Fyanna, Torment of Everblight

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Legion Logo.jpg Fyanna, Torment of Everblight

Legion Strider Warlock

Mark IV Status: Limbo - This model has not (yet) been updated with Mk IV rules, as of 2022.12. Privateer Press have promised it will get updated ... eventually.
You can view the Mk3 models that have been updated on this page.

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

Fyanna, Torment of Everblight is one of Legion’s fiercest forward commanders. She leads small strike forces of blighted Nyss against key targets deep in enemy territory to make way for more substantial Legion forces. Having received the ultimate gift in the form of a shard Everblight’s athanc, Fyanna combines her skill as a formidable assassin with the power of the dragon’s deadly spawn.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 15
ARM 15
ESSENCE {{{essence}}}
HP 16
F. Field N/A
WJP {{{wjp}}}
WBP +28
IHP {{{ihp}}}
Warcaster 1
the Statblock
  • Warlock - All warlocks 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 - Unstoppable Tide

While in Fyanna's control range, friendly Faction models gain +3 DEF and Dodge (refer to her Abilities). Unstoppable Tide lasts for one round.


  • Pathfinder symbol.jpg Pathfinder
  • Dodge - This model can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.
  • Overtake - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".
  • Field Marshal [Overtake] - Warbeasts/warjacks in this model's battlegroup gain Overtake.


Barbed Lash
Sword icon.jpg  RNG   POW   P+S 
2 5 12
  • Chain Weapon symbol.jpg Chain Weapon
  • Magical dam symbol.jpg Damage Type: Magical
  • Chain Strike - This weapon becomes RNG 4 during this model's activation.
  • Critical Smite - On a critical hit, the model hit can be slammed d6" directly away from this model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. The POW of collateral damage is equal to the STR of this model.



2 6 - - Upkeep No
When an enemy model advances and ends its movement within 6" of target model in the spellcaster's battlegroup, the affected model can immediately advance up to 3", then Admonition expires. The affected model cannot be targeted by free strikes during this movement.

2 6 - - Upkeep No
Target friendly Faction model/unit gains +3 to melee damage rolls but suffers -1 DEF.

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

2 6 - - Upkeep No
Target friendly Faction warrior model/unit gains +2 ARM and Blast Resistance. Models are not affected while out of formation.
Blast Resistance - A model with Blast Resistance gains +4 ARM against blast damage.

Theme Forces

Thoughts on Fyanna2

Fyanna2 in a Nutshell

Fyanna, Torment of Everblight, once a mediocre (at best), overpriced combat solo who struggled to find any purpose at all among the rest of Legion's offerings, became a well-rounded and potent Warlock, on par with the Legion's other generals. She brings a best in class damage buff, a solid defensive feat, an ARM buff that also helps deliver units to combat that normally fear the threat of blast damage - a very common problem faced by most of Legion's infantry. On top of all that she gets Admonition, which is a superb spell no matter who has it on their card.

Fyanna2 finds herself wanting only a MAT or (explicit) SPD buff - this is probably the least bad problem to have in Legion, since it can be solved by many ways, be it a Seraph, the Hellmouth, the Mekanoshredder or the Blight Archon. In very rare cases, Gallows can fill that gap as well.

Her personal threat is not bad as her high speed and Chain Strike boast impressive threat range, but don't expect Fyanna to do a lot of work on her own. Beyond her feat she has no real defensive tech and her defensive profile is not anything stellar. Plus, she lost her attack types in going from solo to Warlock, trading them in for a dicey critical hit effect. It's not a bad one, but not one you should be hinging your game plan on, especially on a middling P+S weapon without weapon master. She also will struggle against opponents with easy access to upkeep hate; she has three incredibly good upkeep spells and recasting them will cost her dearly on FURY. Even upkeeping them all is going to be troublesome in many cases.

She's not outstanding neither in the offence nor on the defence, but if you are looking for a jack-of-all-trades warlock to round out your list pairings, she can be a great choice due to her flexibility and ready access to strong force multiplier buffs.


