Infernal Rulings
Throughout this website you'll find sections titled "Rules Clarifications" at the bottom of each model page. Those sections help explain the special rules that belong to that model. They are a mix of official Infernal Rulings and unofficial "fan-written explanations".
This article, on the other hand, is a list of the official Infernal Rulings that relate to the core rules. It is not every Infernal Ruling.
(You may be looking for Infernal Faction Rules, which are the rules for playing the Infernal army.)
What is an Infernal Ruling?
Privateer Press have an official subforum on their website dedicated entirely to players asking questions about how rules work that you can access here. (Note: The purpose of the forum is to help players understand how rules function and interact with each other in-game, it's not the place to discuss general issues with the game, balance, or tactics). You can recognise an Infernal's post by their purple name
As part of that subforum they have an official team of "Infernals" that officially answer questions. Although these Infernals are volunteers they have a direct communication line to the actual designers of the game and thus any answer an Infernal gives is 100% official. These official answers are referred to as Infernal Rulings.
What is this page then?
- This is a saved list of all Infernal Rulings relevant to the core rules.
- Infernal Rulings on model-specific special rules are saved under that rule (for instance stuff relevant to the Assault special rule is saved on the Assault page).
Only responses by Infernals (for rules questions), Judges (for organized play questions), or threads that are locked are saved here. Any other responses may be informative, correct, or both, but are not offiically accepted answers to forum questions.
Contents
Rules Basics
Game Overview
Summary of Play - What you need
- Wall templates are 4" x 0.75". (Infernal Ruling)
Dice & Rounding
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General Guidelines
Game Terms, Model Names & Rules References
Special rules may reference a model/unit by its name or special rules. (Infernal Ruling)
- A special rule could look for "Exemplar" and it could find that keyword in either the name or a rule on a model.
- For example, Doomshaper3 has "Trollkin" listed under his rules, rather than under the name of his unit, because there is a non-Trollkin Pygmy in his unit.
- When identifying a unit by its special rules, such as Undead or Construct, all models of the unit must possess that rule for it to be that type of unit. For example,
- Alexia Ciannor & the Risen are not an Undead unit while Alexia is still in play.
- A Mechanithrall unit with a Skarlock Commander and Brute Thralls attached to it is an Undead unit, due to every model possessing the Undead advantage.
- The name of a unit never changes after army list creation.
- A Mechanithrall unit with a Skarlock Commander attached to it is still a Mechanithrall unit, even when every Mechanithrall model in the unit is destroyed.
- A Houseguard Halberdiers unit will still remain a Houseguard Halberdiers unit when a Soulless Escort is attached to it.
- Units with '&' dividing two parts of the unit do not pass specific names between them. For example,
- A Cephalyx Mind Slaver & Drudges unit is made up a Cephalyx Mind Slaver and Drudge Grunts. The Cephalyx Mind Slaver does not inherit the Drudge keyword and the Drudges do not inherit the Cephalyx keyword.
- Command Attachments with '&' between them specify both parts of the attachment have the preceding type keyword. For example,
- Both models in the Winter Guard Infantry Officer & Standard are Winter Guard Infantry models, for example.
- Restrictions on "Any Time" abilities (Edit) [Show/Hide]
- "Any Time" abilities can be used at any time during a model/unit's activation, except:
- Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
- 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).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- 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.) - Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
- 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.
- 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)
Rule Priority
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Sportsmanship
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Measuring Distances
- You may use proxy bases to facilitate measurements however you wish (on your own clock when measuring). (Infernal Ruling)
- Laser lines can be used to measure line-of-sight for anything at any time. (Infernal Ruling)
Models
Model Profiles
Base Stats, Current Stats & Modifiers
- The double, halve, add, reduce rules apply to spell costs as well. Ref: DarkLegacy, 2016-08-16.
Model Special Rules
- Generally, effects that cause you to lose [Ability 1] don't prevent you from regaining [Ability 1] by using [Ability 2] or [Spell 2] or [Whatever].
It has to explicitly state that you lose [Ability 1] and cannot regain it. (Infernal Ruling)- Example: Spyglass makes a model lose Stealth for one round. But the affected model could have Occultation cast on them and regain Stealth.
