Fiona the Black

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Mercenary Logo.jpg Fiona the Black

Mercenary Privateer Thamarite Warcaster

Mk4 icon.png
This model is available in one Prime Army, Talion Charter. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

Note that the rest of this page is about the model's Mark III rules.

An unabashed Thamarite, Fiona the Black brazenly displays her devotion to that widely loathed goddess and takes pride in having liberated herself from quaint, conventional notions of morality. She has found a home among the pirates and privateers of the Broken Coast, where skill and ambition bring ample rewards—and folly and stupidity invite destruction.

Basic Info

Missing Info
41110 FionaTheBlack2014 WEB.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 16
ARM 15
ESSENCE {{{essence}}}
HP 15
F. Field N/A
WJP +27
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock

Mercenary - In a 2+ caster game she can work for Cryx, Cygnar, or Khador.

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 : Dark Omen

Enemy models roll one fewer die when making attack and damage rolls while in Fiona's control range. Dark Omens lasts for one round.


  • Cultists - (1) Choose one friendly living non-Morrowan Faction unit at the beginning of the game to be Cultists. Cultists are Thamarite models. (2) This model can upkeep one spell without spending focus if there is one or more Cultist models in formation in its control range during the Control Phase. (3) Cultist models do not suffer damage when spells are channeled through them as a result of Dark Rituals.
  • Dark Rituals - This model can channel spells through friendly Faction warrior models in its control range. Immediately after a spell is channeled through a model as a result of Dark Rituals, the model it was channeled through suffers d3 points of magical damage.
  • Whiplash - When an enemy misses this model with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks.


Sword icon.jpg  RNG   POW   P+S 
2 6 11



2 10 - - - Yes
An enemy non-warcaster, non-warlock, non-infernal master model hit by this attack can be pushed up to 3˝ in any direction. A model can be pushed only once per turn as a result of Befuddle.

2 8 - 12 - Yes
Enemy upkeep spells and animi on target model/unit damaged by this attack expire.
Curse of Veils

2 8 - - Upkeep Yes
Target model/unit suffers -2 ARM and does not block LOS.

2 6 - - Upkeep No
Target friendly Faction model/unit gains Stealth. Models are not affected while out of formation.
Roth's Mercy

2 6 - - Upkeep No
When an enemy attack disables a living model in the target friendly Faction unit, you can choose a non-disabled living model in the same unit to be destroyed. If another model is destroyed as a result of Roth's Mercy, the disabled model removes 1 damage point.

3 10 3 13 - Yes
When a living non-soulless model is boxed by Soulfire, the spellcaster gains 1 focus point and the boxed model is RFP'd. If the spellcaster does not have the Focus Manipulation special rule it cannot gain a focus point as a result of Soulfire.

Theme Forces

Thoughts on Fiona

Fiona in a nutshell

Considered by many to be the strongest caster in the game, Fiona is an offensive spell slinger with good control and support spells. With two or three upkeeps, Soulfire, Chasten, and Curse of Veils as offensive options, she will need to prioritize, but she alwaya has good options. Her ability to arc node through any warrior model makes her very hard to defend against.

Befuddle from anywhere to control on scenario and her very powerful feat make her a force to be reckoned with and hands down the most adaptable mercenary caster. Fiona’s weakness is that she does nothing to speed up or keep your army alive but as long as you can deliver them (helped greatly by the flames in the darkness theme benefit) she will cause all manner of frustration to your opponent.

Feat thoughts

Her feat is a solid defensive effect, but is weaker against gunlines who can stay out of her bubble and shoot in. Generally speaking, her feat gives her a massive advantage against melee armies.

In the current environment there are many models that can reach MAT 10 or higher, and since Fiona has no DEF buff, her feat does not keep infantry as safe as it once did. Some casters like Cyrenia or Orion have tools to get through her feat and have a productive turn regardless.

Spell thoughts

Fiona has a flexible toolbox she can use to reach anywhere thanks to Dark Rituals allowing her to channel from any angle. She's an offensive spellslinger who can cast through any of her warrior models and do a whole lot of things to disrupt the enemy.