  • Chain Strike - Thankfully she retains this excellent weapon trait, and it can help keep her further back if you must commit her to an enemy. Also allows for very wide charge angles, which can help with safe positioning, and can shut down countercharge-capable models all the better by engaging them up to 4" away during her activation.
  • Critical Smite - This is a nice critical effect, but don't count on it unless you're backed into a corner.
  • Dodge - With a decent DEF score this will trigger more often than not, and for her solves the problem of "should I bring a Harrier for Dodge?" (the answer is usually no, by the way)
    • Don't accidentally dodge backwards into Killbox, or in a way that takes a beast out of control range, or you will be very very sad.
  • Field Marshal: Overtake - An excellent Field Marshal which adds yet another layer for your movement shenanigans - you can use squishier models as a stepping stone to reach the more valuable targets. You can have some very potent candidates on the merit of this ability alone, like the Angelius or Zuriel. You may also consider this:
    • In a heavy warjack/beast 1v1, consider overtaking BACKWARDS if you kill the target. This gives you some breathing room if you need it. Even more useful if the beast in question has Admonition on it.
    • If you use your Scythean to Thresher a load of infantry, you still only get 1" of overtake, even if you killed a billion dudes.
    • The Blight Wasp animus lets an affected model in Fyanna's battlegroup advance 1"+1", then make an attack, if the conditions to trigger both Overtake and Killing Spree are met (aka you killed something with a basic melee attack).

Feat thoughts

Fyanna's feat is the watered-down version of Zaateroth's super-potent defensive tech. The common trait is that it makes attacks harder to connect, especially with Legion's stable of markedly high DEF heavy warbeasts (the ones with wings anyways). In addition, when they DO miss it does effectively prevent further attempts on their life if your Dodge move puts you out of melee range. Beware however, that canny opponents may bait the dodge to dislodge your models from combat, allowing accurate guns to take better shots afterwards. Also, if an opponent with 2" melee reach ran into base-to-base contact with your beast, you still cannot dodge out of melee since you'll be exactly 2" away.

This feat works just as well on some of Legion's generally flighty infantry choices. Swordsmen can dive headlong into the front lines and leverage the feat to back off safely with impressive DEF scores. Strider Scouts/Blightblades can become near impossible to hit, prolonging your jamming efforts (plus you can use Dodge to jam even harder, should you please).

Watch out for throws and slams or other ways to ignore to-hit rolls as they are reliable ways around this feat by either causing collateral damage, simply knocking things down, or causing auto-hitting damage like electro-leaps and the like. On the bright side, many of Legion's high DEF beasts are immune to knockdown. Also, models with access to boosted attack rolls will still be able to get you, even under your feat, so watch out for models like the Death Archon or charging cavalry, as well as models with access to Line Breaker and similar rules (like Sloan's battlegroup).

Spell thoughts

  • Admonition - Keep a beast relatively safe from counterattack with this. Loses some traction against units who can sneak behind a beast and prevent landing zones, but on something with wings it's harder for an enemy to play around. Be careful to not fall for bait - some opponents will try to trick you into using Admonition early, and then sending the real threat after you once you've moved. Angelii remain solid targets thanks to their low ARM, but any beast (or Fyanna herself) can appreciate denying a charge.
  • Fury - An incredibly potent spell most wouldn't have expected to ever have access to in Legion. The DEF penalty is trivial on this, as the heaviest of Legion hitters already have abysmal DEF ratings, and really, you're almost definitely killing what you set your sights on with Fury up. Cycle it around on your beasts or units (whichever you like best) to maximize the damage.
  • Gallows - Easily the dud spell on Fyanna's card, as you rarely want to gamble on the randomized pull distance that Gallows offers, plus with three other stellar upkeeps and a meager FURY stat Fyanna can barely afford to cast this most of the time. It won't be used much, but can be a lot of fun when combined with the Legion's various push/pull animi or the Hellmouth to heavily disrupt enemy formations.
    • Oftentimes, the threat of a Gallows can be more than enough to alter an opponent's strategy. With that spell on her card, enemy models staring down a Hellmouth have to consider they may not actually be safe from the ~12" bubble of death they project.
  • Iron Flesh - Iron Flesh ensures you'll want to bring at least one unit with Fyanna, as it can't go on a beast. Though many may groan and roll their eyes, this spells almost instantly rockets Swordsmen to the top of the list as prime choices for a Fyanna army composition, as it allows almost unparalleled delivery insurance thanks to the blast damage immunity.
    • In a last ditch effort, placing it on Fyanna to improve her mediocre ARM could save a Hail Mary assassination attempt.