- Example: Marked for Death makes models lose Incorporeal and Stealth for one round and prevents affected models from regaining them.
Advantages | |||||||||||||||||||||||||||||||||||
Rules Clarification : Amphibious - None yet. (Edit)
Rules Clarification : Construct - None yet. (Edit)
Rules Clarification : Parry - None yet. (Edit)
Rules Clarification : Soulless - None yet. (Edit)
Rules Clarification : Tough - None yet. (Edit) |
Immunities | ||||||
Rules Clarification : Cold - None yet. (Edit)
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Weapon Qualities
- Random ROF
- You roll ROF when you declare you're using your Combat Action to make initial ranged attacks. You can't roll ROF then change your mind and do a (★ Action) instead. (Locked thread)
- You can use "At any time" abilities between rolling random ROF and rolling the attacks. (Infernal Ruling)
- If you have multiple guns with random ROF, you roll all their ROF before starting any attacks.
Also, once you know you're total attacks, you can make them in any order (ie you don't need to do all the attacks with gun 1 before you start gun 2, you can switch back and forth).
(Locked thread)
Weapon Special Rules
Weapon Qualities | |||||||||||
Rules Clarification : Chain Weapon - None yet. (Edit)
Rules Clarification : Weapon Master - None yet. (Edit) |
Damage Capacity & Grids
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Base Size & Facing
- A model's facing is its shoulders only if it doesn't have markings on its base to designate where its 180° arc should be. Ref: FearLord, 2016-06-12.
Preparing for War
Encounter Levels
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Building Your Army
Points Costs
- None yet
Warjack & Warbeast Points
- None yet
Field Allowance
- None yet
Field Allowance
- All Command Attachments should have the same FA as their units. Some Command Attachment FA values are incorrect and will be fixed. Ref: DarkLegacy, 2016-06-15.
Battlegroups
- None yet
Characters
- Only models with a number in their name are character models. For example:
- Croe's Cutthroats - unit is a character unit; no model within the unit is a character model.
- Spears of Scyrah - unit is a character unit; no model within the unit is a character model.
- Captain Sam MacHorne & The Devil Dogs - unit is a character unit; only MacHorne1 is a character model.
- Visgoth Juviah Rhoven & Honor Guard - unit is a character unit; Rhoven1, Gius1, and Cassian1 are all character models.
- (Infernal Ruling)
- A non-character unit with a character attachment (i.e. Captain Karli) still counts as a non-character unit. (Infernal Ruling)
Mercenaries & Minions
- Mercenary models with Battlegroup Controller can take Mercenary warjacks. Minion models with Lesser Warlock can take Minion warbeasts. Whatever restrictions on the Lesser Warlock, Battlegroup Controller, Mercenary warjacks, or Minion warbeasts will still apply. Ref: DarkLegacy, 2016-07-07.
- Models with Selective and Mercenary can be used inside the Factions that Mercenary specifies without issue. Ref: DarkLegacy, 2016-07-26.
Rules Clarification: : Partisan (Edit) | |
Which Faction am I?
Attachments
Partisan warcasters
Partisans & Theme Forces (Edit)
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Rules Clarification: Theme Forces (Edit) Themes that change a model's Faction [Show/Hide]
Rerolling the starting roll [Show/Hide]
Warjacks/Warbeasts with bonds [Show/Hide]
Including Mercenaries [Show/Hide]
Number of Mercenaries
Mercenaries and Ranking Officers
Other
Including Partisan Mercenaries [Show/Hide]
Partisans & Theme Forces (Edit)
Requisition Points [Show/Hide]
Free models and Specialists (ADR) [Show/Hide]
Unit Attachments [Show/Hide]
When to apply theme benefits [Show/Hide]
See also these Theme-Specific Rulings [Show/Hide]
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Setup & Deployment
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Gameplay
The Player Turn
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Activating Models
Forfeiting Normal Movement or Combat Actions
- A model can voluntarily forfeit movement or action, without it forfeiting it "for" something. (Infernal Ruling)
- See also "Forgetting to move before Combat Action", below
Movement
General
Movement types
- [Movement] does not equate to [Normal Movement]. When a trigger is based off [Normal Movement], it will specify [Normal Movement]. If it is meant to be triggered on [any Movement], it will say [movement] or [advance]. (Infernal Ruling)
Normal Movement is always a type of Movement, but not all Movement is Normal Movement.
