High Exemplar Cyrenia

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Protectorate Logo.jpg High Exemplar Cyrenia

Protectorate Exemplar Warcaster

High Exemplar Cyrenia is a cunning battlefield commander and skilled swordswoman who rouses her fellow Exemplar to feats of excellence. A luminary member of the Exemplar Order, she excels in defensive tactical strategies, coordinating the efforts of the knights under her command while inspiring them with the depth of her personal faith. Because of her diligence and peerless conviction to her duties, some whisper that she fights as if Menoth’s eyes were upon her.

Basic Info[edit]

Cyrenia1
Missing Info
Cyrenia1.jpg
COST N/A
UNIT SIZE N/A
FA N/A
Warcaster 0
BASE Small
SPD 5
STR N/A
MAT 8
RAT N/A
M.A. N/A
DEF 15
ARM 16
CMD N/A
FOCUS 6
FURY N/A
THRS N/A
HP 16
F. Field N/A
WJP +28
WBP N/A
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[edit]

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Battle Plan - This model can use one of the following plans at any time during its activation. A friendly Faction model/unit can be affected by only one plan each turn.
    • Desperate Mission - RNG 5. Target friendly living Exemplar model gains Last Word for one round. (Last Word - When this model is disabled by an enemy attack, except while advancing (free strikes), then he can immediately advance up to 3" ignoring free strikes then make a basic melee attack.)
    • Heroic Call - RNG 5. Target friendly living Exemplar model/unit. If the model/unit is in range, it gains Tough. Models are not affected while out of formation. Heroic Call lasts for one round.
    • Special Orders - RNG 5". Target friendly living Exemplar model/unit. If the model/unit is in range, it gains Reposition [3"] for one turn. (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.)
  • Righteous Vengeance - If a friendly Faction model dies within 5" of this model, next turn this model gets a free 3" move and melee attack during the maintenance phase.

Weapons[edit]

  • Relic Blade - 1" reach, P+S 11 melee attack.

Spells[edit]

  • Dash - Cost 2, Target SELF
1) The caster and friendly Faction warrior models activating in the caster's control range gain +1 SPD. 2) While in the caster's control range, friendly Faction warrior models gain Parry. Lasts for one turn.
  • Hex Blast - Cost 3, 10" range, 3" AOE, POW 13
On a direct hit, enemy upkeeps and animi on the target expire.
Friendly Faction model/unit gains +2 ARM and they cannot be moved by a push or slam. Doesn't work while out of formation.
Target friendly Faction warjack gains +2 to melee attack and melee damage rolls. Also, while within 3" of the warjack, friendly Faction models gain the same bonus. Lasts for one turn.
Place a wall template completely within the caster's CTRL range that isn't contacting anything else. The wall is an obstacle that provides cover.

Feat : Vigilance of the Faithful[edit]

This feat has 2 effects:

  1. While in Cyrenia’s control range, friendly Protectorate models gain +2 DEF.
  2. When one or more friendly Protectorate models are destroyed or RFP'd by an enemy attack while in Cyrenia’s control range at any time except while advancing, immediately after the attack is resolved one friendly Protectorate model in Cyrenia’s CTRL range can can advance up to 3˝.
    • A model can only move once per turn as a result of Vigilance of the Faithful.

Vigilance of the Faithful lasts for one round.


Thoughts on High Exemplar Cyrenia[edit]

Recent Release icon.jpg

Recent Release
This model/theme has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Feel free to remove this warning if you, personally, have a good level of gameplay experience with the model, have reviewed this article, and either you A) agree with the content 100% or B) for the parts you disagree with, you don't strongly disagree; and it's more a case of differing opinions between you and previous editors rather than incorrect content / bad advice.

High Exemplar Cyrenia in a nutshell[edit]

Cyrenia's kit is devoted to making up for the shortcomings of Exemplars (speed, defensive) while increasing their offensive potential. Her feat, Battle Plans, and Dash makes her army fast and slippery, while her feat, Rock Wall, and Inviolable Resolve can allow them to hold out a bit longer. Positive Charge is an excellent force multiplier for warjacks and warrior models alike. While she isn't the most powerful warcaster in the game, or even in the faction, she's still an Exemplar and shouldn't be underestimated when it comes down to fight (although be careful not to overestimate her offensive potential or durability either)).

Although designed with Exemplar Interdiction in mind (her Battle Plans only affect Exemplars), infantry of all stripes can appreciate her spells and feat.

Maximising her feat and spells[edit]

  • Besides the obvious defensive benefits of a wall, Rock Wall can be used to restrict the movement of your opponent's models. It will stop charges from models without Pathfinder, and a properly placed wall can prevent a Huge-based model from getting into your models, especially when combined with existing obstructions.
  • Dash allows your army to walk out of combat. You can use it to bypass jamming models, avoid free strikes, or walk into the back arcs of enemies if you have enough movement for the juicy backstrike bonus.
  • Positive Charge is great on warjacks that can move after they've completed their movement, such as the Dervish with Side Step or the Purifier with Overtake. It really lets you dig deep, allowing your warjack to destroy one model and repositioning into a different area to help other models out with its buff.
  • The timing of using feat can be tricky. You typically want to use it so when your opponent destroys models in the vanguard of your army you can move other models into a position to counter-attack the next turn.
    • The DEF buff provided by her feat, although not impressive, stacks with benefits such as Concealment or Cover; combining it with Rock Wall can let some of your models reach high levels both in melee and against shooting.

