Iona the Unseen

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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[edit]

Missing Info
Warcaster 0
BASE Small
M.A. N/A
DEF 16
ARM 14
HP 16
F. Field N/A
WBP +28
Warcaster 1
the Statblock


  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Parry - This model cannot be targeted by free strikes.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
  • Dodge - When an enemy misses this model with an attack at any time except when it is advancing, this model can immediately advance 2" ignoring free strikes.
  • Leadership [Tharn] - 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 can't be targeted by CRAs or CMAs, and enemy models can't gain the back strike bonus against this model.


  • Wurmtooth - 1" reach, POW 7, P+S 13 melee weapon
    • Damage Type: Magical - This weapon deals Magical damage.
    • Blood Boon - If this weapon kills an enemy, this model can cast a spell of COST 3 or less for free. Blood Boon can only trigger once per activation.
    • Brutal Charge - This model gains +2 damage on charge attacks with this weapon.
  • Fighting Claw - 0.5" reach, POW 3, P+S 9 melee weapon


Models in Iona's battlegroup currently in her CTRL range can immediately make one basic melee attack. Abattoir can only be cast once per activation.
  • Hunter's Mark - Cost 2, 10" range, offensive spell that deals no damage.
1) Friendly models can charge or slam an enemy model hit by this spell without being forced or spending focus. 2) Friendly models that charge the model hit by this spell gain +2" movement. 3) Lasts for one turn.
When target friendly Faction model/unit is targeted by a ranged attack, the attack suffers -5 RNG. Models are not affected while out of formation.
  • Pursuit - Cost 2, 8" range, Offensive Upkeep
If target enemy model/unit advances during its activation, one model in the caster's battlegroup & CTRL range can immediately make a full advance.
Target friendly Faction model/unit gains +2 DEF and immunity to being knocked down. Models are not affected while out of formation.

Feat: Time of the Beast[edit]

This feat has two effects:

  1. While in Iona's CTRL range, friendly Tharn models gain +3 STR and ARM.
  2. While in Iona's CTRL range, friendly Circle warrior models can reroll missed attack rolls. Each attack roll can only be rerolled once as a result of the feat.

Lasts for one round.

Thoughts on the Iona the Unseen[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.

Iona the Unseen in a nutshell[edit]

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[edit]

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[edit]

  • 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.
  • Phantasm provides excellent anti-shooting defense for a model/unit. -5 RNG means many ranged models will have to go into melee/engagement range of your melee units in order to shoot. It can't be ignored via Blessed and works against other abilities that normally counter defense against ranged attacks such as Eyeless Sight and Hunter. If you're worried about Iona being shot off the table, put it on her.
  • 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[edit]

  • 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, though Phantasm does help improve her survivability against gunlines.

Tricks & Tips[edit]

  • 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.

List Building Advice[edit]


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. Placing Phantasm on Tharn Wolf Riders can drastically improve their survivability while they play the flanks in their hit & run style. 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[edit]

Various themes
She likes these support models, which are in all/most themes:

  • Placeholder text inserted 2018.10.

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.

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 Bones of Orobors, Wolfsworn in The Wild Hunt, or the beasts in Call of the Wild. 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 Wild Hunt.

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.


Placeholder text inserted 2018.10. 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 17 and 12 points respectively, going 1 point over Iona’s 28 point warbeast allowance. 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.

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.



  • Spoilers revealed at Lock and Load (2018.06), beta rules in the Tharn CID (2018.08)

Theme Forces[edit]

Themes for any-and-all warlocks (Edit)

Other Circle models[edit]

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
Lessers & Attachments Druid Wilder (Attached) - Una1 (Lesser)
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
Solos Blackclad Stoneshaper - Blackclad Wayfarer - Bloodweaver Night Witch - Druid Wilder (Attached) - Gallows Grove - Reeve Hunter - Tharn Blood Shaman - Tharn Ravager Shaman - Tharn Ravager White Mane - Tharn Wolf Rider Champion - War Wolf
Lord of the Feast - Una1 (Lesser) - Wolf Lord Morraig
Battle Engines & Structures Celestial Fulcrum (Engine) - Well of Orboros (Structure)
Theme Forces
Call of the Wild - 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: 2018.10

Rules Clarifications[edit]

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

  • 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)
  • 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.

Rules Clarification : Parry - None yet. (Edit)

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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.
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Rules Clarification : Dodge      (Edit)

  • Dodge triggers after any missed attack - melee, ranged, or magic.
  • If you shoot at a model with Dodge that's in melee and miss, Dodge will trigger regardless of whether you then hit the random new target or not.
    • The Dodge movement occurs after making the attack against the new target.
  • 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)
  • Dodge plus Riposte (Edit)
    • If a model has both Dodge and Riposte, Dodge triggers before Riposte (Appendix A Step 12 vs Step 14).
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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 clarifications.
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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.

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     (Edit)

  • 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 area to use her ability.
  • (Ritual Slaughter only): Anamag can channel spells from Ritual Slaughter. (Infernal Ruling)
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Rules Clarification : Brutal Charge      (Edit)

  • If your charge movement was less than 3", your first attack is not considered a 'charge attack' and thus you won't get the Brutal Charge 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 it (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.
  • 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 : Phantasm      (Edit)

  • Range Modifiers (Weapons) (Edit)
    • If a weapon puts down a template "within X inches" (such as Covering Fire) then you can't change that, because it's not a RNG. (Infernal Ruling)
    • If a weapon's RNG is reduced to zero, it cannot be used to make attacks. Refer to 'Weapon Statistics', page 19 of the core rulebook.
    • If a weapon has RNG = CTRL then you can't add or subtract to that range, because CTRL is not a number. (Infernal Ruling)
  • Gunfighter vs RNG modifiers (Edit)
    • Unlike what most people might tell you, Gunfighter doesn't have a "range", it just lets the model make ranged attacks while in melee. The gun's actual RNG is unaffected though, until you put something like Windstorm (-5 RNG) on it. Then what happens is:
    1. If the gun is RNG 7, Windstorm will reduce it to 2". Thus it won't affect any Gunfighter attacks.
    2. If the gun is RNG 6, Windstorm will reduce it to 1". Thus you can only make Gunfighter attacks vs models within 1" (if you can - charging Gunfighters may be more limited).
    3. If the gun is RNG 5, Windstorm will reduce it to 0". Thus you can't make any attacks as per 'Weapon Statistics' (page 19 of the core rulebook).
    (Infernal Ruling)
  • See also Range Modifiers (Spells)
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Rules Clarification : Pursuit      (Edit)

  • This spell does not grant immunity to free strikes.
  • If cast on an enemy unit, you only get one Pursuit move (not one per model that moved in the unit). (Locked thread)
  • Pursuit triggers from any in-activation movement, and no out-of-activation movement.
    • Note that the moves from Sprint, Reposition, etc occur during a model's activation. ("At the end" not "after the end")

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