Iron Lich Asphyxious

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Cryx Logo.jpg Iron Lich Asphyxious

Cryx Warcaster

For sixteen centuries he has gathered lore, mastered war and the arcane arts, and become as formidable a creature as has ever walked the face of Caen. He looks to orchestrate the will of Toruk, see the Dragon's empire encompass the mainland, drown its cities in blood, and release a never-ending tide of souls from which he can drink and draw power. Asphyxious leaves behind ashen fields of lifeless grasses and withered trees. Blackened corpses and bubbling pools of gore are all that remain of his victims. The demands of his iron body create a ravenous thirst for fresh souls. The powerful iron carapace grants great physical strength, and his iron talons wield the ensorcelled Soulsplitter—a twin-pronged spear bathed in raw entropy.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
M.A. N/A
DEF 15
ARM 16
ESSENCE {{{essence}}}
HP 18
F. Field N/A
WJP +28
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock


  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Undead symbol.jpg Undead
  • Soul Taker: Cull Soul - This model can gain soul tokens. When a living enemy model is destroyed within 2" of this model, this model gains the destroyed model's soul token. After this model replenishes its focus during your next Control Phase, replace each soul token with 1 focus point.


  • Soulsplitter - 2" reach, P+S 15 melee weapon.
    • Magical dam symbol.jpg Damage Type: Magical
    • Sustained Attack - During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.



Breath of Corruption

3 8 3 12 (Corrosion) Round Yes
Models hit suffer a POW 12 corrosion damage roll. The AOE is a cloud and a hazard which stays in play for one round, and does 1 point of corrosion damage to models entering or ending their activations in it.

3 10 - 14 - Yes
Models disabled by Hellfire cannot make a Tough roll. Models boxed by Hellfire are removed from play.

3 8 - - Upkeep Yes
Target model/unit suffers -3 ARM and the spellcaster gains +1 ARM.
Scything Touch

2 6 - - Upkeep -
Target friendly Faction model gains Dark Shroud.
Dark Shroud - While in this model's melee range, enemy models suffer -2 ARM.
Spectral Leech

2 10 - - - Yes
This spell deals no damage. Instead, remove d3 focus or fury points from the target model hit.

2 SELF - - - -
Place the spellcaster anywhere completely within 6" of its current location, then its activation ends.

Feat: Consuming Blight

  1. Enemy models currently in Asphyxious' control range suffer an unboostable POW 5 damage roll. Consuming Blight damage rolls are simultaneous.
  2. Asphyxious then gains up to 7 focus points. He cannot have more focus points than his current FOCUS as a result of Consuming Blight.

Theme Forces

Thoughts on Asphyxious1

Classic Scuplt

Asphyxious1 in a nutshell

Asphyxious is flexible, tough, and powerful. Broadly, he supports three different play styles quite well: melee, spell-slinging, and support. His support is all about armor cracking.

He has decent enough DEF and ARM that he can risk getting up close and personal in melee, but not so great that he'll be invulnerable. Although his MAT is somewhat average, Sustained Attack more than makes up for that. Lastly, if things do go badly, he can use Teleport to get out of danger.

In spell-slinging mode he flicks out as many Breath of Corruption spells (BoC) and Hellfires as he can. Either to clear the field of nasty targets, or when going for the assassination. BoC can be used against high DEF low ARM models (as it does full damage as long as the AOE doesn't scatter too far) and Hellfire can be used against low DEF high ARM models.

In support mode, he focuses on shifting Parasite and Scything Touch where his army needs it, allowing them to destroy the opposing army piece-meal. Having these two spells in his list gear Asphyxious to be an armor cracking specialist.

A player will be best off using multiple 'modes' for Gaspy in a single game. Open with Support arming your troops with the tools needed to crack any armor they find. When the lines come closer, fire off shots to weaken the enemy in 'spell-slinging' mode. Finally, when the front line becomes safe enough for Asphyxious, get him close enough to get his hands dirty in 'melee' mode. Depending on the make up and composition of the opponent you might have to forgo one or more of these. With low enough armor, you might not need his support modes to kill the enemies. With anti-magic capabilities you might not have any significant target to hit. If your enemy has got absolutely nuclear close combat, you might want to stay away from melee altogether.

