take the hit from B, etc. (Infernal Ruling)
    • Since Shield Guard specifies "opponent's turn", it can't be used against stuff that shoots in your own turn (such as Watcher or Counterblast).
    • The Shield Guard does not necessarily need to be in the attacker's LOS or range.
    • The Shield Guarder 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 the Shield Guard moving the hit.) (Infernal Ruling)
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Rules Clarification : Soul Vessel      (Edit)

  • A Soul Vessel is not a living model in any way, so it will not trigger anything like Bloodthirst or Poison.
  • The only thing Soul Vessel means is that it produces a soul when it is destroyed, as if it were a living model.
  • An attack that would RFP a living model and thus normally prevents soul token generation (such as Snacking) doesn't trigger vs a Soul Vessel. So the Vessel can't get snacked and will produce a soul token.


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Rules Clarification : Deceleration      (Edit)

  • Deceleration works vs blast damage.
  • Deceleration works vs special effects on the gun/spell that cause "direct" damage. For instance, the Throw damage caused by the White Squall spell.
  • Deceleration doesn't work vs 'secondary' damage that is 'not considered to be an attack' (such as Electro Leap).
  • Deceleration doesn't work vs hazards that are put into play by spells/guns (such as the Stormwall's Covering Fire).
  • Deceleration doesn't work vs non-offensive spells that also do damage, such as Blazing Effigy. (Locked thread)
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Rules Clarification : Discontinuity      (Edit)

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Rules Clarification : Dispel      (Edit)

  • Dispel can't be used versus upkeeps that are not "on" a model/unit (such as Rock Wall, Void Gate, etc), because you can't "hit" them.
  • Because Dispel causes spells to expire on a hit, it will prevent spells that trigger on a hit from triggering at all.
    • For instance, the defensive animus Spiny Growth causes any model that hits the target to suffer d3 damage. This damage will not occur if it's hit by a Dispel weapon.
  • Anti-Upkeep vs a unit (Edit)
    • If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
    • It doesn't matter if the target is in formation or not. (Locked thread)
    • However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)

Rules Clarification : Dissolution Bolt - None yet. (Edit)

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Rules Clarification : Positive Charge      (Edit)

  • Positive Charge does not stack with itself. A warjack will only gain +2 attack/damage from the spell. (Infernal Ruling)
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Rules Clarification : Watcher and/or Guardian Beast and/or Dark Sentinel     (Edit)

  • A Colossal/Gargantuan cannot benefit from the movement, but they do get to make an attack. One is not conditional on the other. (Locked thread)
  • Guardian Beast is being errata'd to include the words "you can choose", same as Watcher. (Infernal Ruling)
  • If you choose not to use it the first time it is triggered, you can save it for when it next gets triggered. It's not a "use it or lose it" ability.
  • Dark Sentinel only