Garryth, Eye of Vengeance

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Retribution Logo.jpg Garryth, Eye of Vengeance

Retribution Mage Hunter Warcaster

Mk4 icon.png
This model is available in one Prime Army, Shadows of the Retribution. 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.

Garryth has earned his place among the deadliest mage hunters in the Retribution over a century spent tireless stalking the sect’s foes across western Immoren. But during the Skorne Empire’s invasion of Ios, he was given cause to reevaluate his tactics. An attempt to neutralize Supreme Domina Makeda failed in a way that suggested he had become reckless. He has chosen to take a more measured and systematic approach, striking from a distance with Void Singer, a powerful sniper rifle made to his specifications. He is still willing to close for the kill with blade when needed but chooses his moment carefully after allowing the prey to approach, demonstrating the focus and patience of an apex predator.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 17
ARM 14
ESSENCE {{{essence}}}
HP 16
F. Field N/A
WJP +29
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock

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: Zero Hour

  1. While friendly Faction models are in Garryth's control range, their ranged weapons gain Black Penny. (Refer to his Weapons)
  2. Additionally, when an enemy model advances and ends its movement within Garryth's control range, one friendly Faction model in Garryth's control range can target the enemy with a basic melee or ranged attack. A model can only attack once as a result of Zero Hour.
Zero Hour lasts for one round.


  • Pathfinder symbol.jpg Pathfinder
  • Field Marshal [Pathfinder] - Warbeasts/warjacks in this model's battlegroup gain Pathfinder.
  • Perfect Storm - If this model uses its Normal Movement to aim, its control range is extended 2" for one round. Additionally, when this model uses its Normal Movement to aim, choose one of the following benefits:
    • Bullseye - This model's ranged weapon gains Armor-Piercing for one round. Bullseye expires if this model moves, is placed or is engaged. (Armor-Piercing - When calculating damage from a weapon with Armor-Piercing, halve the base ARM stat of models hit.)
    • Camouflage - This model gains Stealth for one round.
    • Spitfire - This model's ranged weapon effectively gains Reload [2] during this activation (the wording is different, but the effect is the same).
  • Reposition [5"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 5", then its activation ends.


  • Void Singer - 14" range, POW 14 ranged attack
    • Blessed symbol.jpg Blessed
    • Magical dam symbol.jpg Damage Type: Magical
    • Black Penny - This attack ignores the target in melee DEF bonus.
    • Witch Mark - If this attack hits an enemy model during this model's activation, until the end of that activation this model can target and automatically hit that enemy model with spells, ignoring RNG and LOS.



3 10 - - Round Yes
Target model/unit suffers -2 DEF and ARM, loses Tough, and cannot have damage removed from it. Mortality lasts for one round.
Mage Sight

2 Control 5 - Upkeep -
Place a 5" AOE completely within the spellcaster's control range. While a model is within the AOE, models in the spellcaster's battlegroup ignore forests and cloud effects when drawing LOS to it and ignore Stealth when attacking it.

2 6 - - Upkeep No
Target friendly Faction model/unit gains Stealth. Models are not affected while out of formation.
Road to War

3 SELF Control - Upkeep No
When a friendly Faction model in the spellcaster's control range destroys one or more enemy models with a melee or ranged attack during its activation, immediately after the attack is resolved one warjack in the spellcaster's battlegroup that is in its control range can advance up to 3". A warjack can advance as a result of Road to War only once per turn.

Theme Forces

Thoughts on the Garryth2

Garryth2 in a Nutshell

Garryth 2 is a combined arms caster. He wants lots of hard hitting attacks to make use of his Mortality spell, but also many ranged jacks to make use of Road to War, so a tight balance needs to be found with him. His only help with delivery is Occulatation, so he generally wants self sufficient troops that get there on their own.

Feat thoughts

Mostly a defensive feat, letting you gain an attrition advantage by a large volume of out of activation attacks, but has a little bit of a control element by forcing your opponent to play around it and prevent said attrition advantage. It's "just" defensive strike most of the time, but being able to put gunshots into a target is nice, especially guns with high power or special effects. Like using a banshee to knock down a charging jack/beast. Doesn't do much against hostile guns however.

Alternatively, you can use the feat more for the army wide Black Penny. Counter a "run to engage" jammer that you didn't manage to pre-emptively feat, use it to set up a second charge by clearing out your previously engaged melee troops.