Feat thoughts

  • There are many ways to use his feat, and learning to get the most out of it opens many different playstyles for him. You can give away all his initial focus to his warjacks, then pop the feat to "refuel" and start casting spells. Or you can spend all your initial focus on spells, then "refuel" and do it again. You can focus these spells at a single target for a very strong assassination run with it, or you can throw spells all over the battlefield that turn. You can also use it defensively and heal over half his health or boost his power field for the next turn.
  • Generally the damage roll will only be a threat to the lightest of infantry (about a 60% chance of killing even ARM 11 single-wound models) however you can use Parasite, Scything Touch and Dark Shroud to bring models down to ARM 11 and increase casualties but do not overextend your forces.
  • Can be used to assassinate enemy from strange angles with an arc-node. Set this up with Parasite for maximum effect.
  • If push comes to shove, use that focus and Asphyxious' natural high P+S to destroy the hardest targets (colossals are easily dealt with this way if properly debuffed), but leave yourself enough to teleport away afterwards.

Spell thoughts

Generally, if Asphyxious wants to kill something via spells, you're better off with Breath of Corruption rather than Hellfire due to BoC having extra splash damage, increased chance of hitting, and a cloud effect, but be careful, a bad deviation can block your own line of sight.

  • Parasite is good to stack with other buffs (such as Scything Touch), and can be useful when combined with the POW hit from Asphyxious' feat.
  • Scything Touch applies Dark Shroud to one model. Satyxis who hit accurately but not particularly hard will get great use from this buff.
  • Ideally, use Teleport as part of a hit-and-run attack. Charge in, fire off a number of attacks (melee or magic), save your last focus to cast this spell and get clear of any retaliation.
  • Breath of Corruption
    • This is a good spell - Full damage (not halved blast damage), cloud, and damage to models working around. It's the whole package.
    • A good spell to assassinate high DEF targets by casting it within 4" of the target (so that deviation will always hit, even when you miss).
    • Under Asphyxious' feat, it can be cast 4 times and boosted twice on DMG.
  • Hellfire - The standard high-power "laser" of cryx. It's kind of long range, prevent tough and remove the victim from play once boxed. A great spell for spot removal of pesky solos.
  • Parasite - The best ARM debuff spell of the game. Use it on infantry before feat to remove an annoying unit and use it on harder targets to ensure the rest of your army can destroy them . If you have nothing better to do on your first turn, cast on a friendly disposable solo to benefit from the +1 ARM.
  • Scything Touch - Better reserved on models with longer melee reach to affect more targets and, ideally, on a model that will survive your opponent's turn so you don't have to cast it again next round. Compounds with Parasite for a total of -5 ARM.
  • Spectral Leach - For a low low price, remove the defensive layers from your enemy's warcaster/warlock. Also useful on beast in horde factions, vectors from Convergence of Cyriss, and Cephalyx's monstruosities, since those models keep their resources from turn to turn.
  • Teleport - This classic getaway spell makes Asphyxious deceptively mobile. A classic use is to advance, feat, then cast teleport to return to safety.

Drawbacks & Downsides

  • He's a special order model.
  • Asphyxious doesn't have a native way to increase hitting chances but happily, his feat can deal with a large number of low arm infantry.
  • He relies, like almost all Cryx casters, heavily on spell-casting; everything that can't be targeted by spells, increases spell costs (Lamentation) or prevents arc-nodes from working is a bad match-up.
  • Despite respectable defensive stats, his medium sized based can prove disadvantageous against enemy shooting.

Tricks & Tips

  • Casting Scything Touch on a Machine Wraith is a good means to distribute -2 ARM, particularly if the opponent doesn't have an easy mean to destroy incorporeal targets. Also, SPD 7 and melee RNG 1 on a medium base is fast and can cover a large area.
  • Cheap troops can be sacrificed to make an improvised "acid smoke" wall with judiciously placed Breath of Corruptions.
  • A 3" AoE template cannot fail to clip a target on a 30mm base if the maximum possible distance it can deviate is two inches or less. Therefore, if you can get Asphyxious or an arc node within 4" of your intended target (or 4.5 inches away against targets on 40/50mm bases), you will essentially auto-hit with Breath of Corruption. This can project an especially potent assassination threat against squishy casters who rely on high def and cover to keep themselves safe.

List Building Advice


As mentioned previously, Asphyxious1 has a wide range of strategies. His general win condition is to save his feat until he can get an arc node within range of the enemy caster then cast spells at them until they die. Alternatively he can attrition quite well, as long as his army can hit.

