Hierarch Severius

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Protectorate Logo.jpg Hierarch Severius

Protectorate Warcaster

Severius' voice has always resonated with sacred power, and he demonstrates a strength and surety that belies his age. Those who attend him can see and hear the power of unchecked divinity conveyed through his words and deeds. He has vowed to make it his life's work to unite the Menites of western Immoren, to spread the True Faith to all of humanity, and to usher in a new age by hammering the cathedrals of Morrow to rubble and erecting new temples to the Lawgiver.

Basic Info

SOM icon.jpg

Special Order Model
This model is no longer available through normal US distributors (as of 2018.04). Instead your local game store needs to order it through PP's Special Order Service. More info is available at PP Retailer Support As of 2019.09, PP have removed the SOS info from the Retailer Support website.

International distributors can still access the entire catalog of models.

See also the Official Press Release and/or Category: Special Order Model.

Severius2
Missing Info
Severius2.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR 5
MAT 4
RAT N/A
M.A. N/A
DEF 14
ARM 14
CMD N/A
ESSENCE {{{essence}}}
FOCUS 8
FURY N/A
THRS N/A
HP 16
F. Field N/A
WJP +26
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Arcane Power - Severius can cast one spell for free each activation.
  • Oracular Vision - Once per turn, when directly hit, this model can spend 1 focus to ignore the damage.
  • Field Marshal [Oracular Vision] - Warbeasts/warjacks in this model's battlegroup gain Oracular Vision.

Weapons

  • Staff of Authority - 2" reach, POW 8, P+S 13 melee weapon.

Spells

COST RNG AOE POW DUR OFF


Arcane Ward

2 6 - - Upkeep -
Target friendly Faction model/unit gains +2 DEF and cannot be targeted by enemy spells.
Ashes to Ashes

3 8 (★) 10 - Yes
If target model is hit, the d3 nearest enemy models within 4" of it suffer a POW 10 fire damage roll. These additional damage rolls are not considered to have been caused by an attack. Ashes to Ashes damage rolls are simultaneous.
Awareness

2 SELF Control - Round -
While in Severius's control range, him and his battlegroup ignore clouds, forests, and other models for LOS. Lasts for one round.
Creator's Wrath

2 SELF - - Upkeep -
The caster gains an additional die on melee attack and melee damage rolls. When making a melee attack, the caster ignores spell effects that add to the target's DEF or ARM.
Hex Blast

3 10 3 13 - Yes
Enemy upkeep spells and animi on the model/unit directly hit by Hex Blast immediately expire.
Rebuke

2 10 - - Upkeep Yes
Target model/unit cannot give orders, receive orders, make power attacks, or make special attacks.

Feat : Fires of Communion

Choose d3+2 enemy non-warcaster/warlock living or undead warrior models in Severius' control range. They take a POW 12 magic damage roll and if they become boxed, centre a 4" AOE on it then RFP them.

The AOE remains in play for one round as a hazardous cloud. Enemy models that walk around in it suffer a POW 12 fire damage roll and continuous fire.

Theme Forces

Thoughts on Severius2

Severius2 in a nutshell

The epic version of Severius is a support warcaster who does useful things to protect his battlegroup - and ranged warjacks who can take advantage of Awareness to shoot enemies who thought they were safe. As a rule between his feat and the ability to cast Ashes to Ashes three times in a round he's an offensive spellslinger who can thresh infantry while providing some battlegroup support.

Feat thoughts

His feat burns hard to reach infantry, and is very useful to take out units that are reliant on their leaders (like the Stormblades due to their Electrical Arc rule, or the Revenant Crew and their recursion mechanic). Beside the pinpoint removal of unit leaders and solos, this one is also a hard counter against armies which rely on smoke cover or likewise methods to stay alive, since Sevvy doesn't need LOS to choose the models. Especially useful against Haley3's Gravediggers, the Llaelese Resistance, an infantry-heavy Jarl list, or against casters with Wind Wall or Freezing Mist.

Mind the wording:

  • it is not targeting and the damage roll isn't coming from an attack, bypassing a whole lot of restrictions and mechanisms like Vengeance or Battle Driven
  • the AoE placement happens upon boxing the model, so Tough, Self Sacrifice, and other abilities happening at the Disabled step may still take away your chance to put down a flaming AoE

Against Battlegroup-heavy lists this feat is less appealing. You can catch important support solos and units (Shepherds, Choir of Menoth members, Beast Handlers, repair crews, etc.) in your feat zone, forcing them to keep the distance from your caster, and often causing them to lag behind the jacks/beasts they're supposed to escort.