Drawbacks & Downsides

  • Average FURY with all the side effects:
    • Smaller control area, riskier beast management, and poor spell accuracy.
    • 3 excellent upkeeps, one of which wants to be hot swapped each turn if able, leaving her with little to no camp.
    • Vulnerability to Anti-upkeep tactics
  • Apart of her feat, and occasional support from spells (Admonition or Iron Flesh) her defensive profile is unimpressive.
  • Auto-hitting attacks and damage sources (most notably electro leaps, spells like Chain Lightning or Ashes to Ashes, collateral damage from slams and throws) easily bypass her feat.

Tricks & Tips

  • Critical Smite is not tied to enemy models, so if you want to try to slam your Hermit forward, you might as well give it a go with its approximate 44% chances of triggering on a boosted attack roll.

List Building Advice


Fyanna2 will do well with a diverse cast of units and beasts. Focus on things that can really get to obnoxious levels on her feat turn, but don't forget to bring enough heavy hitters to get the job done. Her feat buys you a turn but that means nothing if you still can't kill a Khador heavy that's sitting angrily on your control point.

Theme thoughts

Children of the Dragon

  • Blighted Nyss Legionnaires - Def stacking works all the better on knock down immune models, which the Legionnaires are under their CA's Hold Ranks mini-feat. Furthermore, Vengeance should make them get there and Battle Driven lets them either hit hard under Fury, or makes them shrug off most low powered hits under Iron Flesh.
  • Blighted Nyss Swordsmen are hard to pass up with Fyanna. She can deliver them very safely with Blade Shield and Iron Flesh, and once ready to commit, Fury goes a lot further on ten angry weapon masters than one angry beast. They have naturally decent DEF, and Blade Shield as mentioned, which goes up to superb on her feat.
    • If you feel like getting really silly, a Blighted Nyss Warlord with Fury basically gets +6 damage added to his charge attack, which is pretty hilarious.
  • Blackfrost Shard - For Legion players scared of a wall of clamjacks, these guys will get those Swordsmen swinging at heavy warbeast P+S levels. This is probably overkill, but sometimes that might be just the ticket if you're going for a damage high score.
  • Zuriel - One of the main draws of the theme. Field Marshal: Overtake is amazing for him and Fury can really push his damage over the top! Probably one of the few warlocks who does not want him on an Archon. Just remember to stay in her control area as a 9" charge plus 2x1" advance afterwards can take you out of it fairly easily, especially if you are looking for suitable angles for your dual attack/Deadly Shot sprays.
  • Virtues start at DEF 14, so they are excellent feat targets. The Champ also gives them all Blight Clouds, so they become nigh unshootable on the way in.

Ravens of War

  • Strider Scouts - They have AD, so they can take scenario elements early and hopefully keep them, as the feat and Iron Flesh make them DEF 18 with Dodge and ARM 17 against blasts. The Lure shots let her beast charge for free, which is great.
  • Who doesn't love a Hellmouth? Nobody! Nobody that isn't delusional anyways. Here's an extra selling point for Hellmouths with Fyanna: Iron Flesh. This will make even the tentacles painful to kill. Enjoy. Further more you can combine Grip, Gallows and Impending Doom from an Archon to drag something from across the board.
  • Nyss Sorceress & Hellion can be taken for free here.
  • Golab with Overtake is quite a treat and with Sprint and Admonition is quite slippery, too. Or give him amazing damage output with Fury.
  • Blighted Rotwings/Grotesque Raiders - Are terrifying with Fury and Finisher/Gang and go to DEF 15 under the feat. They are insanely cheap as well, so you can fill the board with cheap bodies easily, and feat as a time walk.