Note that his feat doesn't ignore the "models in melee cannot make ranged attacks" rule. So if an enemy engages one of your models in melee but the enemy is outside its melee range, then that model can't attack that enemy. (Your other models can shoot it, though.)

Weapon and Ability Thoughts

  • Void Singer Garryth 2's gun is a great weapon and an excellent vehicle for much of his kit. Long range, high POW, Magic, Blessed, Black Penny, and Witch Mark means Garryth has an option for getting out Mortality beyond just moving up and casting it, Black Penny means he can get kills and Mortality's into models in melee, and the exceptional stats on the weapon just means he can do a lot of damage with it and is, himself, a reliable trigger for Road to War. It also interacts with a lot of his rules from Perfect Storm, potentially enhancing everything just mentioned.
  • Perfect Storm Perfect Storm really fleshes Garryth out as the Arcane Sniper powerhouse he's supposed to be. Aiming increases his control area, which allows him to Aim and Mage Sight at the same range as his gun, and it also increases the area threatened by his feat. Additionally, he gets to choose between one big damage shot, the ability to buy a couple of additional shots, or stealth himself, letting you tailor his output and/or safety to the current situation. Since this ability requires Garryth to aim, you can't guarantee that he can always use it, and he can get plenty done by walking and shooting/casting, but executing a good Perfect Storm can be very rewarding.

Spell thoughts

  • Mage Sight helps him draw a bead to models hiding behind forests or stealthy models, as well as the rest of your battlegroup.
  • Mortality One of the most powerful tools in his kit, Mortality does many things. It allows him to increase the lethality of his entire army, counter enemy lists with lots of healing effects like Rapid Healing and Tough, and it even makes his feat more powerful since it lasts a full round. Additionally, a Garryth 2 list may choose many options when deciding how best to deliver this spell (rely solely on Witch Mark, use one of our Arc Node warjacks, take Sylys as your attachment, or even take Eilish to reroll missed applications).
  • Occultation keeps himself or other key models from being shot themselves. Stealth lets your better models get real close to the enemy before they can fight. Also of note is the fact that he (and any other model for that matter) can shoot through stealthed allies. Combined with th Black Penny part of his feat you can even shoot enemies currently jamming your main infantry line.
  • Road to War is a spell that can either have minimal impact (lists with colossi or mostly point filler jacks) or be list defining. Three inches of threat extension/retreat on a powerful gun (Banshee, Daemon), melee assassination threat (Moros, Imperatus), or simply digging into a melee tarpit to get more targets (Phoenix), the spell gets work done that would otherwise not be possible. Combine with other threat extension effects for best effect. As a self upkeep, keep in mind that this conflicts with using Occultation on Garryth to keep himself protected.

Drawbacks & Downsides

Garryth is focus hungry. This is not unusual for retribution casters, but between having two high value upkeeps (one of which is tied to warjacks that need fuelling), a potent but expensive offensive spell, and a gun that's begging to have large quantities of focus spent on it you can easily drop your entire stack and still not do half the stuff you might want to. The more focus providing effects you can bring the better.

As a caster that also wants to do work personally (and probably needs to, unless you have arc nodes), be mindful of over extending. He may have stealth and reposition to keep him safe, but they will only go so far and anything which can launch boosted attack rolls will drop him quickly.

Tricks & Tips

  • Perfect Storm only lasts one round, so in your next turn your control range will shrink back down before your warjacks receive free focus from Power Up.

List Building Advice


Assassination or Attrition. Garryth has significant personal threat and tools to make the rest of his list into a threat via stat debuffing and threat extension, but those tools can be easily turned to gaining an incremental advantage on the table, until either a route to an assassination does show up or there is insufficient board presence left to contest the scenario.