  • Befuddle - Always useful, even post-nerf. Bring enemies into range, or push them out of range, or out of a scenario zone, or into LoS of something big...the possibilities are endless. Just beware of things that are immune to Push.
  • Chasten - Upkeep removal is often a huge deal. It's also her cheap nuke.
  • Curse of Veils - An ARM debuff is always incredibly useful, and occasionally you'll use the secondary effect. Unlike the two Calamity casters in faction, Fiona has no problems getting this spell out.
  • Roth's Mercy - This is used to protect important unit leaders like the Idrian Skirmishers's chieftain or guide or the Press Gangers's lass, but it can also be used for board control when your opponent needs to clear a lane or zone. It's more powerful than it sounds. It can stop effects like Berserk, Killing Spree and probably at least a dozen other nasty effects that trigger on Destroyed. Just watch out for effects that prevent damage removal as those prevent the spell from working.
  • Occultation - Give stealth to something you want to protect. Just useful, especially as incoming fire has right of way.
  • Soulfire - With a 3" AOE, the Soulfire can potentially be cast for "free" infinite times ... if you can kill 3 troops each time. So first you need targets to be bunched up, then you need to kill them with POW 7 blast damage which is anything but guaranteed. Combined with Sylys' Arcane Secrets, you can generally get your focus back if this is your first spell of the turn - watch out for Tough models, though.

Drawbacks & Downsides

  • She's squishy.
  • Any effect that prevents offensive spellcasting can foil her if applied to the right targets. Choir of Menoth Shielding, Arcane Ward, etc...
  • Her feat can be countered by shooting from outside her control area.
  • She does not keep her army alive outside her feat turn.

Tricks & Tips

  • Using Dark Rituals to channel through a multi-wound model will not kill it.
  • Some people play cultists defensively for the free upkeeps all game long - others play them aggressively for the free channeling.
  • Befuddle a model to stand in the perfect spot to catch multiple models with Soulfire.
  • RFP key solos or UAs with Soulfire. A boostable S+P POW 13 can take out most solos in the game.
  • Alexia1 can collect the corpses of friendly models who die from Dark Rituals, which she can then convert into fresh arc nodes placed in the perfect positions at the start of the next turn. Additionally, if the original model killed is a Steelhead then Sgt. Nick can bring it back.

List Building Advice


Fiona is a toolbox spellcaster who does a lot of weird stuff that disrupts the enemy and causes them to tear their hair out.

Fiona has some infantry support with Roth's Mercy and Occultation, and some ranged support with Curse of Veils and Befuddle. High DEF units and high ARM warjacks benefit most from her feat. She also want to have speedy and expendible flanking models around for channeling through via Dark Rituals so she can get good angles for her offensive spells.

Theme thoughts

    The Talion Charter    
Fiona is a pirate, and unlike the other three pirate casters, she brings an ARM debuff, which Talion desperately craves. With Rockbottom to handle the hit-fixing and Powder Monkeys to run her jacks, there's good stuff here.

  • Powder Monkey - effectively a theme benefit, the Anciliary Attack it can grant to a Mariner (or even a Galleon) is excellent, especially with a caster that can hand out ARM debuffs and back strikes.
  • Scharde Dirge Seers - if Fiona takes two Mariners and The Commodore Cannon & Crew one unit can give them all eyeless sight for five effective shooting attacks regardless of things like cloud walls and stealth.
  • Scharde Pirates - RAT 7 POW 14 sprays when backed by Lord Rockbottom, this unit can put out a whole lot of devastating shooting and melee. POW 16 under Curse. They also do their own threat extension, which she does not do.
  • Sea Dog Pirates with Mr. Walls also bring threat extension, and are a solid choice in the theme.
  • The Swabber and Swashbuckler warjacks are quite resilient on her feat turn.
  • Press Gangers make outstanding Cultists that can replenish their numbers.
  • Swamp Gobber River Raiders probably find their best use with Fiona. Not only are they one-shot channelers with interesting debuffs, when they reel themselves in they can place themselves into the target's back arc so they aren't actually engaged by whoever they hit.

The following models can be taken in Talion but elsewhere, too:

  • The Commodore Cannon & Crew is an excellent choice if you don't want to risk her cultists - but may not be fast enough to reach play until turn 3 if you go first.
  • Lady Aiyana & Master Holt can stack their ARM debuff on her ARM debuff to burn something to the ground.
  • First Mate Hawk can get interesting places with Sprint and Acrobatics and as such provides interesting channel vectors. Object of Desire plus Fiona's Arm Debuff also lets Privateers seriously threaten multi-wound infantry.
  • Master Gunner Dougal MacNaile cancels stealth - and helps Privateer shooters.
  • Bosun Grogspar cancels pop and drop assassinations.