Various themes

  • Blight Archons are also knock down immune and Dragon's Blood adds to her ARM stacking ability, while also making her troops hit more accurately with Veteran Leader. Gallows and Impending Doom also give her a very scary assassination run. The main draw of them however is Crimson Ballet, which gives beasts in their battlegroup Sprint, meaning you can jo-jo e.g. two Angelii every turn, which massively increases their longevity.
  • Nyss Sorceress & Hellion - They add a huge amount of focus efficiency to her list as she is prone to running flying beasts anyway.
  • Spell Martyr - Fyanna will want to cast Gallows to prepare an Assassination run eventually. Having Arc Nodes makes that that much easier.
  • Blighted Nyss Shepherd - Some extra fury management is great for a fury strapped caster and they can force her beast for hear, meaning they can operate outside of her CTRL range.


  • Teraph - Counterblast alongside admonition is a great combo as you can move away then shoot if the enemy engage you. Her feat also works really well when the Teraph is dug in but remember dodge is optional and that dig in expires if you move.
  • Angelius - You can double up on it's nimbleness with both Overtake and Sidestep, so it's hard to turn down at least one. With the feat it goes up to DEF 17 with Dodge and no knockdown, which is pretty insane. With Fury on an Angel, the Armor Piercing attack is absolutely terrifying to just about every warbeast or warjack outside of Khador, and even then you're still going to put a massive dent in a Juggernaut or a Kodiak. On average a boosted tail strike should do about half of their damage grid (assuming no buffs on their end).
    • On top of that, the Bite attack will remain a threat to most heavies after the charge, something that's not normally true, meaning a single Angelius can conceivably win a 1 on 1 fight against many things it would normally only soften up or finish off.
    • Like with Vayl2, the Charge > Repulse > Admonition combination can be pretty useful. Don't forget this trick.
  • Neraph - In terms of hitting power it is sort of okay with Fyanna, as its low FURY stat hampers it greatly. While their volume of attack is nothing to write home about, Fury (the spell) will make Neraphs very cost efficient per attack. Always consider bringing along the Nyss Sorceress to help you out with free runs and charges.
    • It is the mobility where the Neraph goes absolute bonkers. Between Overtake or Beat Back, the feat and its Sprint animus the enemy must work very hard to second-guess the Neraph's final position after you committed it into melee. Though not famed by its resilience, a Neraph can end up in extremely frustrating places, especially after a feat, where the enemy must commit a sizeable amount of resources to remove a flying serpentine DEF17 warbeast.
  • A Seraph is good with Fyanna2, since she lacks a reliable SPD or MAT buff, so Slipstream and Flare will go a long way towards making a well balanced list. He's yet another good addition to the flying circus as well if you're building for an obnoxious feat. But its expensive and *needs* Fury to do any damage.
  • If you opt for more infantry, the Blightbringer will play very nicely with Fyanna. It's a solid anchor for your list, and when combined with a unit of Swordsmen rocking Fury, you're looking at P+S15 weapon masters. The ARM stacks with Iron Flesh as well for even more safety.
  • Fyanna may opt for a Raek in her list, possibly more if it suits your fancy. As arguably the most capable melee light warbeast in the game on its own, an enemy screen will be very unhappy to play into a Raek with access to Overtake. It also boasts the highest DEF on a beast in faction, meaning he'll be a right nuisance on the feat turn.
    • In a rare turn of events, his animus could be useful on Fyanna thanks to her Chain Strike weapon.
  • A Scythean comes with built in Murderous, so it has no trouble hitting accurately, which is relevant for Fyanna, who has no way to buff accuracy.
  • A Carnivean has 4 melee initials, counting the Chain attack, so it makes extremely good use of Fury. DEF 15 from the feat (14 with Fury) and ARM 20 from Spiny Growth is a pretty legit statline, too.



