Iona the Unseen

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Circle Logo.jpg Iona the Unseen

Circle Tharn Warlock

Though the Tharn possess their share of shamans, true warlocks are rare and revered, each a formidable leader, capable of unsurpassed feats on the battlefield. Iona the Unseen is among the rare few, a huntress whose fierce gaze can force obedience from both warbeast and subordinate Tharn alike. A fearless hunter, Iona draws on the predatory aspect of the Devourer Wurm, granting her forces speed and stealth as they surround her enemies like a pack of dusk wolves. She employs clever feints and decoys and relishes the sight of her enemies’ confusion as her pack slowly encircles them.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
M.A. N/A
DEF 16
ARM 14
ESSENCE {{{essence}}}
HP 16
F. Field N/A
WJP {{{wjp}}}
WBP +28
IHP {{{ihp}}}
Warcaster 1
the Statblock
  • Warlock - All warlocks 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: Time of the Beast

  1. While in Iona's control range, friendly Tharn models gain +3 STR and ARM.
  2. While in Iona's control range, friendly Faction warrior models can reroll missed attack rolls. Each attack roll can be rerolled only once as a result of Time of the Beast.
Time of the Beast lasts for one round.


  • Parry symbol.jpg Parry
  • Pathfinder symbol.jpg Pathfinder
  • Stealth symbol.jpg Stealth
  • Dodge - This model can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.
  • LeadershipTharn ] - Friendly Tharn models in this model's command range gain Dodge.
  • Overtake - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".
  • Preternatural Reflexes - This model cannot be targeted by CRAs or CMAs. Models do not gain back strike bonuses against this model.


Sword icon.jpg  RNG   POW   P+S 
1 7 13
  • Brutal Charge - This model gains +2 to charge attack damage rolls with this weapon.
  • Magical dam symbol.jpg Damage Type: Magical
  • Blood Boon - Once per activation, immediately after resolving an attack in which it destroyed an enemy model with this weapon, this model can cast a spell with COST 3 or less without spending fury points.

Fighting Claw
Sword icon.jpg  RNG   POW   P+S 
0,5 3 9



2 SELF Control - - No
Models in the spellcaster's battlegroup currently in their CTRL range can immediately make one basic melee attack. Abattoir can be cast only once per activation.
Hunter's Mark

2 10 - - Turn Yes
Friendly models can charge or make a slam power attack against target enemy model hit by Hunter's Mark without being forced or spending focus. A friendly model charging an enemy model hit by Hunter's Mark gain +2" of movement. Hunter's Mark lasts for one turn.

2 8 - - Upkeep Yes
If target enemy model/unit advances during its activation, one model in the spellcaster's battlegroup that is in its control range can immediately make a full advance.
Sure Foot

2 6 - - Upkeep no
Target friendly Faction model/unit gains +2 DEF and cannot become knocked down. Models are not affected while out of formation.

Theme Forces

Recent changes

No changes since 2019.08

Thoughts on Iona the Unseen

Iona the Unseen in a nutshell

Iona is an aggressive infantry warlock made to play in Devourer's Host. Her entire kit is centered around delivering Tharn to the enemy, and her feat ensures they hit like trucks when they do. She's not exactly a frontline warlock, but her defensive and offensive stats let her play closer to the front. Although Abattoir is a battlegroup spell, her army should mostly be made up of Tharn.

Feat thoughts

Her feat is a massive force multiplier to Tharn. The STR buff and re-rolls will help Tharn of all types (including herself) break the hardest of bricks, while re-rolls help ensure they hit their targets. The ARM benefit is nice, but given the low base ARM of Tharn models, won't really help them brick up; at best, expect them to survive blast damage and low-POW attacks easier under the feat.