Forgetting to move before Combat Action
- If you don't move your model, but change its facing = It advanced.
- If you don't move your model, and declare you're "forfeiting your Movement for [X]" or "using your Movement to Aim" = It did not advance.
- If you don't move your model, but forget to declare anything = It did not advance. (Infernal Ruling)
Obstacles
- Although you can't stop on an obstacle, you can "pause", change facing, and continue advancing. (Locked thread)
Charges
- SPD penalties do not prevent a model from charging in mk3. (Locked thread)
- Your first attack after a successful charge is a charge attack. If you somehow get a bonus attack between completing the movement and making your initial attack, it can get a bit weird
- Example 1:
- A model charges model [A], and makes impact attacks against [A] and [B]. The impact attacks include the charge target, so you have to resolve "ends movement" effects.
- Impact attacks never count as a charge attack, so that is fine.
- However the damage vs [A] triggers Enliven, and [A] moves away triggering a free strike.
- If you take that free strike, it is your charge attack. It won't get double-boosted (once from charging, and once from being a free strike) because nothing ever gets double-boosted.
- Example 2:
- Same as example 1, except now enliven is on [B]
- When [B] moves away and triggers a free strike, you cannot make a free strike against it. Because your first attack after charging has to target your charge target.
- (Infernal Ruling)
- Example 1:
Pushes
- 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)
Combat Actions
- (Infernal Ruling for below):
- You do not need to make all your initial attacks.
- You can buy additional attacks before finishing your initial attacks, but if you do so then you will forfeit any incomplete initials.
- You can choose to make zero initial attacks, then buy additional attacks.
- If you charge, you must make a melee attack. You can't choose to make zero initial attacks and then follow it up with zero additional attacks.
Additional Attacks
- After making a Special Attack with a Ranged Weapon, you can purchase additional ranged attacks up to your Reload value. Ref: DarkLegacy, 2016-06-28.
- You cannot make melee attacks at a model that is not inside your melee range. You cannot spend focus or be forced to make attacks if you don't have a model in melee range. Ref: DarkLegacy, 2016-08-16.
Line of Sight
- If three equal-sized bases are on an exactly straight line, the middle one does not block LOS. Instead, LOS can be drawn along the tangent. (Infernal Ruling)
- The Large-base volume image in older versions of the rulebook is incorrect. It should show it to the outside edge of the base, not the inside edge. (Infernal Ruling)
- LOS can measured independent of the weapon's range/template. So, even if the spray template is blocked by terrain, if LOS can be gotten another way the attack can be made. Refer image. (Locked thread)
- The "intervening terrain within 1 inch" rule is only applicable to ranged/magic attacks. For melee attacks, any intervening terrain at any distance will give the defender the bonus. (Locked thread)
Measuring Range
- There are two different uses for the word "within". (Infernal Ruling)
- You can be within a distance, in which case being exactly X" away is being within X".
- And you can be within an area, in which case you need to be overlapping the area so as to be within the area - even in cases where the area is defined as being exactly X" in diameter.
Combat
Making Attacks
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Attack Roll
Criticals
- For an AOE to be a critical hit, it must directly hit its target and roll any two of the same number. (Infernal Ruling)
- In other words if it misses with two of the same number, then deviates onto a model, that is not a critical.
Back Strikes
- Back strikes give +2 to the attack roll. (Cleared up due to PP staff comment earlier with a different bonus amount.) Ref: Maudlin, 2016-06-12.
- You must be in a model's back arc only when the attack is made to get the back strike bonus - no requirement to be in a model's back arc for your entire activation. Ref: Closed thread, 2016-06-17.