List Building Advice[edit]

Strategy[edit]

Cyrenia specializes in getting the vanguard of her army up in the opponent's face to cause problems for the enemy, and then bringing the rest of her forces in to smash them via her feat and backed up by warjacks with Positive Charge on them. Although her army won't be as fast as Vindictus', it's more maneuverable due to Dash and her feat, hits harder, and she can personally deal with enemy upkeeps via Hex Blast. Her warjacks mainly play a supporting role, buffing her army through Positive Charge and providing a good mid-to-late game punch to deal with anything her infantry hasn't destroyed.

Theme thoughts[edit]

She wants to be in Exemplar Interdiction, obviously; her Battle Plans are Exemplar-only. Still, her spells and feat work just as well on infantry in Guardians of the Temple and Faithful Masses; the DEF-buff her feat provides will have a (slightly) larger impact on those models due to mostly having a higher DEF than Exemplars.

Battlegroup, Mercenaries, Etc[edit]

Taking a Hierophant should be the first thing you do when making a list for her. Cyrenia has a lot of spells she wants to cast, and Harmonious Exaltation helps her get them all out while allowing her to camp on some Focus. Spiritual Conduit might not seem like a big deal, but the added RNG to her spells helps her spread the buffs around without having to take a costly Arc Node.

Cyrenia often favors a forward element to her army; she feats, rushes them into the enemy's face, and forces the opponent to destroy them, using her feat to move the slower portions of her army up the board. Exemplar Errants fill this role in Exemplar Interdiction. Additionally, Special Orders allows them to move up, shoot, and back away. Heroic Call makes them Tough; combined with Gravus' no-Knockdown bubble and Inviolable Resolve, you have a (somewhat) durable screening unit.

For the bulk of your army, you'll want models that hit hard. Exemplars of any stripe can fill that role, but some have better synergies with her than others. Exemplar Cinerators with their Command Attachment can be devilishly fast and durable due to Dash and granting them Reposition 3" forward through one of her Battle Plans, Special Orders. Thrown in Desperate Pace from Gravus and you can move them a total of 10" in Shield Wall. Rock Wall makes them even more obnoxious to dislodge, especially under her feat.

Exemplar Vengers love having Inviolable Resolve on them, making them base ARM 20 before Battle Driven kicks in. With Positive Charge, their swords are hitting at POW 12 with three dice, POW 14 if they've been damaged, so jamming them up with durable models can be a difficult proposition.

For the Battlegroup, Cyrenia likes to be able to spread Positive Charge around after she casts it on a warjack, so those who can move after their movement are great for her. The Dervish, with Side Step and Parry, is excellent for doing so. The Purifier has Overtake; although it moves a shorter distance than the Dervish, Ashen Veil stacks with her feat and can help protect other elements of her army, making it the more defensive choice. An Arc Node can be helpful for getting her spells around but isn't strictly necessary.

If you want to take a heavy, Fire of Salvation is a great pick in Exemplar Interdiction. For non-characters, the Indictor and Templar are both durable and appreciate Positive Charge and Inviolable Resolve. Sanctifiers are also an option for a cheap, self-sufficient warjack; Ashen Veil makes them slightly more survivable, and you can buff their DEF further via Rock Wall and her feat.

If you want a anchoring piece, fire battery, and late-game sweeper, take a Colossal. Although it'll eat up a lot of her points and make applying Positive Charge difficult, she provides an ARM buff to it, and strategic use of Rock Wall can keep it safe from enemy models. It's also a model you can hide Cyrenia with in case you're worried about shots getting into her.

Special notice goes to Severius0's warjack, capable of moving 3" after it destroys something, or whenever another model does in Severius' control range due to Road to War. Since Positive Charge isn't exclusive to Cyrenia's battlegroup, it can be cast on his warjack for extra maneuverability in applying buffs.

Rhupert or Saxon can hand out Pathfinder, which is one thing Cyrenia doesn't do for her army. Take one if you're worried about terrain bogging your infantry up.

Taking generic Menoth support models like the Choir, Mechaniks, and Wracks are a no-brainer.

Drawbacks & Downsides[edit]

  • Cyrenia doesn't speed up her warjacks, making it easy for the rest of her army to leave them behind.
  • She can end up camping low due to how many spells she wants to get out every turn; although she has good defensive stats for a Protectorate warcaster, it might be a good idea to take a Shield Guard or two.

Tricks & Tips[edit]

  • Cyrenia can use her Battle Plans on herself. Although you'll probably be using Special Orders on her most of the time, Heroic Call can (theoretically) save her once.
  • Rock Wall is easily the most versatile spell on her card. Learn to position it so you can block off enemies from zones or reaching your own models.