The combination of Scything Touch and Parasite adds up to a -5 to ARM against about any model that can be targeted by a spell. As such, Asphyxious doesn't necessarily need a large investment in anti-ARM tech and benefit a lot from a higher number of attacks.

Do not forget that Asphyxious can only help you army against armor, but has no way to increase accuracy (or debuff DEF) or to deliver his army faster; choose models/units that can achieve this themselves.

Theme Thoughts

    Scourge of the Broken Coast    

Asphyixous1 is possibly the best caster to lead a Scourge army. We have written a detailed segment on the Scourge article, click here to read it.

    Black Industries    

  • Withershadow Combine - To help with focus efficiency. Also, because of the value of Sustained Attack, Gaspy himself makes an excellent candidate for Puppet Master.
  • Warwitch Siren - To help with focus efficiency.
  • Aiakos1 - Since Gaspy doesn't have any Battlegroup specific abilities, you can use his jack points on arcnodes and let Aiakos command jacks to increase their threat.



Cankerworm is Asphyxious' pet warjack that he can take in any theme.
  • Cankerworm is Asphyxious' pet warjack that he can take in any theme.
  • Arc nodes - To allow him to use Spell-slinging or Support mode without risking his neck.
  • Inflictor to provide him a shield guard vs ranged attacks.



Asphyxious the Undamned, Limited Edition Sculpt (Mini Crate)
  • One of the original warcasters, released way back in Warmachine: Prime (2003)
  • Sculptor (2003): Chaz Elliot
  • Sculptor (2010): Brian Dugas
  • This model has a limited edition sculpt, released in 2019.04.
  • Nickname: Gaspy (a joke playing on the meaning of "Asphyxiate").
  • His backstory is possibly based on Empedocles, a Greek pre-Socratic philosopher who threw himself into a volcano.

Video Battle Reports

Other Cryx models

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

Agathia - Aiakos2 - Asphyxious1 - Asphyxious2 - Asphyxious3 - Coven - Deneghra1 - Deneghra2 - Deneghra3 - Goreshade1 - Goreshade2 - Goreshade3 - Mortenebra1 - Mortenebra2 - Rahera - Scaverous - Skarre1 - Skarre2 - Skarre3 - Sturgis2 - Terminus - Venethrax

Warcaster attachments

The Withershadow Combine - Satyxis Blood Priestess - Skarlock Thrall - Doctor Stygius (Partisan) - Madelyn Corbeau (Mercenary)

Other Warjack Controllers

Jack Marshals: Iron Lich Overseer       "Junior Warcasters": Aiakos1 - Asphyxious4 - Deneghra0


Cankerworm - Deathripper - Defiler - Helldiver - Nightwretch - Ripjaw - Scavenger - Shrike - Stalker


Barathrum - Corruptor - Deathjack - Desecrator - Erebus - Harrower - Kharybdis - Inflictor - Leviathan - Malice - Nightmare - Reaper - Seether - Slayer

Colossal Kraken - Sepulcher
Units, Solos, Battle Engines, & Structures

Asphyxious4 - Bane Knights - Bane Riders - Bane Warriors - Bile Thralls - BO Boarding Party - BO Ironmongers - BO Smog Belchers - Bloodgorgers - Marauders - Carrion Thralls - Cephalyx Drudges - Cephalyx Overlords - Mechanithralls - Necrosurgeon - Revenant Cannon - Revenant Crew - Satyxis Gunslingers - Satyxis Blood Witches - Satyxis Raiders - Scharde Dirge Seers - Scharde Pirates - Soulhunters - The Devil's Shadow Mutineers - The Withershadow Combine


Aiakos1 - Agrimony - Axiara - Bane Lord Tartarus - Bloat Thrall - BTO Mobius - Captain Rengrave - Darragh Wrathe - Doctor Stygius - Deneghra0 - Gerlak - Hellslinger - Iron Lich Overseer - Machine Wraith - Master Gurglepox - Misery Cage - Necrotech - Pistol Wraith - Satyxis Blood Priestess - Satyxis Raider Captain - Scrap Thrall - Skarlock Thrall - Severa Blacktide - Soul Trapper - Warwitch Siren

Battle Engines & Structures Wraith Engine
Theme Forces
Black Industries - Dark Host - The Ghost Fleet - Scourge of the Broken Coast
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2020.01