Theme Thoughts

    Legions of Dawn    

This is probably the best theme to run him in because it offers two good targets for Occulatation in Sentinels and Destors, quasi Tactician to his jacks and the Sentinels make excellent use of Mortality. He can also delegate his precios Harpies to the jack marshals. They won't benefit from RtW but can trigger it, are still a nuicance under feat but benefit from Flank, so they punch way above their weight class

  • Dawnguard Sentinels - They are P+S 12, 2" weapon masters so they make excellent use of Mortality and the long reach of their swords mean they love his feat as well. Throw Occultation on them, pop feat as well as their mini-feat and throw them against the enemy frontline; thanks to stealth and black penny you can shoot everthing infront of them with impunity and what is left either has to ignore them, or try to get rid of them, in which case the Sentinels can whack them twice thanks to feat and vengeance.
  • Dawnguard Destors - Big hulking cavalry models are always prone to being shot of the board. Stealth helps with this.
  • Dawnguard Trident - You will be hard pressed to find better shooting in this theme. It doesn't benefit from Mage Sight unfortunately, however it's never a bad trigger for RtW with anywhere between 3-9 shots.
  • Imperatus With RtW and Sidestep he can dart around quite a bit, while also being extremely stury and bringing two (!) P+S 17, 2" swords.
  • Hemera - Mark Target is a no-brainer on a ranged caster and the Empowered arc node is just gold for channelling Mortality.

    Defenders of Ios    

Alternatively he can run this theme for similar reasons. There's three excellent melee units to make use of Occulatation, Mortality and his feat, while backed up by ranged solos, units and battle engines to trigger Road to War. The theme also brings its own solution to Stealth in the Houseguard Thane.

  • Arcantrik Force Generator - Similar to the Banshee it can slam models over, which stops them in their tracks when they enter his feat bubble and also set up targets for assassinations.
  • Ryssovass Defenders and House Ellowuyr Swordsmen fill a similar role to Sentinels in that they are hard hitting melee units, that are either unmoved by cavalry or resilient against shooting.
  • Houseguard Halberdiers - They bring excellent speed to a list with their Thane and also hit at P+S 16 on charges under Mortality and minifeat.
  • Heavy Rifle Team and Stormfall Archers bring quality shooting to his list, which will make the opponent think twice about entering his control bubble on feat turn, and on your turn they are experts in triggering Road to War.

    Support models - Various themes    

  • Sylys - He's got 3 upkeeps and only FOCUS 6. Sylys eases his focus burden.
  • Eiryss1 - Both instances of her become even more of a control piece under his feat. Eiryss1 will strap all the focus of a jack entering the feat bubble, meaning it can't buy or boost anymore and also comes with Deadly Shot, which can trigger RtW easily.
  • Eiryss2 - She can strap upkeeps from models entering the bubble (even from entire units, she only needs to hit one member), so if the enemy relies on damage buffs like Fury or Draconic Blessing for example, they will have to take d3 damage (and let her roll any extra die against the target) or let the upkeep expire and possibly fail to do significant damage.
  • Eiryss4 - She gives him Swift Hunter, making him crazy mobile and still has a powerful ranged game against characters (all casters are characters).
  • Ghost Snipers - They are cheap and kill squishy targets like no other, making them excellent at triggering Road to War.
  • Arcanist Mechaniks - Ever so ubiquious, especially so with focus strapped casters.


Moros is his pet warjack that he can take in any theme.
  • Moros - His character warjack gains Acrobatics due to his bond. Among Parry, Acrobatics, Fleet and Road to War thats a lot of movement shinanagence you can pull of. Under feat it can also paralyse anything that enters Garryth's control range within 8" of it.
  • Banshee - It sports the gun with the best control aspect you can get for his feat, just slam something over that dares to come too close. It also hits very hard in melee, perfect for Mortality. Furthermore the 2" range on its sword makes it a good candidate for the quasi-defensive strike of the feat. And lastly; Moros and a Banshee fill his WJPs exactly, which is great if you want to focus on infantry.
  • Hydra - If fully topped of it sports the most powerful gun with the longest range in the faction, meaing it creates a huge bubble of no-entry for all but the toughest enemy models under feat.
  • Phoenix - Similar to the Banshee in that it carries a 2" sword for the feat. It's gun isn't as great though and the Banshee hits harder by default, also the Arc Node is only situationally useful on a caster with Witch Mark.
  • Harpy - Thunderbolt is excellent under feat as it seriously messes with the enemies movement. They are spammable as well, which is great for Garryth.
  • Daemon - a bit of a focus burden to use Reload and try to hit both times but the control element the gun offers can open up charge lanes and produce interesting road to war threat angles.
  • Aeternae - in Defenders of Ios this model is quite self reliant with focus, easing your burdens it is also another big armour piercing gun.