Melee Attacks
Free strikes
- If you make a free strike during your Combat Action (for instance the enemy used a special rule to move during your Combat Action), then the free strike counts as being within your Combat Action. As such, you can trigger "Combat Action only" rules (such as Overtake) on that free strike. (Infernal Ruling)
Terrain DEF bonus
- The "intervening terrain within 1 inch" rule is only applicable to ranged/magic attacks. For melee attacks, intervening terrain at any distance will give the defender the bonus. (Locked thread)
Power Attacks
- Power Attacks are not Special Attacks. (Infernal Ruling)
- Power Attacks are melee attacks. Something which buffs melee attacks will also buff a power attack. (Infernal Ruling)
- Slam: You can use an "any time" ability after resolving the slam movement but before the slam attack. (Infernal Ruling)
Ranged Attacks
Targeting
- If you ignore LOS, you can make a ranged attack against any target. (Infernal Ruling)
Area-of-Effect (AOE) Attacks
- Models with Stealth or otherwise have "Automatically Miss" rules are still hit when covered by an AoE template, as the template just hits and doesn't specify "Automatically Hits" and thus the rules for Automatically Missing taking priority over Automatically Hitting don't apply. (Infernal Ruling)
- On a normal AOE attack, any model not directly hit suffers blast damage which is half the POW of the attack. When the AOE specifically states a damage roll, it is that damage. (Infernal Ruling)
- Mentioning that the damage is "blast damage" does not mean that the ability is automatically halved, if a specific damage roll is mentioned. It just tells you that models immune to blast damage will not be damaged by it. (Infernal Ruling)
- For an AOE to be a critical hit, it must directly hit its target and roll any two of the same number. (Infernal Ruling)
- In other words if it misses with two of the same number, then deviates onto a model, that is not a critical.
Spray Attacks
- The spray template sold by PP is officially longer than 10" (it's 10.03"). However, you cannot use it to claim that you are both within 10" spray range and outside 10" counter-attack range. (Public Facebook Post by Lead Developer)
- The way sprays interact with clouds and LOS has been revised a couple of times. The current wording (as of 2019.02) is:
- Ignore cloud effect terrain when determining if the attacker’s line of sight is completely blocked to a model under a spray template.
- This means stuff like Dense Fog and Breath of Corruption block LOS for most attacks, but not spray attacks. (Infernal Ruling)
- LOS can measured independent of the spray template. So, even if the spray template is blocked by terrain, if LOS can be gotten another way then the attack can be made. (Infernal Ruling)
- 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)
Magic Attacks
Placholder
Damage
Corpse & Soul Tokens
- Models removed from play before destroyed prevent token creation, but not models removed from play when destroyed. Ref: Closed thread, 2016-06-12.
- Models provide corpse & soul tokens when destroyed, including when Removed from Play after being destroyed. (Note, this is "destroyed" in the disabled-boxed-destroyed sequence.) Ref: Maudlin, 2016-06-13.
- Models that have an ability to collect souls from friendly models can collect souls of models slain by their own units, unless their rules say otherwise. Ref: DarkLegacy, 2016-06-23.
- There are some models with Soul Taker: Reclaim that cannot get souls from models killed by friendly models, or non-attack-damage effects such as electroleap. Ref: DarkLegacy, 2016-06-24.
Simultaneous Damage
- There is a minor error in Appendix A for applying damage to multiple models (Step 10) and it contradicts the main rules text. Basically, don't remove the model from the table (Step 10e) until you've done steps 10a to 10d for every model. (Infernal Ruling)
Special Combat Situations
Clouds
- Overlapping clouds do not merge. This means a model completely within two different clouds but not completely within either, will not benefit. (Infernal Ruling)
Continuous Effects
- The Corrosion effect does Corrosion damage, and the Fire effect does Fire damage (as stated in Prime). (Infernal Ruling)
- Knockdown and Critical Knockdown effects are not optional. (Infernal Ruling)
General
- Several abilities start with the sentence "Take control of a model" then a full stop, then a bunch of stuff you can do with that model. You can't uncouple the first sentence from the rest of the "do stuff" sentence(s), in other words if you want to "do stuff" then you have to "Take control". (Infernal Ruling)
- Taking control of a model means it is now friendly to you, and will immediately be engaged by it's erstwhile allies.
- This will limit your ability to make ranged attacks.
- If you get to make an advance with the controlled model, this can allow the original owner to take free strikes against his own model. He doesn't have to take these, of course.
- The controlled model does not have a proper Activation, so stuff like Chain Strike won't apply.