    Flame in the Darkness    

Fiona is extremely strong in this theme. Flames offers many units and solos that will hold up rather well under her feat and gives her pairs of Advocates for free! Double Thamarite Advocates with a damage buff are extremely scary.

  • The Thamarite Archon makes up for the loss of Sylys, allowing her to re-roll her attacks. He's also a self-contained ranged powerhouse and he is nigh invulnerable under her feat. Shoot away!
  • Jakes1 can bring high DEF jack, which under Sidekick, will be very hard to deal with under Fiona's feat. The Swashbuckler in particular gets to DEF 17 in melee with dodge while under Sidekick.
  • Precursor Knights - They are untargetable by enemy magic natively and hit like trucks when they get there. Fiona helps deliver them.
  • Order of Illumination Resolutes are good for arcing spells, taking charges on her feat and being useful in general.
  • The Legion of Lost Souls are heavy hitters with good range and are blast-resistant on her feat turn. Take Alexia3 if you take them, for the damage buff.
  • The Morrowan Archon adds that extra kick of DEF to make your army extra unhittable in melee during her feat.
  • The Hermit of Henge Hold grants an ARM debuff or an accuracy boost, enhancing her effectiveness greatly.
  • Alexia2's Thralls hit quite hard on a Cursed target. And she herself is tough to remove when she has stealth. Most importantly however, Alexia can move up spawn a Thrall or three, repo back, and then Fiona can channel through the Thrall, meaning the enemy caster has to constantly worry about her assassination threat.
  • Ragman & Gabriel Throne - Your owther resident damage buffs, but at this point the buffs become a bit over kill. Throne also hands out Pathfinder however, which can be a real lifesaver.
  • Gallant - A great beastick heavy and with power up, Accumulator and an Advocate you will never have to fuel it.
  • Field Mechaniks - always bring at least a minimum unit. They are the cheapest (and only) option for Cultits outside of the maligned The Devil's Shadow Mutineers.

    The Irregulars    

The Irregulars allows the widest possible range of models, including powerful 10 man ranged units to make use of Curse of Veils, Eliminators as mobile arc nodes and most importantly Nemo4, but sadly no Archons. She's very viable here as well.

  • Nemo4 is a powerful ranged platform to begin with, totting boostable POW 14 guns with potential for Signs and Portens to really make use of Curse. He can summon a Steelhead Ironhead as a means of threat extension, and recurrs infantry, which synergises with Alexia2.
  • One or two units with powerful guns and good DEF are recommended to really make use of Curse and her feat.
    • Idrian Skirmishers are an amazing combined arms unit - thanks to their CA - so they love Roth's Mercy. Their ability to Reposition often lets you place one model in an ideal position to arc from once the unit's activation is over.
    • Croe's Cutthroats - They have native stealth to keep them safe and with Backstab and Prey they become terrifying with Curse of Veils.
  • Kayazy Eliminators are great to channel through as they have acrobatics and multiple hit points - and can survive.
  • Asphyxious4 - He's a super "solo" and really loves her feat to stay alive. His respawning servitors can serve as throwaway arc-nodes. His clouds add to the board control.
  • Greygore Boomhowler & Co - Probably the best recipient of Roth's Mercy. Have Boomy use his Cacophony Fell Call and run him up next to the spell caster you want to neuter. Unless the enemy has Grievous Wounds or Entropic Force, they cannot get rid of him without burning through his company first.

Most of the non-archon solos in Flames are also available in this theme, as well as a myriad of other solos and lesser warlocks.

  • Harlowe Holdemhigh - He brings a tool box of shot types at a low price.
  • Boomhowler, Solo Artist - Giving a key ranged solo or unit Reposition allows them to be a bit more aggressive.
  • Sylys Wyshnalyrr, The Seeker - Another free upkeep if you brought cultists, extra dice on magic attack and damage rolls and extra range on spells (albeit only on non-channeled ones). Combos very will with the Hermit for Telemetry.
  • Lanyssa Ryssyl has a speed buff (which Fiona lacks) which also lets her jack charge for free, which saves her focus, but you rely on Lanyssa hitting and damaging the target. Upgrading her into a Diffuser on Nemo4 for 2 points might prove more worthwhile.
  • Gastone Crosse - Discombobulate is a handy accuracy buff and it enables Backstabs to Croes.
  • Anastasia - Should be in every Irregs list so you have a high chance to go first.
  • Dez & Gubbin - The get Veteran Leader from the Princess and have a powerful long range AOE gun.
  • Gudrun the Wasted - Kinetic Distortion makes things not worth shooting udner her feat. Her Advocates can Sucker! to him to fill him with tokens.