  • Released at LOC (2019.02)

Video Battle Reports

Other Retribution models

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

Elara2 - Falcir1 - Garryth1 - Garryth2 - Goreshade4 - Helynna1 - Issyria1 - Kaelyssa1 - Ossyan1 - Rahn1 - Ravyn1 - Thyron1 - Vyros1 - Vyros2

Warcaster attachments Fane Knight Guardian (Retribution) - Sylys Wyshnalyrr (Retribution) - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Elara1 (BGC) - Sentinel Scyir ('Jack Marshal) - Artificer ('Jack Marshal)
Light Warjacks Aspis - Chimera - Gorgon - Griffon - Harpy - Siren
Heavy Warjacks

Aeternae - Banshee - Daemon - Discordia - Hemera - Hydra - Hypnos - Imperatus - Manticore - Phoenix - Sphinx

Colossal Hyperion - Helios
Units, Solos, & Battle Engines

Cyelna & Nyss Hunters - D Destors - D Invictors - D Sentinels - Heavy Rifle Team - H Halberdiers - H Riflemen - HE Swordsmen - HE Wardens - HS Arcanists - HS Battle Mages - HV Electromancers - MH Infiltrators - MH Strike Force - Ryssovass Defenders - Spears of Scyrah - Stormfall Archers
Special: Eiryss3 (CA) - Soulless Escort (WA)


Aelyth Vyr - Arcanist Mechanik - D Destor Thane - D Sentinel Scyir - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - Elara, Tyro of the Third Chamber (1) - Fane Knight Guardian - Fane Knight Skeryth Issyen - Ghost Sniper - Hermit of Henge Hold - HE Warden Executioner - HS Artificer - HS Magister - Houseguard Thane - Lanyssa Ryssyl, Nyss Sorceress Lys Healer - MH Assassin - Narn, Mage Hunter of Ios - Nayl - Priest of Nyssor - Scythe - Soulless Voidtracer

Battle Engines Arcantrik Force Generator - Dawnguard Trident
Theme Forces
Defenders of Ios - Forges of War - Legions of Dawn - Shadows of the Retribution
Refer to Category: Retribution of Scyrah Mercenary
This index was last updated: 2021.04

Rules Clarifications

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Rules Clarification:  : Warcaster      (Edit)
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  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)

  • 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 : 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 : Pathfinder      (Edit)

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Rules Clarification : Perfect Storm      (Edit)

  • Because it only lasts one round, your control range shrinks back down during your next Maintenance and Control Phase, before your warjacks receive free focus from Power Up.
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Rules Clarification : Bullseye      (Edit)

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Rules Clarification : Armor-Piercing and/or Case Cracker     (Edit)

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Rules Clarification : Camouflage      (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.

Rules Clarification : Spitfire - None yet. (Edit)

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Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • End of Activation (Edit)
You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
  • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
  • If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
  • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
  • See also the training article: LPG - End of Activation.

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Rules Clarification : 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:  : Magical Damage      (Edit)
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* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Black Penny - None yet. (Edit)
Rules Clarification : Witch Mark - None yet. (Edit)
Rules Clarification : Weapon Master - None yet. (Edit)

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Rules Clarification : Mortality      (Edit)

  • Mortality prevents models removing damage, but it doesn't prevent secondary effects associated with that heal rule (if there are any). For example:
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Rules Clarification : Mage Sight      (Edit)

  • Mage Sight's AOE allows LOS to models in the AOE, not to points on the ground. So it doesn't help with stuff like Siege trying to place his Ground Pounder attack. (Infernal Ruling)
  • You ignore Stealth when making the attack, but not when determining LOS. So if there is an model with Stealth intervening between the attacker and the Mage Sight-ed target, then you treat it as normal (if it's within 5" it'll block LOS, if it's more than 5" away it won't).
  • You ignore all clouds/forests between you and the Mage Sight-ed target, even if that cloud/forest is blocking LOS to the Mage Sight template itself. (Infernal Ruling)
    You need to check LOS to your target before you can declare you're attacking it. When you check LOS to a Mage Sight-ed target, you get to ignore clouds/forests.
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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 : Road to War and/or Warpath and/or Rites of Torment     (Edit)

  • Note that this spell triggers when a model is destroyed. RFP attacks might interfere with it.