- You can use abilities on the controlled model, as long as they're not restricted to "during its activation" or "during its Combat Action". For example, you can use Mental Force. (Infernal Ruling)
- Buffs and effects:
- The controlled model counts as a "friendly model" and will benefit from any "while within" (aura) buffs that your own models are handing out (such as Mark Target), (assuming the controlled model meets the criteria for the buff).
- If the controlled model has already been hit by a "currently within" (pulse) debuff, then it will keep that debuff while under your control. Even if that pulse only affected enemy models (such as Deneghra1's feat) - temporarily changing who is friendly/enemy doesn't change who was/wasn't affected by the pulse.
- If your opponent is the same faction, then the controlled model will count as a "friendly faction model" and even more buffs are potentially available (such as Veteran Leader).
- Theme abilities:
- If a model gains an ability via a Theme Force rule, and then the opponent takes it over, it keeps the theme ability. (Infernal Ruling)
Movement
- You can advance a model into an area and force them to take damage (like an acid cloud, or a Razor Wall template), but they only take damage once per advance (ref Prime rulebook pg 65). Thus you cannot keep moving them micro-millimetres in and out of said area to inflict infinite damage.
- The model is friendly while under your control, so you can't force free strikes by walking it past your own models. You can, however, walk it past your opponent's models and politely ask if they want to take free strikes against their own model.
Attacks
- Many "Take Control" abilities allow a basic melee attack. Some allow a basic attack. Gunfighters cannot make a ranged attack unless they're allowed the later.
- Point Blank attacks cannot be made with temporarily controlled models, as Point Blank is only allowed 'during activation.'
- With reference to the attack sequence (appendix A) your control of the model doesn't expire until after Step 14. So you can potentially trigger abilities like Snacking (Step 11.4).
- As long as it's not limited to "during combat action" or "during activation".
Destroying the Controlled model
If the model is destroyed or RFP'd while under your control (for instance you walked it into a hazard), this has two consequences:
- It is considered to be under your control at the moment it is taken off the table:
- Your opponent can't reave fury off a warbeast destroyed this way, because it is an enemy warbeast when it is taken off the table.
- Your opponent can't trigger stuff that depends on a "Friendly model" being destroyed (such as Righteous Vengeance).
- You can't trigger stuff that depends on an "Enemy model" being destroyed (such as Cull Soul).
- It returns to the original owner once it's off the table:
- Your opponent can use Spirit Bond to get fury from the dead warbeast.
- Your opponent can use Return To Play abilities to get it back on the table (assuming it wasn't RFP'd).
Taking control of an enemy Trooper (member of a unit)
- A trooper you take control of becomes an independent model. Thus:
- It will not benefit from any bonuses that it gets from its comrades (such as Gang, Shield Wall, etc).
- It will not benefit from any bonuses that rely on the trooper being "in formation" (such as Granted and Tactics abilities).
- Spells on a unit are considered to be on the "unit", not on the "models that make up the unit". So a controlled trooper will not benefit from any spells on the unit.
- If you take control of the last survivor of a unit then the "unit" ceases to exist for the duration of the control. This means that any spells on the "unit" will expire. Woo, free dispel! (Infernal Ruling)
Anatomy of a Unit
Unit Components
- If you add a character attachment to a non-character unit (i.e. Captain Karli) then it stays as a non-character unit for the purposes of stuff like Llaelese Resistance. (Infernal Ruling)
Field Promotion
- If a Leader model is removed from play then a Grunt model cannot be Field Promoted. Choose a remaining Grunt model or Weapon Attachment model to be the new unit commander. Formation and orders (including Press Forward) will come from that new unit commander. (Locked thread)
- What happens when a Leader model is killed by a guy in his own unit (such as via Berserk), and you Field Promote the guy doing the attacking ... is being checked. (Infernal Checking)
Rules Clarification : Unique Leader Model (Edit)
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Models out of formation (oof)
- Unlike spells and buffs, applying an effect from a weapon doesn't follow Page 64's restriction on "targeting oof models with a spell or special rule". (Infernal Ruling)
Issuing Orders
- Models that are returned to a unit during the unit's activation (ie via Blood-Bound) do not benefit from any orders issued to the unit. (Infernal Ruling)
Warjacks & Warbeasts
Rules Clarification : Warjack (Edit)
Inert warjacks
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Rules Clarification: : Warbeast (Edit) | |
See also the Warbeast page for a recap of the core warbeast rules.
