Kaelyssa, The Night's Whisper

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Retribution Logo.jpg Kaelyssa, The Night's Whisper

Retribution Mage Hunter Warcaster

Mk4 icon.png
Prime
This model is available in one Prime Army, Shadows of the Retribution. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

Note that the rest of this page is about the model's Mark III rules.

Kaelyssa is the foremost strike force commander of the Retribution’s mage hunters. Her sergeants claim she can hear the heartbeats of the enemy and taste their movements on the wind. Those wizards caught in her sights are left defenseless as their own magic is negated or turned against them. To Kaelyssa her calling is a dangerous but thrilling endeavor, and with every mission she extends the depths of her formidable talents.

Basic Info

Kaelyssa1
Missing Info
Kaelyssa1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 6
MAT 6
RAT 7
M.A. N/A
DEF 16
ARM 14
CMD N/A
ESSENCE {{{essence}}}
FOCUS 7
FURY N/A
THRS N/A
HP 16
F. Field N/A
WJP +29
WBP {{{wbp}}}
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warcaster - All warcasters 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 : The Vanishing

While in Kaelyssa's control range, friendly Faction models gain Stealth and cannot be charged or slam power attacked. The Vanishing lasts for one round.

Abilities

  • Pathfinder symbol.jpg Pathfinder
  • Synergistic Magic - This model can gain power tokens. When this model destroys an enemy model with an attack, this model gains a power token. This model can spend power tokens to upkeep and cast upkeep spells as if they were focus/fury.
  • True Sight - This model ignores cloud effects when determining LOS. This model also ignores Stealth.

Weapons

Runebolt Cannon
Gun icon.jpg  RNG   ROF   AOE   POW 
10 3 - 12
  • Magical dam symbol.jpg Damage Type: Magical
  • Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
    • Dispel - When this weapon hits a model/unit, upkeep spells and animi on that model/unit immediately expire.
    • Mechanikal Seizure - When a warjack is hit by this weapon, it becomes stationary for one round.
    • Snipe - This attack gains +4 RNG.
  • Energy Siphon - When this attack hits an enemy model with 1 or more focus, fury, or essence points on it, that model loses 1 focus, fury, or essence point and this model gains 1 focus point.
Vengeance
Sword icon.jpg  RNG   POW   P+S 
0.5 6 12

Spells

COST RNG AOE POW DUR OFF
Backlash

3 8 - - Upkeep Yes
When target enemy warjack that is part of a battlegroup is damaged, its controller suffers 1 damage point.
Banishing Ward

2 6 - - Upkeep no
Enemy upkeep spells and animi on target friendly model/unit immediately expire. Affected models cannot be targeted by enemy spells or animi.
Blur

2 6 - - Upkeep No
Target friendly Faction model/unit gains +3 DEF against ranged and magic attack rolls. Models are not affected while out of formation.
Phantom Hunter

2 6 - - Turn No
Target model in the spellcaster's battlegroup ignores LOS when making charges and attacks. That model ignores concealment, cover, and Stealth when resolving attacks. Phantom Hunter lasts for one turn.
Refuge

2 6 - - Upkeep No
At the end of an activation in which the target friendly Faction model hit an enemy model with an attack, the affected model can make a full advance. It cannot be targeted by free strikes during this movement.

Theme Forces


Thoughts on Kaelyssa

Kaelyssa in a nutshell

A bit on the squishy side, Kaelyssa is a support caster with a very diverse toolbox. Who needs to be quite aggressive with her gun to get the most out of synergistic magic.

With her gun alone brings a great deal of utility, whether it's the Mechanikal Seizure ability to force the use of a focus to shake (or better yet, making it easy for the rest of your army to hit and destroy!) (pro-tip, if you can disrupt, do that too, but leave the poor sucker well alone, as there's nothing funnier than a sad Deathjack, Avatar of Menoth or Behemoth, rendered literally useless (Jumpstart notwithstanding) by both Stationary and Disrupt effects), or the Energy Siphon ability which can help out on an assassination run or mess with a warlock's fury management, or the Dispel, which is often unnecessary, but so important when you need it (stripping buffs or debuffs as appropriate).

As for her spells, a well used Refuge move can keep your favourite 'jack out of harm's way or keep the AFG aiming and Banishing Ward makes those pesky spell slingers find better targets, while an enemy jack tagged with Backlash can apply additional pressure to your opponent's caster.

Her feat is typically used to facilitate a melee based alpha while also protecting her army from most incoming fire for a turn.

Spell thoughts

Phantom Hunter is a great spell that can be used on some of the more interesting guns on Ret's Myrmidons. Phantom Hunter can help land a Momentum shot from a Banshee in places where the enemy caster thought they were safe with Stealth, behind LOS blocking units/obstructions, or cover. Landing a boostable RNG 15 (or RNG 17 with an AFG lurking about) POW 15 from a loaded up Hydra shot is also a useful tool for putting the hurt on a opposing warcaster or warlock, or just sniping out valuable support solos from half the board away.

