High Executioner Servath Reznik

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Protectorate Logo.jpg High Executioner Servath Reznik

Protectorate Warcaster

The High Executioner Servath Reznik stalks the lands beyond the Protectorate of Menoth to carry out sentences of death on those guilty of sacrilege, sorcery, or religious treason against the Creator of Man. The borders of mortal nations mean nothing to Reznik, his warjacks, and his devoted followers. He embodies ancient ways of his faith when priest-kings reigned without question and all citizens knew that impiety resulted in suffering or death.

"He is nothing but a blunt instrument of the hierarchy released to obliterate any who offend. Pray your name never earns a place on his writs." - Grand Exemplar Kreoss

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
M.A. N/A
DEF 14
ARM 17
ESSENCE {{{essence}}}
HP 17
F. Field N/A
WJP +28
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 - Judgment Day

  1. Enemy models currently in Reznik's control range lose all focus and fury points.
  2. While in Reznik's control range, enemy models cannot upkeep spells or be allocated focus...
  3. ... and those casting spells suffer the Fire continuous effect.
Judgement Day lasts for one round.
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Tip !
Reznik's feat affects focus and fury points, but it doesn't affect the FOCUS or FURY stat.


  • Excruciator - When this model boxes a living enemy warrior model with a melee attack, you can place a Wrack completely within 4" of this model. If you do, RFP the boxed model.
  • Witch Hound - When an enemy model hits one or more models in this model's battlegroup with a magic attack, immediately after the attack is resolved one model in this model's battlegroup model in its control range can advance 3" and make one basic attack.


  • Confessor - 2" reach, POW 7, P+S 14 melee attack
    • Magical dam symbol.jpg Damage Type: Magical
    • Purgation - Gain an additional die on attack and damage rolls with this weapon against models with an enemy upkeep spell or animus on them.


Brand of Heresy

3 8 - - Upkeep Yes
Warjacks in the spellcaster's battlegroup gain boosted attack and damage rolls against target model/unit.
Engine of Destruction

2 SELF - - Turn No
The spellcaster gains +2 SPD, +4 STR, and +4 MAT for one turn.
Hex Blast

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

2 6 - - Upkeep No
Target friendly Faction model/unit gains +2 to melee attack damage rolls. Affected models gain Critical Continuous Fire on their melee attacks.

2 10 - 10 - Yes
When an enemy model is damaged by Perdition, immediately after the attack is resolved one warjack in the spellcaster's battlegroup that is currently in its control range can make a full advance toward the nearest enemy model. A model can advance as a result of Perdition only once per turn.

Theme Forces

Thoughts on Reznik1

Reznik1 in a nutshell

Reznik is capable of running a large battlegroup. Brand of Heresy should be cast most turns as the old target now should be dead!. While the RNG on the spell is good but not great, he may get a little exposed. Therefore an arcnode complements his play style very well.

Reznik can still be a true melee monster while under the effects of Engine of Destruction, but beware of committing Reznik too far forward and exposed. A concerted effort to kill him can often succeed. All it takes is one determined warjack/warbeast or a fully fuelled caster to ruin Reznik's day. His feat, and Engine of Destruction can help with engineering, or completing an assassination run or removing a very hard target ready for a scenario victory.

Also keep in mind that Reznik is on a medium-sized base, so he cannot hide behind small based-sized models. You will either want to keep him with a model that has Shield Guard to absorb an incoming ranged attack, or simply hide him behind his wall of warjacks, always threatening to cause mayhem.

Feat thoughts

His feat is best used for assassination because it removes warcaster's ability to reduce damage, and warlocks ability to transfer damage. Note that the feat denies the enemy the ability to upkeep a spell but does not strip enemy upkeeps during your feat turn.

If the enemy survive your feat turn, then the following is worth noting:

  • The enemy warcaster will replenish their focus next turn and, being unable to allocate any of it, may decide to go for a hail-mary assassination themself.
  • Warjacks will still gain 1 focus from Power Up (it is not affected as it uses the word "gains" as opposed to "is allocated"). So jacks will be working mostly-normal on their next turn.
  • A warlock will have no new fury (because all the warbeasts he would "pull" it from have also been drained) so he will need to cut for fury if he wants to do anything.

