Garryth, The Blade of Retribution

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Retribution Logo.jpg Garryth, The Blade of Retribution

Retribution Mage Hunter Warcaster

Even among mage hunters Garryth is considered a fanatic. He sweeps across the battlefield like a storm, letting the death reaped by his pistols and their razor-sharp blades serve as prayers to the stricken goddess.

Basic Info

Garryth1
Missing Info
Garryth1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR 6
MAT 8
RAT 7
M.A. N/A
DEF 17
ARM 14
CMD N/A
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 16
F. Field N/A
WJP +29
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
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 : Vortex Lock

For one round, while in Garryth's control range enemy models cannot cast spells, channel spells, spend focus or fury points, or be moved by place effects.

Abilities

  • Parry symbol.jpg Parry
  • Pathfinder symbol.jpg Pathfinder
  • Stealth symbol.jpg Stealth
  • Acrobatics - This model can advance through other models if it has enough movement to move completely past their bases. This model ignores intervening models when declaring its charge target.
  • Dual Attack - This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
  • Field Marshal [Reposition 3"] - Warbeasts/warjacks in this model's battlegroup gain Reposition 3".
  • Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.

Weapons

Pistol (x2)
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 - 12
Blade (x2)
Sword icon.jpg  RNG   POW   P+S 
0.5 5 11

Spells

COST RNG AOE POW DUR OFF
Crippling Grasp

3 8 - - Upkeep Yes
Target model/unit suffers -2 SPD, STR, DEF and ARM.
Gallows

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

2 SELF - - - No
Place the spellcaster anywhere completely within 5" of its current location. After casting Gate Crasher, for the rest of this activation the spellcaster cannot advance and its ranged attacks must target models in its melee range. Gate Crasher can be cast only once per activation.
Mirage

2 6 - - Upkeep No
Target friendly Faction model/unit gains Apparition.
Apparition - During your Control Phase, place models with Apparition anywhere completely within 2" of their current location.
Perseverance

2 6 - - Upkeep No
Target friendly Faction model/unit gains +2 ARM, cannot be pushed, and cannot be moved by a slam or a throw. Models are not affected while out of formation.

Theme Forces

Recent Changes

2021.02 Dynamic Update


Thoughts on Garryth1

Garryth1 in a nutshell

At first (and even second) sight Garryth bears a lot of similarity with the game's most dangerous assassin caster, and can be regarded as such. He has 2 decent guns, a feat that stops most of the FURY/FOCUS related defensive measures, and insanely high DEF, paired with a spell to resist most of those things, which would be used to bypass DEF 17. He also shares the dreaded Acrobatics and Parry combination of Rhyas, meaning, that whatever gets within his threat range (up to 12,5" with Apparition) is pretty much dead. However, he has great support spells too, and unlike his Cygnaran friend, he must use it actively, if you want to get the job done.

Spell thoughts

  • Gallows - its cost means an extreme Focus burden upon you, so don't bank too hard on it for assassinations. Consider arcing it to remove screening models to get LOS for your shots, or pull pesky Shield Guards or Guard Dogs out of range.
  • Heightened Reflexes - It will usually be your life-insurance, as the most typical ways to bypass your DEF are making you stationary, or knocking you down. With your average command range, you'll almost always want to play forward, and thus, keep it up on yourself.
  • Mirage - a tough decision, whether you want it on yourself, or on your units. It can unjam your fast units, like Destors, and might even allow them a charge with their lances, but it is your only threat-range extender. Mastering its use is the hardest thing to learn with Garryth.
  • Psychic Vampire - this can pull out the fangs of magic-wielding units (like Hex Hunters), and even solos will think twice, before casting a spell. Casting an animus also triggers the damage from Psychic Vampire. Keep that in mind, if there are a lot of wounded warbeasts around with only a single point of their aspects healed.
  • Sentry - this can be either a dead spell, or an awesome tool, depending on whether or not you have enough FOCUS to upkeep it, and have a model worthy to cast it on. Unlike Broadside, it is not limited to your battlegroup, so you can cast it onto heavy hitter solos, like the Heavy Rifle Team, or a Ghost Sniper, since it is not a boosted shot anyway. However, there's an abundance of with Myrmidons with great AoE shots (Hyperion, Hypnos, Hemera, just to name a few). If you found one worthy to be included in your list, they can be grateful recipients, but don't take one just for the sake of this spell.

Feat thoughts

  • His feat prevents the opponents from being able to avoid his damage through spending a focus to block damage, and it prevents them from spending fury to transfer the damage as well. This effectively gives your entire army the equivalent of mkII Arcane Assassin for the turn, which is very dangerous for the opposing warcaster/warlock. If you don't want to (or can't) get the caster with it, keep in mind the restriction about placement. It can pull out the fangs of placing tricks, like Apparition, Telekinesis, or the Slipstream animus. Spells like Respawn and Reconstruct also lose their placing part, so the reviewed model will still be placed in melee with you, if you killed them in melee. Most important, it also shuts down Jump and Bounding Leap.