    Soldiers of Fortune    

Fiona runs this theme quite well. SOF lacks an ARM debuff outside Gorman, so Curse of Veils is helpful and makes the Steelhead Heavy Cavalry extremely powerful. Likely she will cast Occultation on the Cavalry, bring Verendrye and Alexia2 plus a couple units of Steelhead Halberdiers and Rhupert plus whatever else and let the army do its thing while she does hers.

  • Rocinante only needs one focus to do its job well, so she can use the rest of it for spellcasting and camping.

    Various Themes    

  • Thamarite Advocate - They can accompany Fiona into any theme. Power lest them top off a jack of hers, or even herself. Knowledge is great for a spellslinger.
  • Princess Delores Graciela - For the low price of a Toro somewhere in your list you can get a very shooty solo that is essentially DEF 13, ARM 20, with 35 boxes if you Safe the Princess every attack against her towards the Toro.


She's not a battlegroup caster, having no innate boosts to jacks or jack spells. She wants to sling spells. So don't bring too many. 2-3 is a fine amount

  • Mariner - two Mariners fit almost perfectly into Fiona's jack points. They are good all-round shooty jacks with long ranges, large AOEs, and in the Talion theme they can get a second shot thanks to the Powder Monkey. It is possible to blow heavy targets away by dropping Curse and Kiss on them and shooting them with 3 Mariners plus ancillaries.
  • Fiona runs a mean Blockader - turning the sprays up to 11 on the advance, protecting it on her feat turn and after that - rocket fists.



Fiona from the Black Lagoon; Minicrate VIP Exclusive.
  • Sculptor: Werner Klocke
  • Fiona is Warmachine's first Thamarite, and was the first mercenary caster with a FOCUS stat over 6.
  • As a Thamarite, she will use any means necessary to achieve victory. (Thamar's central tenet is that everyone can improve themselves, and should do so by whatever means they deem necessary - as opposed to Morrow's, that everyone can improve themselves and should do this and help everyone else do so)
  • Released in Pirates of the Broken Coast (2007)
  • This model has a limited edition sculpt, released in 2020.10.

Warjacks she can take

With the way Mercenary battlegroups work, this model can't simply control any Mercenary warjack, and instead is limited to the following choices:

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Note: Other restrictions may apply, such as 'Jack Marshals can't control Colossals, character warjacks aren't allowed in most theme forces, etc.

Other Mercenary models

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

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


Asphyxious4 - Crosse1 - Nemo4

'Jack Marshals

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

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

Doctor Stygius - Madelyn Corbeau - Reinholdt - Wyshnalyrr

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

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

Character Units

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

Non-character Solos

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

Character Solos

Alexia2 - Alexia3 - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella1 - Black Bella2 - Bloody Bradigan - Boomhowler2 - Boomhowler3 - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez1 - Dez2 - Dirty Meg - Doc Killingsworth - Doctor Stygius - Eilish1 - Eiryss1 - Eiryss2 - Eiryss4 - First Mate Hawk - Flubbin1 - Flubbin2 & Dreyfus2 - Flugwug the Filcher - Crosse1 - Glyn Cormier, Illuminated One - Gorman1 - Gorman2 - Grand Master Gabriel Throne - Gubbin1 - Gubbin2 - Gudrun1 - Gudrun2 - Harlan Versh, Illuminated One - Harlowe Holdemhigh - Hermit of Henge Hold - Hutchuk, Ogrun Bounty Hunter - J.A.I.M.s - Kell Bailoch - Lanyssa Ryssyl, Nyss Sorceress - Lord Rockbottom - MacHorne2 - Major Harrison Gibbs - Malvin2 - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Princess Delores Graciela - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Scythe - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Tubbin - Underboss Vizkoya - Viktor Pendrake - Weird Wendell - Widget1 - Widget2 - Wrong Eye & Snapjaw

Battle Engines

Hammerfall Siege Crawler - Nemo4

Independent Warjack

Malvin1 & Mayhem1

Theme Forces (Edit)
Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
This index was last updated: 2021.11

Rules Clarifications

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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. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

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

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

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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(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 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.