Spell thoughts

  • Abattoir is melee Broadsides, allowing them an extra out of activation attack. It can be useful for getting one last attack in to destroy a model or clear off a jammer that went into your heavy. Don't depend on it to clear off high-DEF enemy models, but don't forget this as part of her kit, either.
  • Pursuit gives you some control against the enemy. It gives you out of activation movement for your battlegroup, allowing you to move them up for extra ground or move away from an opposing model. Remember that it's often better to take a single free strike from an engaging model while moving away from it instead of a whole barrage of attacks.
  • Sure Foot is pretty good on just about everything Circle offers, though it really shines on any of the Warpwolves. They already have high DEF, so adding +2 more makes them damn near unhittable by anything without some serious effort (A Khador Juggernaut is on 9s to hit, and any heavy at MAT 6 is on 10s). Warpwolves are notorious for being susceptible to knockdown mechanics to bypass their absurd DEF; Sure Foot mitigates this nicely. It works well on Tharn units due to her giving them Dodge, and she can put it on herself in a pinch if you're worried about her being knocked down or hit.
  • Hunter's Mark makes everything better. Frees up fury for buying/boosting, as well as gives you an edge with charge distances. Just when your opponent thought they were out of range, you channel Hunter's Mark through a Gallows Grove and wreck their faces with a heavy they never saw coming.

Drawbacks & Downsides

  • The ARM/STR portion of her feat doesn't affect non-Tharn models. This also means she'll really only see play in Devourer's Host (not that she's not great in it).
  • Has no battlegroup specific buffs besides Abattoir, although Hunter’s Mark and Pursuit offer movement and positioning opportunities that can be a side benefit to her battlegroup.
  • Not particularly hardy - 16/14 with Stealth and Dodge are good, but there are some lists (Sloan, many versions of Primal Terrors) that laugh at that.
  • The key pieces in her list are living infantry - so not what you really want in current meta

Tricks & Tips

  • Remember that any buff to STR means the thrown damage output of the Tharn Bloodtrackers increases; they go from good to phenomenal under her feat, threatening all but the toughest of targets. Thrown weaponmasters (especially with Prey) is just horrifiying.
  • Her feat applies on free strikes, too.
  • The interaction of Blood Boon and Overtake can be a bit funky, but basically if you cast an offensive spell before your Overtake move, you can't use Overtake. See the #Rules Clarifications section for a full breakdown.

List Building Advice


As of her release, the most common build strategy for Iona has included Tharn models that can leverage her FEAT to the greatest extent, namely Tharn Ravagers, Tharn Bloodtrackers, Brighid & Caul. The additional 3 STR and ARM and rerolls on attacks directly improve weapons that can be boosted through STR buffs. Sure Foot can also improve the survivability of the Ravagers and free up points that might have been spent on the Tharn Ravager Shaman for other solos or support models.

As Iona lists will often bring either Brighid & Caul, the Lord of the Feast, or both, the Minion unit slot available through the Devourer’s Host theme is often used for the Boil Master & Spirit Cauldon to provide additional corpse tokens as well as Puppet Master and or the occasional drag through Spectral Lash.

Iona wants to support Tharn models more than she does a large battlegroup and will often only bring beasts whose animi directly support her or solve a problem faced by a particular meta.

Theme Thoughts

    Support models - Various themes    

Gallows Grove proves a good solo as a means of channelling out Pursuit or Hunter's Mark from afar, entropic force proves useful in the current meta, as well as a solo to base flags for you.

    The Devourer's Host    

Given she's a Tharn model that was released in the Devourer CID, that's probably where she'll want to spend most of her time. Obviously she benefits this theme most, male Tharn go up to Def 17 in a forest under Sure Foot with no knockdown, or against gunlines Phantasm is a fantastic way of keeping them safe as there's no real way to circumvent it outside of dispelling.

    Other Themes    

Although she can be taken in every other theme except for Secret Masters, Iona’s STR and ARM buff will not benefit wolds in The Bones of Orboros or Wolfsworn or Beasts in The Wild Hunt. The second half of her FEAT allowing for friendly faction warrior models to reroll missed attack rolls does allow for a single round of boosted accuracy for infantry models giving her the possibility of play in The Wild Hunt, however those models in The Wild Hunt have no issues with accuracy, and would much prefer a damage buff.