Blur can be useful for keeping units with already high DEF alive from direct shooting. Battle mages can be DEF 18 immune to blast and House Ellowuyr Swordsmen can be DEF 18 to direct shooting. Even putting Sentinels up to DEF 15 against shooting can be useful with their high armor. Be wary of Blessed shots, though.

Refuge is a great spell to put on Kaelyssa to make maximum use of her fantastic gun, making her able to reach out and touch targets then retreating to safety. This can also be put to use to keep Myrmidons with lower gun ranges safe to get more round of shooting. Discordia being able to retreat 6 inches after spraying her fantastic 10 inch spray is almost mean, especially if you happen to clip with opposing caster/'lock. The AFG can ironically make use of this after giving up its initial move to Aim and get those wonderful bonuses, then making a 4 inch move to reposition to a new firing position in readiness for the next turn or to exert scenario presence.

Feat thoughts

Kaelyssa has a fantastic feat for delivering melee units. Sentinels getting stealth and being nonchargeable guarantees a good chance of them arriving in one piece, more so with the extended deployment benefit from their theme. Fast units, like Halberdiers under Desperate Pace and advance move can put themselves in an intimidating spot when they get stealth and cannot be charged.

Drawbacks & Downsides

  • Kaelyssa does not have any to hit or damage fixers, except Phantom Hunter for only her battle group and Mechanical Seizure only against warjacks.
  • Units will have to work off their base stats in most cases.
  • Her feat is one turn of safety, but after that her army can crumple like paper.
  • She struggles against super heavy armor, and typically any infantry hate as her typical lists have a good portion of them dedicated to infantry.
    • Consequently, a prime counterplay against her usual lists in Defenders of Ios is to run to engage with a handful of models that the usual infantry will struggle to remove without charging.
    • Trampling heavies has the same result, except that bought attacks will do some damage, impending frenzy be damned because there's still a heavy in the middle of her formation.
  • Her assassination game is easily shut down by Shield Guards (and other anti-shooting tech), so they must be priority targets before she has a decent shot.

Tricks & Tips

If you're lucky, you might be able to feat with only your models on the scenario zone. Your opponent is forced to rush in something without the movement benefit from charging. This will most likely net you the first melee blows and, in some cases, disrupt your opponent's formations.

Messing with an opponents fury with her siphon gun is a great way to try and get opposing warbeasts to frenzy by adding fury, or make the opposing warlock have to cut them selves to fill up their fury if you want to steal it off their beasts.

When preparing an assassination, never boost to damage with her Runebolt Cannon, at POW 10 it is almost never worth it and she could do with the extra camp. Instead, use the extra Focus to buy an Energy Siphon shot to take away a transfer or Arcantrik Reinforcement opportunity.

Eiryss1 or 2 for their ability to Disrupt make them Kaelyssa's best buddies. For flexibility and the fact that you can always take them for free irrespective of theme, Eiryss1 offers more against Hordes (in stripping all Fury as well as Focus depending on target), where Eiryss2 is more about upkeep hate. Therefore, whether against Warmachine or Hordes, the Eiryss1/Kaelyssa combo always have some annoying trick up their sleeve (Stationary x 3 plus a Disrupt against Warmachine, and seriously messing with Fury against Hordes).

List Building Advice

Strategy

Her main method of winning is assassination. Her feat can deliver a good alpha to buy a turn of two by delivering Sentinels, or Halbs to thin your opponents numbers down. Then utilizing Ret's excellent Myrmidon shooting and Kaelyssa's own shooting prowess, wait to set up your assassination run once you have the distances. No one can hide from her battle group with Phantom Hunter. Her typical build, and Ret in general, cannot attrition very well with no multi wound infantry and her lack of melee jack support. And Ret's units are too soft to hold zones in many cases if your plan is to win on scenario in an extended battle. The threat of Sentinels and battlegroup shooting can help keep your opponent from flooding the scenarios, but it is only a matter of time before you start losing pieces. If they bring their valuable pieces too close, in this case being 18" from Kaelyssa herself or 21"/17" of her Hydra(s)/Banshee(s), then you can make your move.

What Kaelyssa doesn't like are inaccurate units (unless you bring a Banshee for DEF fixing). She also has issue protecting units and solos that operate outside her feat. Also, since Kaelyssa has up to 3 shots that can dispel from a good distance away, units with Blessed can be seen as occasionally redundant. Ironically these make her not work with Mage Hunters as well as she does with other units despite her being a Mage Hunter Warcaster.