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Warcasters & Warlocks
Rules Clarification: : Warcaster (Edit) | |||||
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Rules Clarification: : Warlock (Edit) | |||||
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Spells & Spellcasting
Spell Statistics
- A range CTRL spell cannot be increased with abilities that increase spell range by X". (Infernal Ruling)
Spells on Units
- Most spells affect an entire unit. Some spells can affect a single model in a unit. If you have an upkeep or animus on a single model in a unit, and cast another upkeep or animus on a different single model in the same unit, the first one will expire. (Infernal Ruling)
Terrain
Terrain Features
- Open Terrain
- Dense Fog, Burning Earth, and Trenches are Open Terrain. (Infernal Ruling)
- Difficult Terrain
- Not to be confused with Rough Terrain.
- Meant to be something discussed ahead of time regarding what models can enter it - only really applies to custom terrain. (Locked thread)
- 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)
- Templates that do damage (Edit) [Show/Hide]
- Most templates that do damage to models that walk into them are defined as "Hazards" (such as Burning Ground) but there are a few that aren't Hazards (such as Creeping Barrage and Wall of Fire). The differences are:
- A hazard is a terrain element
- Damage from a hazard template is never considered to be from the model or weapon/spell that put it into play. So hazards never gain special rules of the weapon/spell (such as a Damage Type or Poison), nor does it gain special rules of the model (such as Hand of Fate).
- Damage from a non-hazard template is considered to be from the model that put it in play. So non-hazards do get stuff like Hand of Fate. (Infernal Ruling)
- Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance)
- Damage from a non-hazard is also not from an attack. Instead it will be a Special Action (Covering Fire), or a "instead of making an attack, place a template" (Creeping Barrage), or etc.
- Damage templates from spells is complicated:
- (Infernal Ruling)
- Spells that leave templates that are not hazards (such as Razor Wall) do Damage Type: Magical.
- Spells that leave templates that are hazards (such as Breath of Corruption) follow the rules for hazards, which are most likely not magical damage but it varies by the hazard.
- The initial damage when you place the template, if any, is Damage Type: Magical.
- For example, Breath of Corruption's initial POW 12 corrosion damage roll is Damage Type: Magical in addition to Damage Type: Corrosion. But the hazard that is put into play from Breath of Corruption is not Damage Type: Magical, just Damage Type: Corrosion.
- By default, when you put a template into play it doesn't do damage to models they overlap. The exceptions are templates that are created by an AOE weapon, and templates that explicitly say they do damage when they're placed.
- A model which is "placed" also counts as "entering" an area, so the template will damage any one who teleports/spawns into it, too.
- If two templates are overlapping, a model that enters them will take two points of damage.
- Most templates that do damage to models that walk into them are defined as "Hazards" (such as Burning Ground) but there are a few that aren't Hazards (such as Creeping Barrage and Wall of Fire). The differences are:
Standard Terrain
Forests
- Overlapping forests do not merge. This means a model completely within two different forests but not completely within either, will not benefit. (Infernal Ruling)
Obstacles
- Although you can't stop on an obstacle, you can "pause", change facing, and continue advancing. (Locked thread)
Deployment inside terrain
- If you start the game with a model deployed in a piece of terrain that applies an effect "when a model enters this terrain" (ie acid pool) then the deployed model will suffer the effect. (Infernal Ruling)
Appendix A: Timing
- "Immediate" doesn't have any rules relevance for timing in Mk3. Ref: Closed thread, 2016-06-12.
Attack Sequence
- You cannot use "anytime" abilities between an attack and a second attack that triggers directly from the first attack, such as ones from Berserk. (This is different to Mk2.) (Infernal Ruling)
- Overtake resolves before Berserk when both trigger, as Overtake resolves at step 12 of the Attack Sequence, and Berserk resolves at 14. (Locked Thread)
- There is a minor error in Appendix A for applying damage to multiple models (Step 10) and it contradicts the main rules text. Basically, don't remove the model from the table (Step 10e) until you've done steps 10a to 10d for every model. (Infernal Ruling)
Appendix B: Faction-Specific Rules
Placeholder
Appendix C: Warcaster/Warlock Rules
Refer above. We have combined them together for this page.