Although Iona herself does not utilize corpse tokens, both Brighid & Caul and the Lord of the Feast want to make use of corpses and make for the natural inclusion of the Boil Master & Spirit Cauldron, on top of that, it provides Puppet Master which really helps load out any of your core models.


Lacking a toolkit that directly supports large battlegroups, since her release Iona has been generally played with a small warbeast package. Because she can mix it up in melee she often brings a Warpwolf Stalker for Sprint. As Sure Foot may be out on another model/unit, the remainder of her warbeast points are often used for a Gnarlhorn Satyr for the sake of Earth’s Blessing. These two beasts are 15 and 10 points respectively, leaving 3 points of Iona’s 28 warbeast points open. Iona does not offer a STR or MAT buff to her battlegroup but through Hunter’s Mark can increase their threat range and increase their fury efficiency, and Abbatoir allows her beasts to possibly become unjammed or make one last attack to finish an enemy model. Additionally, with a Gnarlhorn Satyr as a bodyguard, a shrewdly placed Pursuit can allow for a perfectly lined up Counterslam. Those interactions aside, however, because Iona’s kit is tailored to supporting Tharn infantry she wants to spend as many points on them as possible to maximize the theme benefits of Devourer’s Host and therefore it seems unlikely she would pay the cost above and beyond her warbeast points allowance for either a Gorax or Feral Warpwolf for Primal.

Another common beast to field with her is the Storm Raptor.

As Iona is likely to see play nearly exclusively in Devourer’s Host, it should be mentioned that DH allows for both Ghetorix and Loki and further testing with those two beasts may be warranted.

Starting a 25 point Brawl list

In 2021.12 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - The Devourer's Host

Iona the Unseen: [+28 WBP]
Bloodweaver Night Witch: [4 pts]
Swamp Gobber River Raider: [1 pts]
Tharn Ravagers (Min size): [10 pts]
  • Command Attachment: [free] (5 pts)
Death Wolves: [9 pts]

For more Brawlmachine list ideas, see Category: Brawl List



  • Released 2018.12 ... ish

Video Battle Reports

Other Circle models

Circle Logo.jpg       Circle Index       (Edit)
Battlegroup & Similar
Warlocks Baldur1 - Baldur2 - Bradigus1 - Grayle1 - Iona1 - Kaya1 - Kaya2 - Kaya3 - Kromac1 - Kromac2 - Krueger1 - Krueger2 - Mohsar1 - Morvahna1 - Morvahna2 - Tanith1 - Una2 - Wurmwood1
Lesser Warlocks

Krueger0 - Una1

Warlock Attachment

Druid Wilder - Tharn Blood Shaman

Light Argus Moonhound - Winter Argus - Wild Argus - Gorax Rager - Razorwing Griffon - Rotterhorn Griffon - Scarsfell Griffon - Wold Wight - Woldwatcher - Woldwyrd
Heavy Gnarlhorn Satyr - Riphorn Satyr - Shadowhorn Satyr - Feral Warpwolf - Pureblood Warpwolf - Warpwolf Stalker - Wold Guardian - Woldwarden
Brennos the Elderhorn (Satyr) - Ghetorix (Warpwolf) - Loki (Warpwolf) - Megalith (Woldwarden)
Gargantuans Storm Raptor - Woldwrath
Units, Solos, Battle Engines, & Structures
Units Druid Mist Riders - Druids of Orboros & CA - Reeves of Orboros & CA - Sentry Stone & Mannikins - Shifting Stones & CA - Stoneward & Woldstalkers - Tharn Bloodtrackers & Character UA - Tharn Bloodweavers & CA - Tharn Blood Pack - Tharn Ravagers & CA - Tharn Wolf Riders - Warpborn Skinwalkers & CA - Wolves of Orboros & CA
Brighid & Caul - Death Wolves