Theme thoughts

    Legions of Dawn    

  • She loves taking Dawnguard Sentinels as her feat is a superb delivery system. They are her heavy lifters when it comes to armor. She also keeps them safer from non-boostable RAT 7 guns with Blur.

    Defenders of Ios    

  • Ryssovass Defenders - Precision Strike can be used to carve out cortex columns so affected warjack can no longer shake stationary from her gun. As they have Defensive Line they are probably the best Blur target in the faction.
  • House Vyre Electromancers - Cortex Damage and Energy Leak go very well with her stationary shots.
  • Ghost Snipers can also contribute to the cortex hunting.
  • House Ellowuyr Swordsmen are a great jam unit with Blur putting them up to DEF 18 against direct shooting and allowing to disengage with their parry.
  • The ubiquious Arcantrik Force Generator is a great Refuge target and extends the range of her favourite jacks, the Banshees and Hydras, for even more control.

    Forges of War    

  • Discordia can use her fantastic spray safely with Refuge, allowing her to gun down infantry or hope to tag opposing casters with Brain Damage, then retreat to the optimal position for her imprint.

    Shadows of the Retribution    

    Mercenaries    

  • Lynus & Edrea - Applied Knowledge gives her targeted damage, so she can carve out columns herself. Removing cloud effects is also handy for her.
  • Hermit - an all important damage buff.

Battlegroup

She generally works with only a small group of Myrmidons as casting Phantom Hunter on them and/or herself, and boosting her shots is her game plan, and that is draining her resources enough already.

  • Hydra - You only have to fill them up once, a job that Arcanist Mechaniks can handle, and they have the longest range gun to be a threaten Phantom Hunter with.
  • Aeternae - If you play in Defenders, they can accumulate off of House Ellowuyr models, which is enough to fully boost their AP shot without her input (bar Phantom Hunter).
  • Banshee - The Momentum canon is something that cannot be ignored by your opponent thanks to Phantom hunter. You need to rely on Mechaniks to fill them up every turn though.
  • Harpy - RNG 12" Thunderbolt guns are great with Phantom Hunter!

Starting a 25 point Brawl list

In 2020.11 Jaden Iwassa, one of the LOS authors, put together this list for the Brawlmachine format. He even wrote about it's playstyle, which you can read here.

Theme - Defenders of Ios

Kaelyssa, the Night's Whisper: [+29 WJP]
Arcanist Mechanik: [2 pts]
Eiryss1: [Free] (7 pts)
Scythe: [6 pts]
Houseguard Halberdiers (Min unit) [8 pts]
  • Officer & Standard: [4 pts]

Total RRP: USD $200 (based on PP's online store prices 2021.04)

For more Brawlmachine list ideas, see Category: Brawl List


Other

Trivia

Released in Forces of Warmachine: Retribution of Scyrah (November 2009)

She likes wine and wants to eat Vyros's bird, though no-one is quite sure whether she's serious or not. In terms of personality, though, she is the most gregarious of the Mage Hunters and is far removed from Garryth, Narn and even Ravyn in terms of her dealing with the Mage Hunter squads. If the backstory of her Force Wall theme is anything to go by, for an Iosan she has a very strong sense of humour (operative words: for an Iosan).

Video Battle Reports

Other Retribution models

Retribution Logo.jpg       Retribution Index       (Edit)
Battlegroup & Similar
Warcasters

Elara2 - Falcir1 - Garryth1 - Garryth2 - Goreshade4 - Helynna1 - Issyria1 - Kaelyssa1 - Ossyan1 - Rahn1 - Ravyn1 - Thyron1 - Vyros1 - Vyros2

Warcaster attachments Fane Knight Guardian (Retribution) - Sylys Wyshnalyrr (Retribution) - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Elara1 (BGC) - Sentinel Scyir ('Jack Marshal) - Artificer ('Jack Marshal)
Light Warjacks Aspis - Chimera - Gorgon - Griffon - Harpy - Siren
Moros
Heavy Warjacks

Aeternae - Banshee - Daemon - Discordia - Hemera - Hydra - Hypnos - Imperatus - Manticore - Phoenix - Sphinx

Colossal Hyperion - Helios
Units, Solos, & Battle Engines
Units

Cyelna & Nyss Hunters - D Destors - D Invictors - D Sentinels - Heavy Rifle Team - H Halberdiers - H Riflemen - HE Swordsmen - HE Wardens - HS Arcanists - HS Battle Mages - HV Electromancers - MH Infiltrators - MH Strike Force - Ryssovass Defenders - Spears of Scyrah - Stormfall Archers
Special: Eiryss3 (CA) - Soulless Escort (WA)