  • Released 2016.11, at Warmachine Weekend, in a special edition box.

Video Battle Reports

Other Legion Models

Legion Logo.jpg       Legion Index       (Edit)            
Battlegroup & Similar

Absylonia1 - Absylonia2 - Anamag - Bethayne1 - Bethayne2 - Fyanna2 - Kallus1 - Kallus2 - Kryssa - Lylyth1 - Lylyth2 - Lylyth3 - Lylyth4 - Rhyas1 - Saeryn1 - Saeryn2 & Rhyas2 - Thagrosh1 - Thagrosh2 - Vayl1 - Vayl2

Other Warbeast Controllers

Beast Mistress - Blight Archon - Thagrosh0

Lesser Blight Wasps - Shredder - Harrier - Mekanoshredder - Stinger
Light Afflictor - Naga Nightlurker - Nephilim Bloodseer - Nephilim Bolt Thrower - Nephilim Protector - Nephilim Soldier - Raek - Teraph

Angelius - Azrael - Carnivean - Golab - Neraph - Proteus - Ravagore - Scythean - Typhon - Seraph - Zuriel

Gargantuans Archangel - Blightbringer
Units, Solos, & Battle Engines

Blackfrost Shard - B.N. Archers - B.N. Hex Hunters - B.N. Legionnaires - B.N. Raptors - B.N. Scather Crew - B.N. Swordsmen - B. Rotwings - B.O. Warmongers - B.O. Warspears - Chosen - Grotesque Banshees - Grotesque Raiders - Hellmouth - Ice Witches - Strider Blightblades - Strider Scouts - Spawning Vessel - Virtue Host


Ammok - Annyssa Ryvaal - Beast Mistress - Blight Archon - B.N Shepherd - B.N. Sorceress - B.N. Warlord - Craelix - Forsaken - Fyanna1 - Grotesque Assassin - Incubi - Spell Martyr - Strider Deathstalker - Succubus - Thagrosh0 - Virtue Champion - B.O. Warmonger War Chief - Yssylla

Battle Engines Throne of Everblight
Theme Forces
Children of the Dragon - Oracles of Annihilation - Primal Terrors - Ravens of War
Refer to Who Works for Whom and/or Category: Legion of Everblight Minion
This index was last updated: 2021.11

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.")

Rules Clarification : Chain Weapon - None yet. (Edit)

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Rules Clarification : Chain Strike and/or Lunge     (Edit)

  • The extra melee range kicks in the instant you start your activation, and if that makes you engage an enemy then it means you can't aim.
  • The extra range does apply during Frenzies (because that is defined as an activation)
  • The extra range doesn't apply during free strikes or when your opponent takes control of your model.
  • It doesn't increase the range of Power Attacks, because you do not apply weapon special rules to Power Attacks (unless they specifically reference Power Attacks, like Hard Head does). (Locked Thread)
  • If you're affected by another range-altering rule (such as Jakes2's feat) then that won't override Chain Strike. (Infernal Ruling)
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Rules Clarification : Smite      (Edit)

  • This rule changed in Mk3 to no longer say it "adds the weapon's POW". It still does add the POW, however, because the whole section on calculating Slam damage was reworded in the main rulebook.
  • Smite is not a Power Attack Slam, it is just an attack which causes a model to be slammed. As such, you can smite friendly models.
  • You can trigger Critical Smite on a free strike.
  • If you Smite on a charge, then the slam damage will be boosted.
  • Chain Attack Smite only - Unlile the other versions of Smite, a Chain Attack one doesn't have the distance halved when a smaller base model smites a larger. The Knights Exemplar Seneschal is just that awesome.
  • See also the clarifications on being slammed