Blackclad Stoneshaper - Blackclad Wayfarer - Bloodweaver Night Witch - Chuck Dogwood - Druid Wilder - Gallows Grove - Kogan the Exile - Krueger0 - Lord of the Feast - Reeve Hunter - Primal Archon - Shivers - Tharn Blood Shaman - Tharn Ravager Shaman - Tharn Ravager White Mane - Tharn Wolf Rider Champion - Una1 - War Wolf - Wolf Lord Morraig

Battle Engines & Structures Celestial Fulcrum (Engine) - Well of Orboros (Structure)
Theme Forces
Secret Masters - The Bones of Orboros - The Devourer's Host - The Wild Hunt
Refer to Who Works for Whom and/or Category: Circle Orboros Minion
This index was last updated: 2021.10

Rules Clarifications

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Rules Clarification:  : Warlock      (Edit)
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  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury 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 warlocks 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 Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • 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)
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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.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • 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 : Parry - None yet. (Edit)

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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
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Rules Clarification : Dodge      (Edit)

  • Dodge triggers after any missed attack - melee, ranged, or magic.
  • An enemy model with 2" melee range that is B2B with you before you Dodge, will be exactly 2" away afterwards, and thus will be able to attempt a 2nd melee attack.
  • If you're missed by an AOE attack, but it doesn't deviate very far and still hits you then: Dodge still triggers, but the AOE does damage before you get the Dodge movement. (Infernal Ruling)
  • If an enemy can attack you when you advance and then stop moving (such as Countercharge or Defensive Strike) and they miss you, then you can trigger Dodge (because you're no longer advancing).
  • Dodge plus Riposte (Edit)
    • If a model has both Dodge and Riposte, you can choose whether to dodge or riposte first. Appendix A Step 13 applies here, because the controller of the model being attacked is not the active player.
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Rules Clarification : Leadership      (Edit)

  • If you have two Leaders handing out the same buff, then sometimes they stack (Bronzeback) and sometimes they don't (Exemplar Bastion). (Infernal Ruling)
    • See specific models for case-by-case Infernal Rulings.
  • If you have two Leaders handing out different buffs (such as Iona's Leadership giving Dodge, and the Wolf Rider Champion's Leadership giving Prowl) then the benefits do stack - they'll get both Dodge and Prowl. (Infernal Ruling)
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Rules Clarification : Swift Hunter and/or Overtake     (Edit)

  • The free move must be resolved before other abilities that involve attacks (such as Quick Work or Berserk). Refer Step 12 vs 14 in Appendix A.
  • This ability does not trigger off special attacks, only basic ones.
  • An important difference:
    • Swift Hunter can be triggered by any attack, including out-of-activation attacks.
    • Overtake only works on attacks during your Combat Action. Even stuff like Impact Attacks won't trigger it.
  • If you make a free strike during your Combat Action (for instance the enemy used a special rule to move during your Combat Action) you can trigger Overtake on that free strike. It still counts as being during your Combat Action. (Infernal Ruling)

Rules Clarification : Preternatural Reflexes - None yet. (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.")
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Rules Clarification : Blood Boon and/or Rites of Blood and/or Ritual Slaughter and/or Soul Food and/or Blood Weaver and/or Meat for the Beast and/or Reckless Arcana     (Edit)