Solos

Aelyth Vyr - Arcanist Mechanik - D Destor Thane - D Sentinel Scyir - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - Elara, Tyro of the Third Chamber (1) - Fane Knight Guardian - Fane Knight Skeryth Issyen - Ghost Sniper - Hermit of Henge Hold - HE Warden Executioner - HS Artificer - HS Magister - Houseguard Thane - Lanyssa Ryssyl, Nyss Sorceress Lys Healer - MH Assassin - Narn, Mage Hunter of Ios - Nayl - Priest of Nyssor - Scythe - Soulless Voidtracer

Battle Engines Arcantrik Force Generator - Dawnguard Trident
Theme Forces
Defenders of Ios - Forges of War - Legions of Dawn - Shadows of the Retribution
Mercenaries
Refer to Category: Retribution of Scyrah Mercenary
This index was last updated: 2021.04

Rules Clarifications

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Rules Clarification : Feat: The Vanishing

  • Models can still suffer slams from non-Power Attack sources (such as Smite or Force Hammer).
  • If a model loses Stealth, it does not auto-regain it via the feat. (Infernal Ruling)
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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:  : 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. 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)
(Click Expand to read)

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.


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Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Synergistic Magic - None yet. (Edit)

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Rules Clarification : True Sight      (Edit)

  • You only ignore clouds for LOS. Models can still get the concealment bonus, trigger Prowl, etc from clouds. (Infernal Ruling)
  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has True Sight and one does not. There are examples on the Category:Channeler page.


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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 : Attack Type and/or Arcane Savant     (Edit)

  • If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
  • If your target can only be targeted by certain kinds of attack (ie a Menoth warjack with Passage), you can first choose the correct Attack Type (ie Magical Damage vs Passage) and then that allows you to target it. The Attack Type selection and target declaration both occur at Step 1 (Refer Appendix A). (Infernal Ruling)
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Rules Clarification : Dispel      (Edit)

  • Dispel can't be used versus upkeeps that are not "on" a model/unit (such as Rock Wall, Void Gate, etc), because you can't "hit" them.
  • Because Dispel causes spells to expire on a hit, it will prevent spells that trigger on a hit from triggering at all.
    • For instance, the defensive animus Spiny Growth causes any model that hits the target to suffer d3 damage. This damage will not occur if it's hit by a Dispel weapon.
  • Anti-Upkeep vs a unit (Edit)
    • If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
    • It doesn't matter if the target is in formation or not. (Locked thread)
    • However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)
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Rules Clarification : Mechanikal Seizure      (Edit)

  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.
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Rules Clarification : Snipe      (Edit)

  • Although Snipe the spell and Snipe the Attack Type are two different "sources", they are multiple instances of the same effect. As such, they're not cumulative. Refer to the "Rule Priority" section of the core rulebook.
  • Snipe does not affect the range of weapons that use the Spray template, or one's which have RNG = CTRL.
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Rules Clarification : Siphon Bolt and/or Energy Siphon     (Edit)

  • The focus/fury is stolen on "Hit", before they have a chance to spend it to reduce/transfer damage.
  • If you hit something which can't have focus reduced (ie Egregore) then you still get +1 focus, and they ignore the -1 focus. (Infernal Ruling)


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Rules Clarification : Backlash      (Edit)

  • Backlash doesn't affect Jack Marshals, because they don't have battlegroups.
  • Backlash triggers from any damage, not just attacks. So stuff like fire and corrosion on the warjack will also cause harm to the warcaster.
  • Backlash won't trigger if you take control of an enemy warjack (for example with a Machine Wraith) because it's not part of its original battlegroup while under your control (refer 'Battlegroup Commander' in the core rulebook).
  • Backlash + Feedback (Edit)
    • If you stack Backlash and Feedback on the same enemy warjack, then the warcaster will take two damage every time the warjack is damaged.
    • Furthermore, the warcaster has to spend two focus to negate this damage.
      Because it's two different effects which are both resolved at Step 10a of the Attack Sequence (Apdx A of core rulebook) but have to be resolved one at a time (refer 'Triggers' in the core rulebook).

Rules Clarification : Banishing Ward - None yet. (Edit)
Rules Clarification : Blur - None yet. (Edit)

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Rules Clarification : Phantom Hunter      (Edit)

  • A model that ignores Stealth must ignore both aspects: both (1) the auto-missing, and (2) the 'not counting as an intervening model' parts.
    • This can have some strange interactions with casters & channelers, if one has Eyeless Sight and one does not. There are examples on the Category:Channeler page.
  • Ignore LOS (Edit)
    • Since you ignore LOS, you can target models in your back arc. (Infernal Ruling)
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Rules Clarification : Refuge      (Edit)

  • If a caster puts another upkeep on themself between making the kill and the end of their activation, Refuge won't trigger. (Locked thread)
  • An AOE attack that misses it's original target, but then deviates onto an enemy, still counts as a "hit" and thus will still trigger Refuge.
  • End of Activation (Edit)
You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
  • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
  • If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
  • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
  • See also the training article: LPG - End of Activation.