Other[edit]

Trivia[edit]

  • Originally released in Exemplar Interdiction CID (2018.05)
    • During the CID, she remained completely unchanged; on release, the only thing that changed on her card was making it so her feat could apply to non-Exemplars. (Previously, it was Exemplar-only.)
  • She is the second (known) warcaster of Idrian descent in the Protectorate, the first being Amon.

Theme Forces[edit]

Themes for any & all casters (Edit)

Other Protectorate models[edit]

Protectorate Logo.jpg       Protectorate Index       (Edit)            
Battlegroup & Similar
Warcasters Durst - Cyrenia1 - Feora1 - Feora2 - Feora3 - Severius1 - Severius2 - Amon - Reznik1 - Reznik2 - Kreoss1 - Kreoss2 - Kreoss3 - Malekus - Harbinger - Reclaimer1 - Reclaimer2 - Durant2 - Thyra - Vindictus
Warcaster attachments Hierophant - Madelyn Corbeau (Mercenary)
Other Warjack Controllers BGC Durant1 - Severius0
Marshals Bastion Seneschal - Reclaimer Gatekeeper
Light Dervish - Devout - Purifier - Redeemer - Repenter - Revenger - Vigilant
Blessing of Vengeance
Heavy Castigator - Crusader - Guardian - Indictor - Reckoner - Sanctifier - Templar - Vanquisher
Avatar of Menoth - Blood of Martyrs - Eye of Truth - Fire of Salvation - Hand of Judgment - Scourge of Heresy
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 - Champion of the Wall - Deliverer Arms Master - Exemplar Warder - Exemplar Bastion Seneschal - Exemplar Errant Seneschal - Hierophant (Attached) - Knights Exemplar Seneschal - Paladin of the Order of the Wall - Reclaimer Gatekeeper - Vassal Mechanik - Vassal of Menoth - Wrack
Elias Gade - Hand of Silence - Gravus - Vilmon - Durant1 - Nicia - Pyrrhus - Severius0 - Covenant
Battle Engines & Structures Vessel of Judgment (BE) - Shrine of the Lawgiver (Structure)
Theme Forces
The Creator's Might - Exemplar Interdiction - The Faithful Masses - Guardians of the Temple
Mercenaries
Refer to Who Works for Whom and/or Category: Protectorate of Menoth Mercenary
This index was last updated: 2019.02

Rules Clarifications[edit]

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

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

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


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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. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

    • 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
    • Even if the ability says "any time during the unit's activation", 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 that model's activation has ended (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.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • 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.
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control rectangle zones and flags by himself.
    • However, to control a circular zone, the entire unit needs to be within the circle.
  • 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 : Battle Plan      (Edit)

  • A model can issue a Battle Plan to itself (assuming it meets the 'model type' criteria).
  • 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. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    2. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    3. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    4. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    5. You're in the middle of an attack. Note that the attack is not over until you finish step 14 of the attack sequence (Apdx A).
    6. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

    • 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
    • Even if the ability says "any time during the unit's activation", 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 that model's activation has ended (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)
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Rules Clarification : Desperate Mission      (Edit)
Rules Clarification : Last Word - None yet. (Edit)

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Rules Clarification : Heroic Call      (Edit)
Rules Clarification : Tough - None yet. (Edit)

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Rules Clarification : Special Orders      (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.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. (Infernal Ruling) See also this article for a detailed explanation.
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)
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Rules Clarification : Vengeance and/or Righteous Vengeance and/or Retaliation and/or Swift Vengeance and/or Tantrum     (Edit)

  • Vengeance moves do not have to be towards an enemy model.
  • You can choose to not move, but still get the attack. One is not conditional on the other.
  • When resolving Vengeance, move all models in the unit before making any attacks. (Infernal Ruling)
    • If you have more than one unit with Vengeance, move all of unit A then complete all of unit A's attacks, before starting to move unit B.
  • Vengeance is not an activation. It does not prevent the unit from activating and acting normally later in the turn.
  • Stationary and knocked down models may not perform Vengeance moves nor attacks.
  • Only enemy attacks trigger Vengeance. There are plenty of ways enemies can damage you without attacking you (such as Electro Leap) and these will not trigger Vengeance.
  • Due to the way it is worded Vengeance can be "inherited" by unit attachments that do not actually have the Vengeance ability themselves. For instance, a Soulless Escort attached to the Spears of Scyrah.
    • If anyone is damaged, including the attachment, everyone in the unit gets to trigger Vengeance.
    • But if everyone is killed except the attachment, then he doesn't get to trigger Vengeance because the rule is "no longer on the table".


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Rules Clarification : Dash      (Edit)

  • Non-warrior casters (such as Skarre3) will benefit from the extra SPD, but not Parry.

Rules Clarification : Parry - 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)

Rules Clarification : Inviolable Resolve - None yet. (Edit)

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Rules Clarification : Positive Charge      (Edit)

  • Positive Charge does not stack with itself. A warjack will only gain +2 attack/damage from the spell. (Infernal Ruling)
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Rules Clarification : Rock Wall      (Edit)

  • The upkeep spell is not "on" any model, not even the original caster. So it can't be dispelled stuff like Dispel and Hex Blast.