Spell thoughts

  • Rebuke: Beside the self evident benefits (blunt charges, or stop slams, head-butts for assassinations, and tricks with trample+reposition), do not forget about the orders. Losing "Press Forward" will bereft enemy units of run and charge (and thus, Assault). Also nullifies other orders, like "Cautious Advance", or "Shield Wall".
  • Ashes to Ashes - Menoth's answer to Cygnar's Chain Lightning, it fills the same role - chaff infantry killing. Don't be afraid to cast it onto your own - preferably fire immune - jacks to kill jamming models.
  • Arcane Ward - Best targets are either slow, sturdy units, like Exemplar Bastions ( who now resist SPD debuff spells, and are a whooping DEF15 against charges) or evasive units, like Daughters of the Flame or Flame Bringers, who are nigh unassailable in melee under this spell.
  • Creator's Wrath - Yeah, it sounds cool for an old man to be technically MAT7 Weapon Master with a Blessed staff, but if you're using this, you probably just survived a melee assassination.
  • Hex Blast - Beside the raw damage (which is also not bad), the main feature of this spell is the upkeep/animus removal. If in dire need, feel free to shoot your own troops into the back to get rid of a Parasite or Crippling Grasp.
  • Awareness - Pretty great against walls of clouds, from Trenchers, or from Jarl's feat, and also lessening the threat from Wurmwood's forest-generating feat. Ranged jacks like the Vanquisher are all happy about it, as terrain in SR2017 scenarios is in abundance. Melee jacks however are not profiting too much, since Sevvy2 lacks any kind of buff to help their movement through rough terrain.

Drawbacks & Downsides

  • He's a special order model.
  • Severius has some of the worst defensive stats in the game.
  • His feat is not that useful against battlegroup-heavy lists
  • No mobility, ARM, or damage buff for his army
  • Any focus you save for Oracular Vision is focus you spared from elsewhere.

Tricks & Tips

  • Remember, Hex Blast-ing one of your own guys strips enemy upkeep from the whole unit.
  • Rebuke as a free spell can be better than Ashes to Ashes or Hex Blast.

List Building Advice

Strategy

His main method of winning is simple attrition; he burns infantry and then turns things into a brawl, with the Choir of Menoth giving the protectorate an advantage in attrition (while if facing Protectorate he just burns their Choir). Awareness shuts down shenanigans, once again letting him turn the fight into a brawl.

Theme Thoughts

The best theme to run him in is probably Creator's Might, because his battlegroup spells and abilities lend towards a larger battlegroup. Also, this theme force rewards you by giving you free support models for taking warjacks.

Alternatively, he can run a pretty good Exemplar Interdiction force because the Blessed bonus it gives to his warjacks will let them ignore Defense and Armor buffs to their targets as well as pretty much all line of sight rules.

  • The Errant Officer's Mark Target ability will add accuracy to Severius' ranged battlegroup.

Battlegroup

Blessing of Vengeance is his pet warjack that he can take in any theme.

He normally runs a fairly large battlegroup to take advantage of Oracluar Vision, and an arc node or two - a Revenger, his personal Revenger Blessing of Vengeance, or a Guardian.

  • Combine Awareness with the Redeemer's Skyhammer to ruin your opponent's day... They were already getting their infantry zapped before, but you can add quite a few AoEs right into the heart of the enemy to finish them off.

Other

Trivia

  • Released in Warmachine: Legends (2008)
  • Severius is one of the few characters who is officially dead in the current storyline.

Other Protectorate models

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

Amon - Cyrenia - Durant2 - Durst - Feora1 - Feora2 - Feora3 - Harbinger - Kreoss1 - Kreoss2 - Kreoss3 - Malekus - Reclaimer1 - Reclaimer2 - Reznik1 - Reznik2 - Severius1 - Severius2 - Thyra - Vindictus

Warcaster attachments Hierophant - Madelyn Corbeau (Mercenary)
Other Warjack Controllers BGC Durant1 - Severius0
Marshals Bastion Seneschal - Reclaimer Gatekeeper
Light

Blessing of Vengeance - Dervish - Devout - Purifier - Redeemer - Repenter - Revenger - Vigilant

Heavy

Avatar of Menoth - Blood of Martyrs - Castigator - Crusader - Eye of Truth - Fire of Salvation - Guardian - Hand of Judgment - Indictor - Reckoner - Sanctifier - Scourge of Heresy - Templar - Vanquisher