Drawbacks & Downsides

  • Squishy - a knocked-down or stationary Garryth is usually a soon-to-be-very-dead Garryth.
  • Even without KD or stationary, electro leaps and countinous fire, as well as AoEs are valid dangers.
  • Anti magic tricks - especially when combined with charge denial - can hurt you really bad.
  • Anti upkeep tricks can remove Heightened Reflexes, leaving you vulnerable. Plus, 80% of your spells are upkeeps - be on the lookout for bad match-ups.
  • If you need Gallows, you'll rarely have focus to pull off a proper assassination run.

Tricks & Tips

  • Parry and Acrobatics allows Garryth to charge through models freely in order to assassinate an opposing caster without the risk of free strikes.
  • Don't underestimate Garryth's guns! Combined with his feat, Garryth can quite easily end the average warcaster or warlock by himself with a very long threat range.
  • His Feat is weaker against Hordes as it still allows Forcing, meaning that warbeasts can still attack normally. Though, you probably used your feat for assassination; if there's a warbeast still standing, and can be forced, things are usually not going your way...
  • His Feat might not always work as intended - knowing that they won't be able to use FOC/FURY for defence when in feat range, enemies will likely just spend those resources anyway, instead of camping them However, it is often a win-win situation for you.


List Building Advice

Strategy

Garryth demands an aggressive play-style to dictate the flow of the battle. 3 out of his 4 upkeeps are for offensive use (though not offensive spells in game terms), and the last one is for self-preservation. With no ways to boost your army's defence or hitting power, this will more often than not steer the game toward assassination. Though he can hit fast and hard, he is not always able to do the job alone, so be sure to have forces nearby to finish what he started.

Theme Thoughts

    Defenders of Ios    

  • Stormfall Archers absolutely love the DEF and ARM debuff from Crippling Grasp. In fact most ranged models, like Scythe or Ghost Snipers love Crippling Grasp
  • Elara1 with a Harpy to hand out Ghost Walk so Garry can charge through a house and thus still project his assassinations.
  • Pretty much all stripes of infantry love Perseverance and Crippling Gasp as it makes them surprisingly tanky and also makes them hit harder or more accurately. House Ellowuyr Wardens come to mind, but Ryssovass Defenders or House Ellowuyr Swordsmen love it just as much.
  • Dawnguard Trident - That's a 19" assassination threat range thanks to slipstream (Apparition 2", Trident 2", charge 10", gate crasher 5") and everybody knows how good Tridents are baseline and Perseverance and Grasp push them to ludicrous levels.

    Legions of Dawn    

  • Garryth can take the Dawnguard Trident, mentioned above in this theme, too.
  • Dawnguard Destors - yep, that's 15" of charge distance with Mirage. And Perseverance and Crippling Grasp are once again excellent.
  • Imperatus - This and Moros make for a truly excellent battlegroup that this barely over his Battlegroup point total. Also an excellent Perserverance target.

    Shadows of the Retribution    

  • Narn - He's part of the "Mage Hunter Care Package" Garry gets to benefit from. Narn gives him Sprint, meaning you can jo-jo him around after he got soem work done and project your threat at the same time with clever positioning
  • Elara1 is also here. You can even give her Moros if you want to for super-sprint.
  • Mage Hunter Strike Force with Crippling Grasp they can just shoot most things straight offf the board.
  • Void Archons - Amazing debuffers ad they do lots of work with their void slaps and sprays. They have similar mobility to Garyyth and can thus Dark Shroud a target an enemy caster easily if you want better odd of winning the game outright.

    Support models - Various themes    

  • Either Fane Knight Guardian or Sylys. Choosing between them might be your biggest dilemma. An extra die on attack rolls with Crippling Grasp is very good, but so is DEF 19 in melee with an ARM 20 shield guard. Sadly, you can't have both.
  • Eiryss4 - The other part of the care package, granting him Swift Hunter and thus extending his assassination threat range to 21" ((Apparition 2", charge 10", shoot twice, Swift Hunt twice for 4", gate crasher 5")

Battlegroup

Moros is his pet warjack that he can take in any theme.
  • Banshee - A knocked down target is ripe for the taking.
  • Manticore - lay down covering fire, back up with reposition. And they hit like trucks too. And you can gallows targets through covering fire templates.
  • Chimera - A cheap arc node with capacity to hurt heavies.
  • Moros is Garryth's pet warjack that he can take in any theme. It can lower your main target's DEF to near-stationary level (you still miss on snake-eyes), and his bond allows a really nice attack from behind your screening models.

First Purchases

As of 2020.04 most veteran Retribution players agree that you should put pretty much the same group of models in every army list, regardless of caster. That group of models is:   [Show/Hide]
(Edit this list)
We go over why these models are so central to the army on the main Retribution page.