  • General
    • The free spell doesn't interact with abilities that change the COST of a spell. (Infernal Ruling)
      • For instance, if you trigger it while being affected by Lamentation then you can still cast a COST 3 spell (even though if you spent focus to do the same thing it would cost you 6 focus/fury).
    • (Rites of Blood only): The Priestess doesn't need to be in the caster's CTRL range to use her ability.
    • (Blood Weaver only): It's not tied to a specific weapon, and it can be triggered multiple times per turn.
    • (Reckless Arcana only):
      • You can trigger it once during your turn, and a second time during the opponent's turn (via a free strike, countercharge, etc)
      • The model doesn't need to be in your control range to trigger it.
  • Timing
    • With reference to other abilities that occur "after the attack is resolved", the timing sequence is:
      • If you choose a non-offensive spell then it's resolved at Step 12.
      • If you choose an offensive spell then it's resolved at Step 14.
      • If you have another ability that triggers at Step 12 (such as Iona1 having Overtake), you can either cast a non-offensive spell and resolve both things at Step 12 in any order, or you can resolve the other ability at Step 12 then cast an offensive spell at Step 14. Note that you cannot cast an offensive spell at Step 14 then go back to Step 12 to resolve the other ability.
      • (Infernal Ruling for all of the above)
  • Multiple Attacks
    • If when you destroy the model, you get a free melee/ranged attack as well as the free spell (for instance you cast Black Spot on them), then you need to follow the "attack-generating abilities" rule in the core rulebook and make sure you only make one bonus attack:
      • You can cast a non-offensive spell (step 12) then get the free melee/ranged attack (step 14); or
      • You can cast an offensive spell (which is an attack) and forgo the free melee/ranged attack.
      • (Locked Thread)
    • If the model that triggered the free spell has Berserk and something is in its melee range, you don't get a choice of offensive spell or non-offensive. You have to choose either
      • a non-offensive spell plus the compulsory melee attack, or
      • no spell at all plus the compulsory melee.
      • (Locked Thread)
  • Spells outside of caster's activation
    • Some versions of this ability let the caster get a free spell when something else kills something. In this case:
      • The caster can channel the spell if they want. (Infernal Ruling)
      • The spell is cast during the other model's activation, so that model can potentially trigger any of their own activation-only abilities.
        Specifically, if one of Deathchev's warjack triggers Meat for the Beast, and Deathchev casts Abattoir for all warjacks to get a free attack, then the active warjack can boost the Abattoir attack, use Overtake, etc.
        (Infernal Ruling)
      • For similar logic, spells that "can only be cast once per activation" (such as Abattoir) can be cast twice per turn via this sort of ability. (Infernal Ruling)
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Rules Clarification : Powerful Charge  and/or Brutal Charge     (Edit)

  • If you declare a charge but move less than 3", then the attack doesn't count as a "Charge Attack" and you won't get the bonus.

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Rules Clarification : Broadside and/or Abattoir     (Edit)

  • A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as a Broadside attack. And similar logic for melee + Abattoir. (Infernal Ruling)
  • Warbeasts/warjacks cannot spend focus/fury to boost these attacks (because the attacks occur out-of-activation), but the caster can boost their own attacks (since it happens during the caster's activation).
  • Secondary effects of the warjack's gun can still trigger (as long as they're not limited to "activation only" or "Combat Action only"). For instance, the Galleon can drag stuff in with its harpoon and get its free melee attack. And similar logic for melee + Abattoir.
  • Once per Activation (Edit)
    • These sorts of rules can be triggered in different model's activations. For instance, Infection can be triggered on free strikes. (Infernal Ruling)
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.

Rules Clarification : Hunter's Mark - None yet. (Edit)

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Rules Clarification : Pursuit and/or Shadow     (Edit)

  • Pursuit/Shadow do not grant immunity to free strikes.
  • Pursuit/Shadow trigger off any in-activation movement (such as Sprint or Reposition). It doesn't trigger on out-of-activation movement (such as Locomotion).
  • If put on an enemy unit:
    • The unit's Normal Movement will trigger it once (not once per trooper).
    • "Unit-wide movement" (such as Reposition) will trigger it once (not once per trooper).
    • "Individual movement" (such as Overtake, Side Step, etc) will trigger once per individual movement.
    • (Infernal Ruling for the above points.)

Rules Clarification : Sure Foot - None yet. (Edit)