Spell thoughts

  • Brand of Heresy - This spell is best used every turn that you possibly can. It makes your even small 'jacks terrors to models marked by this spell.
    • If didn't kill the branded target last turn, attempt to kill it before activating Reznik, so that Reznik can then cycle it onto a new target, and allow your yet-to-be-activated jacks to tear the second victim apart.
    • With Brand of Heresy having a high cost you should focus it on high-priority, low-DEF targets, such as enemy jacks due to their lower DEF. Vs high-DEF targets it's normally best to boost the roll to make the spell hit as the spell's cost is very painful to miss with.
    • This spell is very useful in taking down enemy colossals/gargantuans, and you are likely to need an arc node to place it on the desired target without exposing Reznik unduly.
  • Engine of Destruction - This spell is best used as a way to let Reznik kill tougher models. It gives him a larger threat range, and allows him to reliably hit, and do massive damage.
    • It's best used to deal with models getting past your jacks, it shouldn't be used to play Reznik aggressively and suicidally. IF you want offense, use Brand of Heresy.
    • But later in the game, when there are fewer models on the table, this spell is one your opponent will fear.
    • The SPD buff is useful though for getting Reznik where you need him to be at any point in the game. Sometimes that few extra inches are critical and worth the focus cost of the spell.
  • Hex Blast - This spell is really only there to deal with the most annoying upkeep spells in the game.
    • Offensively, the POW doesn't measure up to what Brand of Heresy can offer for the same cost.
    • The spell can be used against your own models: if your key warjack is suffering a debuff upkeep, it can be worth blasting it with Hex Blast to remove the upkeep spell and allow it to function normally.
  • Ignite - A good melee attack fixer spell.
    • Good to use on a 'jack to help hit those higher arm enemy 'jacks/beasts/caster, or on a large unit of infantry so you get 10x the effect.
    • Don't be afraid to 'cycle' it. Upkeep it on one unit/model, let them attack, then activate Reznik and cast it on another unit/model, and then activate the second unit/model. Then 2 units benefit from the bonus a turn.
    • Of course, just as with Feora1 this spell combined with Engine of Destruction means he won't have to boost to hit high DEF enemy casters, for example: only double ones missing anything below DEF 17 for Reznik, although the combined focus cost for the two spells means he can only buy a couple of attacks, unless he was already upkeeping ignite on himself, but worth bearing in mind. The Critical Fire is a nice bonus - if you can remember it!
  • Perdition - This spell is best used to allow one of your warjacks to move up closer, and reliably alpha strike a model.
    • It's worth keeping in mind that you need the spell to not only hit, but also damage its target to allow one of your warjacks to benefit from the free advance.
    • The low POW of the spell coupled with Reznik's distinctly average magic ability, this spell may demand that you boost either the attack, or damage roll, if not both.

Drawbacks & Downsides

Reznik suffers from not having the durability you want from him. His medium sized base makes him difficult to screen, while focus reserves are often strained from fueling his 'jacks, leaving him with little or no focus and in a dangerous position.

As with Feora1, there is a temptation through his abilities and of course the wonderful buffs from Engine of Destruction to use Reznik1 to get out and personally kill things, especially in the early to mid game. Learning when to hold Reznik back and safeguard him, and when to unleash him is an important skill for success with this challenging but rewarding caster.

Tricks & Tips

  • Don't forget that animi now count as spells! This is important when making the most of Purgation and Witch Hound!
  • Through Excruciator, Reznik can make his own Wracks to fuel his focus needs, however the newly made Wracks don't acquire focus until the next round, this means that if you place them too close to him and they are subsequently hit, they will detonate catching him in their AOE. This means that while making Wracks can be useful, care should be taken with placement so as not to potentially harm Reznik or his army.
  • Reznik can attempt to use his Wracks aggressively as well. If he kills an enemy model and places the Wrack in the middle of the enemy unit, he can then attack his own Wrack, and detonate it - catching a number of enemies in the blast.
  • Between Witch Hound, and the Scourge of Heresy using Arcane Vortex, Reznik's battlegroup will rarely see spells thrown against them. This means that any Choir of Menoth that accompany him only really need to worry about denying the enemy forces from being able to hit Reznik's warjacks with ranged attacks. The enemy will have a tough time dealing with your advancing forces, and will either have to resort to spending points to get magical ranged weapons, or sling spells at you (which you can either let them hit, and deal with the effects so that Witch Hound can trigger), or use banked focus on the Scourge of Heresy to deny that spell from ever occurring (while it's cost remains spent). You won't be immune to magic, but you will have enough to dissuade your opponent from using magic against you.

List Building Advice


Reznik's has two main win conditions, assassination and attrition. The most important part of the assassination is ensure the enemy casters is in your feat to remove focus and fury. This is usually followed by arching brand of heresy onto the enemy caster (if using warjacks to assassinate), you will likely want to boost to hit. This allows for both a potent melee and ranged assassination with Reznik. I usually try to use all available ranged attacks BEFORE committing the final melee assassin, usually if you are close enough to feat the enemy caster, you are fully committed to the assassination. Brand of Heresy plays well into an attrition style by allowing Reznik to trade up without wasting valuable resources to remove large targets. His late game potential is extremely potent. The longer you stay in the game the more powerful his threat becomes. Late game he can often be used to remove enemy heavies by trading your own. Most casters will lose the long fight against him, but know your enemy and your limitations. Don't forget witch hound applies to offensive animi, geomancy and attacks with magic ability[#].

Because of Brand of Heresy, Reznik can run a very large number of ranged jacks, they never need to be concerned about boosting attack or damage rolls. Having ranged warjacks also synergises well with Witch Hound, as while 3" of movement and a basic attack may be enough to work once battle has started, being able to use Witch Hound through a ranged warjack provides more flexibility.