Rules Clarifications

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Rules Clarification : Feat: Consuming Blight

  • The damage roll is not Damage Type: Magical

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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:  : Warcaster      (Edit)
(Click Expand to read)

  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FOCUS (uppercase) is the stat printed on the warcaster's card. Focus (lowercase) refers to focus points a model currently has.
    • Your CTRL area is double your FOCUS stat, not double your focus points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warcasters are also Battle Engines and thus follow all the Battle Engine special rules.
      • There is no particular interaction between the Battle Engine rules and the Warcaster rules.
    • Work out all damage modifiers (such as Decapitation doubling the damage that exceeds ARM) before reducing it with the Power Field. (Infernal Ruling)

  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. 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. 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 if they run, fail a charge, or use an ability like Reposition.
      Because doing one of those things makes that specific model's activation to end (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.

  • 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.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • 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 : Undead - None yet. (Edit)

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Rules Clarification : Sustained Attack      (Edit)

  • Translation for newbies : Once you hit your target, your next attack(s) with the same weapon will auto-hit.
  • If your target becomes out of range in between attacks (somehow), then Sustained Attack will not let you auto-hit. Refer Step 3 vs Step 4 of the Attack Sequence (Apdx A).
  • If you have sustained attack on a weapon that makes simultaneous attacks (e.g. Prime Axiom making a Sweep attack), then all the models you hit are "the last model hit" and whichever one you choose to attack next is the one you get the auto-hit bonus vs. (Infernal Ruling)
  • This only applies to the first attack after a simultaneous one - once you make that next attack, it's all reset back to being "just one" last model hit.
    • Example : you Sweep and hit models A, B, C. Then you buy an attack vs model C. It is auto-hit because it was (one of) the last model(s) hit. Then you buy another attack, now you can only auto-hit C because it is the last model hit.

Rules Clarification : Cull Soul - None yet. (Edit)

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Rules Clarification : Breath of Corruption      (Edit)

  • Damage Type (Edit)
    • This spell does elemental damage in addition to magical damage, not instead of magical damage. (Infernal Ruling)
  • Not blast damage (Edit)
    • Due to the way it is worded, this spell/weapon does full POW to all models in the AOE. It is not blast damage and it is not halved.
    • For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)
  • Hazard templates, and similar "non-hazard damage" templates (Edit)   [Show/Hide]
    • What's a "non-hazard"? Well, most templates that deal damage to models that walk into them are defined as 'Hazards' but some, like Creeping Barrage and Wall of Fire, are not.
      They behave similarly with two differences: 1) a Hazard is defined as terrain; 2) by default Hazards have no Damage Type (even if the spell/weapon that put it into play does have a Damage Type). That said, some Hazards do have a Damage Type.
    • When you first put these templates into play they don't do damage to models they overlap. The exceptions are if it's from an AOE weapon it will do damage, or if it says it does damage it will do damage.
    • Damage templates from spells:
      • Spells which leave a template and are not described as a hazard will do magical damage to models that walk around in them. (Example: Razor Wall)
      • Spells which leave a template and are hazards will not do magical damage to models that walk around in them. Instead, they do whatever damage type is specified by the spell description. (Example: Breath of Corruption).
      • (Infernal Ruling)
      • Some spells do both. They aren't labelled as a hazard, so it does magical damage, and also they specify another damage type. For example, Wall of Fire.
    • A model which is "placed" also counts as "entering" an area, so the hazard will damage any one who teleports/spawns into it, too.
    • If two hazard templates are overlapping, a model that enters them will take two points of damage.
    • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance).
    • Damage from a hazard is not considered to be from the weapon/spell that originally put it into play (so it doesn't gain the Damage Type or any other special rules of the weapon/spell).
  • 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)
  • Rules Clarification : Hellfire - None yet. (Edit)

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    Rules Clarification : Parasite      (Edit)

    • You lose the +1ARM bonus as soon as the model is destroyed - you can't maintain an upkeep spell on a model that is no longer in play.
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    Rules Clarification : Scything Touch      (Edit)

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    Rules Clarification : Dark Shroud      (Edit)

    • Dark Shroud only applies to your melee range, and this doesn't include behind you. Refer to the latest errata.
    • The ARM debuff still applies during a free strike.

    Rules Clarification : Spectral Leech - None yet. (Edit)
    Rules Clarification : Teleport - None yet. (Edit)