Colossal Judicator - Revelator
Units, Solos, Battle Engines, & Structures
Units

Choir of Menoth - Daughters of the Flame - Deliverer Sunburst Crew - Deliverer Skyhammers - Exemplar Bastions - Exemplar Cinerators - Exemplar Errants - Exemplar Vengers - Flame Bringers - Flameguard Cleansers - Holy Zealots - Idrian Skirmishers - Initiates of the Wall - Knights Exemplar - Temple Flameguard - Visgoth Juviah Rhoven & Honor Guard
Ranking Officer CA: Attendant Priest

Solos

Allegiant of the Order of the Fist - Champion of the Order of the Wall - Deliverer Arms Master - Exemplar Warder Elias Gade - Exemplar Warder - Exemplar Bastion Seneschal - Exemplar Errant Seneschal - Hand of Silence - Hierophant - High Exemplar Gravus - High Paladin Dartan Vilmon - Initiate Tristan Durant - Knights Exemplar Seneschal - Menite Archon - Nicia, Tear of Vengeance - Paladin of the Order of the Wall - Pyrrhus, Flameguard Hero - Reclaimer Gatekeeper - Scrutator Potentate Severius - The Covenant of Menoth Vassal Mechanik - Vassal of Menoth - Wrack

Battle Engines & Structures Vessel of Judgment (BE) - Shrine of the Lawgiver (Structure)
Theme Forces
Exemplar Interdiction - Guardians of the Temple - The Creator's Might - The Faithful Masses - Warriors of the Old Faith
Mercenaries
Refer to Who Works for Whom and/or Category: Protectorate of Menoth Mercenary
This index was last updated: 2019.05

Video Battle Reports

Rules Clarifications

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Rules Clarification : Feat

  • Hazardous Clouds (Edit)
    • A hazard, by definition, is a terrain effect. If a template is both a cloud and a hazard it will not block sprays as per the errata (2017.09) to spray attacks. (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 : Admonisher      (Edit)

  • You cannot shoot a friendly model in the back to trigger this ability.
  • This ability was errata'd to be unboostable (2017.06).
  • Not considered an attack / Pure damage roll (Edit)   [Show/Hide]
    • Some attacks create a "secondary damage" roll that is explicitly "not considered an attack" (such as Electro Leap); while other abilities just tell you to make a "pure damage" roll without mentioning attacks at all (such as Vent Steam). In terms of interacting with 'attack triggers' (such as Vengeance) "secondary damage" and "pure damage" work the same.
    • When one attack triggers a secondary damage roll, the original attack and damage is definitely an attack and triggers stuff normally.
    • Secondary/pure damage is not an attack, so doesn't trigger stuff like Vengeance.
    • Secondary/pure damage (normally) doesn't actually hit the model(s) it damages, so doesn't trigger stuff like Shock Field. (A few of them do specify they hit, though, like Warhead.)
    • Secondary/pure damage is not from an attack, but it is damage from the original model. This has two implications:
      1. It's not an attack from a weapon so:
        • it won't gain damage buffs from the weapon (such as Poison).
        • it won't gain any Damage Types from the weapon. (Infernal Ruling)
      2. It is a damage roll from a model so:


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

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


  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Units: See below.

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

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


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Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.

  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.

Rules Clarification : Arcane Power - None yet. (Edit)

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Rules Clarification : Oracular Vision      (Edit)

  • Effects that trigger on a Hit (such as Pull) will still trigger.
    Effects that trigger on Damage (such as Drag) will not.
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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 : Fire      (Edit)

  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)

Rules Clarification : Arcane Ward - None yet. (Edit)

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Rules Clarification : Ashes to Ashes      (Edit)

  • The original attack is not fire damage.
  • Spells that "arc" (Edit)
    • For spells that cause damage to "leap" or "arc" to adjacent models (Chain Lightning, Eruption of Spines, Ashes to Ashes, etc) ...
    • The damage is from a spell, so it is magical damage. (Infernal Ruling)
    • Steamroller flags are models, and so are eligible to be leaped to/from (although they won't be damaged by the spell). (Infernal Ruling)
      • Check whether your spell specifies "enemy model" or just "model", because as of Steamroller 2017 flags are not enemy or friendly.
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Rules Clarification : Awareness and/or Bird's Eye     (Edit)

  • You only ignore clouds, forests, and models for LOS purposes. So, for instance, if you attack a model standing in a forest then it will still get concealment.
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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).
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Rules Clarification : Hex Blast      (Edit)

  • If you miss and deviate onto a different target, no upkeeps or animi expire. You need a direct hit.
  • Anti-Upkeep vs a unit (Edit)
    • If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
    • It doesn't matter if the target is in formation or not. (Locked thread)
    • However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)

Rules Clarification : Rebuke - None yet. (Edit)