Theme Thoughts

    Various Themes    

  • The Choir of Menoth is near essential. Being able to have a wall of 2-3 heavy warjacks that are unable to be targetted by ranged attacks (and when one of those is the Scourge of Heresy that can negate spells by spending it's focus) allows you to march up, or even outshoot some enemy lists. When you do get into combat, they can also just help add just a little extra damage to your 'jacks (though this is less beneficial due to Brand of Heresy already being powerful enough).
  • Reznik wants to run warjacks, but his focus pool doesn't always allow him to run as many as he may like. To this end, Wracks, a Hierophant, and a Vassal of Menoth or two can help dish out extra focus to him and his warjacks that allow him to comfortably run 3-5 warjacks.
  • A Reclaimer Gatekeeper may be useful. Their ability to gain souls, and give Reznik the option of boosting his attack and damage rolls after he rolls can be useful for being stringent with your focus when dealing with Brand of Heresy and Perdition.


Scourge of Heresy is his pet warjack that he can take in any theme.
  • Scourge of Heresy is Reznik's pet warjack, so he can take it in any theme, and it's a great choice for him.
    • It has a good threat range, thresher in one hand, and a sword that will obliterate any-and-all models that were dumb enough to challenge it in the other.
    • Its bond lets it move every time Reznik kills something, which allows the Scourge to either work as shield to Reznik (if Reznik needed to open himself up to a counterstrike), or allow the Scourge of Heresy to work with an increased threat range being able to achieve up to a 17" threat range (Bond+Perdition+Charge) which disturbingly powerful for a melee Warjack.
  • Guardian to arc Brand of Heresy and Perdition. It is hardy, and can hold its own in combat, and has a decent range with it's melee weapon with a fun critical effect on it.
  • Redeemer - With Brand of Heresy in play, the Redeemer gets 3 boosted attack rolls and damage rolls. While it may not do as much as other 'jacks, the potential of causing a decent dent in an enemy model with a 21" threat range is nothing to sneeze at.
  • Reckoner. It requires little to no focus to run fully fuelled, and its gun can decrease a model's DEF via Flare. This can make Reznik's lower focus go further on both his rolls to make Brand of Heresy hit, he doesn't even need to apply focus unto it (unless you want to boost both damage and attack rolls with it on a ranged attack).
  • Repenter. Not to be forgotten, nor to miss a free handout, it shambles forward again as a 'jack that will never ask for more than its power up focus and make the most of attack and damage roll boosts. Between the spray and chain weapon rules this jack brings a very efficient little toolbox for the cost.
  • Judicator. With its 2018 CiD update, the judicator has become a staple in many protectorate lists. Between its reliquary rule and Reznik's Brand of Heresy spell, all of the Judicator's ranged attacks become super powerful. On top of that you can stack Ignite on it, for when you absolutely, positively want that target pasted to the floor in melee. It is one of the - if not THE - most efficient target for everything Reznik can provide.



  • Released in Warmachine: Legends (2008)
  • Real world origin of the word "Reznik":
    • Jewish (eastern Ashkenazic): occupational name for a Jewish ritual slaughterer, from Yiddish reznik (of Slavic origin).
    • Czech (Řezník) and Slovak (Rezník): occupational name for a butcher.
  • Reznik is another Menite of Khadoran origin, having been born and raised in the northern mountains of Khador, amongst one of the strictest sects of Menoth.
  • Possible real-world origin of his first name (Servath) is from the ancient Armenian bishop, Servatius of Tongeren. He himself was also a fervent prosecutor of Arianism, a theological view, that later branded as heresy by the church. According to the legend, Saint Peter gave him the keys of the Heaven, so he could redeem the sinners, and could decide, who can enter to the heaven.

Video Battle Reports

Other Protectorate models

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

Amon - Cyrenia - Durant2 - Durst - Feora1 - Feora2 - Feora3 - Feora4 - 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

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


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

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


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
Refer to Who Works for Whom and/or Category: Protectorate of Menoth Mercenary
This index was last updated: 2020.01

Rules Clarifications

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Rules Clarification : Feat - Judgment Day

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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)

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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 : Purgation      (Edit)

  • Purgation does not ignore any buffs the upkeep spell is giving your target (you'll want something like Blessed to do that).
  • Purgation applies if you're attacking friendly models with an enemy upkeep on them.
  • If the upkeep expires between the attack roll and the damage roll (for instance being hit by Eiryss2's Spell Breaker), then Purgation won't be applied to the damage roll. (Infernal Ruling)

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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)
(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.

Rules Clarification : Excruciator - None yet. (Edit)

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Rules Clarification : Witch Hound      (Edit)

  • The model that is hit doesn't need to be in CTRL range.
  • The attack doesn't need to be against the enemy spellcaster.
  • There is no limitation on how many times you can trigger this, or how many times the same model can move and attack.
  • The battlegroup includes Reznik himself.

Rules Clarification : Brand of Heresy - None yet. (Edit)
Rules Clarification : Engine of Destruction - None yet. (Edit)

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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)
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Rules Clarification : Ignite      (Edit)

  • Since Ignite buffs "melee attacks" (and not "melee weapons") it will also affect Mount Attacks, Power Attacks, and various 'make a melee attack' abilities like Point Blank.
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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)
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Rules Clarification : Perdition and/or First Blood     (Edit)

  • The move does have to be towards the nearest enemy, but it is not "directly" towards.