When you're running Garryth1, you might want to adjust the above list by Placeholder

Other

Trivia

Released in Forces of Warmachine: Retribution of Scyrah (Novermber 2009)

Video Battle Reports

Other Retribution models

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

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
Moros
Heavy Warjacks

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

Colossal Hyperion - Helios
Units, Solos, & Battle Engines
Units

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)

Solos

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
Mercenaries
Refer to Category: Retribution of Scyrah Mercenary
This index was last updated: 2021.04

Rules Clarifications

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Rules Clarification : Feat: Vortex Lock

  • His feat prevents models spending fury, but warbeasts can still be forced for fury. (Infernal Ruling)


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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 buffs even if they're not directly on the target. For instance, Haley3's Temporal Distortion spell gives a DEF buff to everyone within 5" ... and Blessed ignores it. (Locked thread)
  • You only ignore the DEF/ARM buff if the spell directly adds to the stat. A spell which instead grants a separate non-spell ability, and the ability gives a DEF/ARM buff, would not be ignored. (Infernal Ruling)
    In this ruling, Blessed does not ignore the DEF from Ashen Veil, because the DEF bonus comes from Concealment, and not the spell itself.
  • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else].
    • For example, the spell Cloak of Ash grants concealment, and models with concealment gain +2 DEF. You would not ignore this DEF bonus.
    • 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.
  • The Mk3 Blessed icon resembles the old Mk2 Magical Weapon icon. Do not get them confused.
  • 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).

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

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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:  : 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.
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • As of 2020.08, I have lost track of how this is supposed to work and I'm giving up until it is sorted properly. Refer to this thread for the latest ruling and follow-up questions.


  • 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 : 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 : Parry - None yet. (Edit)

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Rules Clarification : Pathfinder      (Edit)


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Rules Clarification : Acrobatics      (Edit)

  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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Rules Clarification : Dual Attack      (Edit)

  • If you fail a charge, then you do not get to make ranged attacks.
  • If you have multiple ranged attacks and/or melee attacks, you can intermingle them in any order. (Infernal Ruling)
  • You can charge, make a ranged attack, then make your charge melee attack. Even though you made a ranged attack, that doesn't change the fact that your first melee attack is the charge attack. (Infernal Ruling)
  • You must complete all initial attacks before buying attacks. You can't go: Make an initial melee attack, then buy a melee attack, then make an initial ranged attack. (Locked Thread)
  • Dual Attack doesn't let you mix initial attacks with a (★) attack. Dual Attack only lets you make either:
    1. Initial melee attacks and initial ranged attacks.
    2. Power attack and initial ranged attacks.
      Any other combination of (★ Attack) and initials is disallowed. See this thread for full explanation and links to relevant Infernal Rulings.
    • You could theoretically make a special melee attack and then buy additional ranged attacks (or vice versa) ... but the core rules say "The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any" so the special attack would have to explicitly allow a swap - and I'm unaware of any that do so.
  • There is no penalty for shooting an enemy you are in melee with.
  • Your ranged attack(s) can target a model you are not in melee with. (Infernal Ruling)
  • Dual Attack & Drag ( Edit )
    • This is pretty-much limited to just the Prime Axiom under Syntherion
    • If you charge model A then utilise Dual Attack to make a ranged attack vs the same model, then you would get the free melee attack from Drag. The Drag attack is a charge attack. (Infernal Ruling)
    • If you charge model A then utilise Dual Attack to make a ranged attack vs a different model, then you would lose the free melee attack from Drag. Your first melee attack must be versus the charge target, and you cannot save the Drag attack for later. (Infernal Ruling)
    • If you didn't charge then ... just go nuts. There's no restrictions that I know of.
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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 : 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)
    • Some end-of-activation 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, it is the last thing you can do for the activation. You can not do a different "at any time" ability during or after triggering an end-of-activation ability. You cannot cast spells, purchase additional attacks, use a mini-feat, etc.
    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.
    • If you start resolving an end-of-activation-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 moving, and after moving your activation has ended. (Infernal Ruling)
    • For units: if any model in the unit starts resolving the unit's end-of-activation-movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
    • If you have more than one end-of-activation ability, you have to choose which one to resolve, then your activation ends and you cannot use the other one.
    • See also the training article: LPG - End of Activation.

Rules Clarification : Crippling Grasp - 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)

Rules Clarification : Gate Crasher - None yet. (Edit)

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Rules Clarification : Mirage      (Edit)

  • The upkeep needs to be paid before you can get the Apparition move. Refer Step 4 vs Step 5 of "Control Phase" in the core rulebook.
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Rules Clarification : Apparition      (Edit)

  • If a model is B2B with you when you use Apparition then they will be exactly 2" away afterwards. So you can't get away from 'long reach' melee weapons.
  • Unit members must always be placed in formation. Refer to the "Placed" section if the core rulebook.
    • If a trooper can't be placed in formation (because it's more than 2" out of formation to begin with) then it can't be placed at all.
    • The unit commander is always "In Formation" by definition, so can be placed where he likes.
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Rules Clarification : Perseverance      (Edit)

  • You can still be placed.
  • You can still be damaged by a slam.
  • You can still be moved if someone is thrown on top of you, and you need to apply the rule of Least Disturbance.