Rules Clarification : Cultists - None yet. (Edit)

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Rules Clarification : Dark Rituals      (Edit)

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Rules Clarification : Channeler  and/or Arc Node     (Edit)

  • It is possible to channel a spell with a range of CTRL. The control range is still measured from the caster though, so channeling it has zero effect ... unless you've got something like Empowered Arc Node or Reaction Drive. Stuff like that can trigger. (Infernal Ruling)

Channeling in melee

  • A channeler that is engaged by an enemy model can not channel.
  • A channeler that is engaging an enemy model can channel. (For example, the channeler is standing in the enemy's back arc.)

Channeler - LOS

  • You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
    • If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS (but not to the DEF bonus).

Caster - Attack roll

  • You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
    • If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the dice roll (but not to the LOS).

Stealth - It affects both LOS and the attack roll

  • Since Stealth has both a LOS modifier (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed) things get a little complicated.
  • If only the channeler ignores stealth, then all stealth models count as intervening models and block LOS, but the caster will auto-miss models more than 5" from the channeler.
  • If only the caster ignores stealth, then only models within 5" of the channeler block LOS, but the caster won't auto-miss no matter what you target.
  • If both channeler and caster ignore Stealth, it works as you'd expect.
  • Stealth Examples     [Show/Hide]
    • Caster has Eyeless Sight, channeler does not.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model does not count as an intervening model, as per the normal Stealth rules.
        • Attack roll - If you attack it then you don't auto-miss, as the attacking model has Eyeless Sight.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model doesn't block LOS
        • Attack roll - Doesn't auto-miss
    • Caster hasn't got Eyeless Sight, channeler does.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model counts as an intervening model, because the model drawing LOS ignores Stealth.
        • Attack roll - If you attack it then you will auto-miss, as the attacker doesn't ignore Stealth.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model blocks LOS, so you can't target the rear model.
        • Attack roll - N/A
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Rules Clarification : Whiplash      (Edit)

  • If the casting model is not a valid target of the spell, Whiplash will not occur.
    • For example, if you cast a "target warjack suffers ..." spell at a model with Whiplash it can't bounce back at you because the caster is not a warjack (exception: the Deathjack).

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

  • Blessed ignores spell buffs even if they're not directly on the target. (For example, Haley3's Temporal Distortion spell is cast on Haley and gives a DEF buff to everyone within 5". Blessed ignores it on everyone, not just on Haley.) (Locked thread)
  • You only ignore the DEF/ARM buff if the spell directly adds to the stat (for example Arcane Shield gives +3 ARM).
Whereas a spell which grants an ability, and the ability gives a DEF/ARM buff, would not be ignored by Blessed (for example Cloak of Ash gives a model concealment, and concealment gives +2 DEF).
(Infernal Ruling)
  • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else]. (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.)
  • 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 : Grievous Wounds      (Edit)

  • GW prevents "repairs" as well as "heals".
  • It does not stop a warlock transferring damage, or stop the wounded model from being able to 'heal' someone else.
  • Does not affect models with the Massive rule.

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Rules Clarification : Befuddle      (Edit)

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

  • 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 : Curse of Veils - None yet. (Edit)

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Rules Clarification : Occultation      (Edit)

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Rules Clarification : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
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Rules Clarification : Self-Sacrifice and/or Roth's Mercy     (Edit)

  • The model that is destroyed is not destroyed by an enemy attack, instead it is destroyed by the Self-Sac ability. (Infernal Ruling)
    • This allows you to nullify many enemy abilities (such as Overtake and Blood Boon).
    • However, it will not nullify all abilities, some abilities don't care who destroyed what (such as Soul Taker or Body Snatcher).
  • An enemy ability that prevents healing (such as Entropic Force) does not prevent you triggering Self-Sacrifice ... it just prevents the part where you heal.
    • This means you could end up with 2 dead models and 0 healed models; an opponent is perfectly within his rights to let you declare self-sacrifice, remove a 2nd model via self-sacrifice, then refuse to let you heal the first one.
  • If multiple models are caught in the same attack (for instance, an AOE), then they can't self-sacrifice to each other (because they're all disabled at the same time).
    • However, if you have Self-Sacrifice & Tough they trigger at the same time. So you resolve tough first and if anyone in the AOE passes they become non-disabled. Since it's simultaneous, that model is now a valid target for self-sacrifice for the other guys in the AOE.
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Rules Clarification : Soulfire      (Edit)

  • Despite the name, Soulfire does not work vs Soul Vessel models. Soul Vessel only triggers for the purpose of collecting souls, and Soulfire does not actually collect a soul.