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Rules Clarification:  : Warlock      (Edit)
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  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury 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 warlocks 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 Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

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

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

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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
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This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • 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 : Pathfinder      (Edit)

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Rules Clarification : Dodge      (Edit)

  • Dodge triggers after any missed attack - melee, ranged, or magic.
  • An enemy model with 2" melee range that is B2B with you before you Dodge, will be exactly 2" away afterwards, and thus will be able to attempt a 2nd melee attack.
  • If you're missed by an AOE attack, but it doesn't deviate very far and still hits you then: Dodge still triggers, but the AOE does damage before you get the Dodge movement. (Infernal Ruling)
  • If an enemy can attack you when you advance and then stop moving (such as Countercharge or Defensive Strike) and they miss you, then you can trigger Dodge (because you're no longer advancing).
  • Dodge plus Riposte (Edit)
    • If a model has both Dodge and Riposte, you can choose whether to dodge or riposte first. Appendix A Step 13 applies here, because the controller of the model being attacked is not the active player.
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Rules Clarification : Swift Hunter and/or Overtake     (Edit)

  • The free move must be resolved before other abilities that involve attacks (such as Quick Work or Berserk). Refer Step 12 vs 14 in Appendix A.
  • This ability does not trigger off special attacks, only basic ones.
  • An important difference:
    • Swift Hunter can be triggered by any attack, including out-of-activation attacks.
    • Overtake only works on attacks during your Combat Action. Even stuff like Impact Attacks won't trigger it.
  • If you make a free strike during your Combat Action (for instance the enemy used a special rule to move during your Combat Action) you can trigger Overtake on that free strike. It still counts as being during your Combat Action. (Infernal Ruling)
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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:  : Admonition      (Edit)
(Click Expand to read)

* What does trigger Admonition
    • Admonition triggers off any advance, not just in-activation stuff. You could even trigger your Admonition off an enemy's Admonition!
    • Standing still but changing facing is an advance.
  • What doesn't trigger Admonition
    • Aiming, or forfeiting your movement, is not advancing.
    • If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
    • Being placed (such as Teleport) is not an advance.
    • Involuntary movement (being slammed, thrown, or pushed) is not an advance.
  • You don't have to trigger Admonition the first time an enemy moves nearby - you can save it until it best suits you. (Infernal Ruling)

  • Countercharge during your own activation (Countercharge vs Admonition etc) ( Edit )
    • You can trigger Countercharge during your own activation, but only if an enemy model moves during your activation. For instance, you move towards a model who has Admonition and they trigger that to try to move away. (You do a normal move, they trigger admonition and move, you trigger countercharge from their admonition-move.)
    • However countercharge always counts as being out-of-activation, no matter when you trigger it. (Infernal Ruling)
    As a result, you can't trigger only-during-activation effects (such as Critical Shred & Sustained Attack).
    • On the other hand, you can potentially get two charge attacks (one for your normal charge, one for the counter charge). (Infernal Ruling)
      This ruling still applies even after the 2018.07 update (Infernal Re-ruling)
  • Countercharge plus Admonition
    • If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
  • Countercharge Inception
    • If a model [A] has Countercharge, and it charges an enemy model [B] that has Countercharge and Admonition, then ...
      • Model [A] charges and triggers CC and Admo on [B]
      • Model [B] Admo moves but before it can resolve its own CC, it triggers CC on [A]
      • You now have two models that have triggered CC simultaneously. So the Active player gets to resolve their one first.
  • 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.

Rules Clarification : Fury - None yet. (Edit)

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Rules Clarification : Gallows      (Edit)

  • The target is pushed directly toward the point of origin, not the caster. This distinction is important if the spell is channeled.
  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
    • 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 : Iron Flesh      (Edit)
Rules Clarification : Blast Resistance - None yet. (Edit)