Unlimited Only This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.
Note that the rest of this page is about the model's Mark III rules.
|
Created by Everblight through his chosen servant Thagrosh, Kallus is a simulacrum crafted to house a shard of the dragon’s athanc. His flawless form is matched only by his battle prowess. Kallus, Wrath of Everblight is a terror in combat whose fearless certainty of his own immortality lends him unflagging stamina and resolve that he imparts to the blighted Nyss he leads into battle.
Basic Info
Kallus1 |
Missing Info |
|
COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Small |
SPD |
6 |
STR |
7 |
MAT |
7 |
RAT |
N/A |
M.A. |
N/A |
DEF |
14 |
ARM |
16 |
CMD |
8 |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
6 |
THRS |
N/A |
HP |
18 |
F. Field |
N/A |
|
|
|
|
WJP |
{{{wjp}}} |
WBP |
+30 |
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 |
|
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 : Host of Angels
- When a friendly living non-Incubus warrior Faction model in Kallus's control range is disabled by an enemy attack, you can replace it with an Incubus model. The replaced model is removed from play.
- While in Kallus's control range, friendly soulless warrior models gain +3 DEF.
- Host of Angels last for one round.
|
Tip !
The incubi models are free. They don't need to be purchased during army construction, and don't count towards FA limits.
|
Abilities
Weapons
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Hellbrand
|
|
|
RNG
|
POW
|
P+S
|
|
|
2
|
7
|
14
|
|
|
Spells
|
COST
|
RNG
|
AOE
|
POW
|
DUR
|
OFF
|
|
|
|
Dark Guidance
|
4
|
SELF
|
CTRL
|
-
|
Turn
|
No
|
|
While in the spellcaster's control range, friendly Faction models gain an additional die on their melee attack rolls this turn.
|
|
|
Eruption
|
3
|
8
|
3
|
14 (Fire)
|
Round
|
Yes
|
|
Models hit suffer a POW 14 Fire Damage roll. This spell's AOE is a cloud effect and hazard that remains in play for one round. Models entering or ending their activations in the AOE take an unboostable POW 14 Fire Damage roll.
|
|
|
Flashing Blade
|
1
|
SELF
|
-
|
-
|
-
|
No
|
|
The spellcaster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.
|
|
|
Ignite
|
2
|
6
|
-
|
-
|
Upkeep
|
No
|
|
Target friendly Faction model/unit gains +2 to melee attack damage rolls. Affected models gain Critical continuous fire on their melee attacks.
|
Theme Forces
Thoughts on Kallus1
Kallus1 in a Nutshell
Kallus was always a solid pick if you wanted to run Legion's infantry, and this is no less true now with a fair few infantry selections getting cheaper and better. He runs a bit counter to our beast heavy warlocks. He prefers to bring just a few warbeasts to get an animus or to fill a support role, while spending most of his army points on large swathes of infantry to maximize the efficacy of his feat and his main spell, Dark Guidance. Thanks to Unconquerable, he can make said infantry a little more durable than an opponent would expect as well. In a pinch, he can contribute to the fight as well with decent MAT, POW, and Flashing Blade.
Kallus isn't as durable as he may initially appear, while Hyper Regeneration is technically defensive tech, it only works if you survive an assassination or take a stray shot. Meanwhile, Unyielding gets his ARM to respectable levels, but nothing a dedicated heavy beast or jack or a few buffed weaponmasters won't have trouble with.
Kallus is a fairly passive (read: a little boring) warlock, generally upkeeping/cycling Ignite, and/or casting Dark Guidance. Even so, his toolkit allows his army to hit hard, accurate, and maintain a solid attrition/scenario presence. By sacrificing Incubi you may get a little more out of him but it's unlikely to be more than an Animus or risky zap.
Feat thoughts
The feat is primarily defensive, as it forces the enemy to waste attacks killing extra models. Any Incubi that actually survive the feat turn are just a bonus.
Kallus tends to have a slow army, so you should feat when you expect the enemy to alpha-strike. You can hold it to a later turn, hoping for a critical late-game state, but that runs the risk of losing too many bodies.
His feat is a little different to normal Incubi spawning:
- It triggers from any base-size model. This can be used to your advantage by placing the new Incubus at the back of the destroyed model's footprint, to be out of melee range of whatever killed the original model.
- It triggers at disabled. This is much earlier than /simultaneous with many RFP effects, so you can often circumvent those RFP.
- It doesn't stack with the Minion bonus rule in Oracles of Annihilation, because that bonus triggers at destroyed.
The DEF bonus from his feat affects Kallus, and that can be used to play him aggressively. While he will be impressively difficult to hit directly, do beware of indirect sources of knockdown.
Spell thoughts
- Dark Guidance - Dark Guidance is a very potent spell that is most potent with a large volume of attacks, but it is very expensive. Make sure Kallus is kept safe any turn he casts it. As the effect is an additional attack die, models that can boost can achieve very high accuracy while Dark Guidance is up.
- Eruption - An occasionally useful spell. Its main draw is that the AOE template does not deal blast damage. Instead, every model hit suffers the full POW, and the lingering AOE also is the full POW damage. It's a short range scather template on steroids.
- Flashing Blade - Flashing Blade can be very potent if the enemy manages to get a bunch of models onto Kallus. It can be cast multiple times as well, and before and after advancing, meaning he can cast it to remove jamming infantry, advance, and then clear more off of a control point.
- Ignite - Bring your chosen infantry or beast package a nice boost to their damage. As an upkeep, it can be cycled between two models/units each turn for maximum damage potential.
Drawbacks & Downsides
- You have to buy a bunch of Incubus models to use his feat.
- Lack of personal defensive tech outside of feat and Unyielding. The latter only works versus melee attacks.
- Dark Guidance and upkeeping/cycling Ignite (what he always wants to do) leaves Kallus with almost no transfers - if you have no models to trigger Angelic Sacrifice.
- Unimpressive FURY stat makes it hard to fit as many models as would be ideal in feat range.
- Models killed by continuous effects / collateral damage or just straight non-attack damage (like e-leaps) never spawn Incubi from his feat.
Tips & Tricks
- If Kallus must cut for Fury, the first Fury is always free since Hyper Regeneration always heals for at least 1 HP. Useful in the late game if his battlegroup is in shambles.
List Building Advice
Strategy
Kallus likes a large, melee oriented army, with enough troops to make his feat frustrating for an opponent. Each individual model and Incubus isn't much to handle, but when every single warrior drops a second one (with a large defense bonus from the feat) that must also be dealt with, you sometimes want your stuff to die.
Incubi are essential for Kallus1's feat, so you'll want to get two packs for a total of 10 models at least to play this warlock.
Theme thoughts
Primal Terrors
- Chosen of Everblight are golden with him. Ignite and Dark Guidance are amazing with cavalry models due to auto boosted charges and impact attacks. Unconquerable is terrfic on models with eight boxes and ARM 17. As icing on the cake they come with native pathfinder, which is great on a caster with no speed buff.
- Blighted Rotwings - Another unit with pathfinder (or Flight to be exact) and a great jamming unit that will spawn many Incubi if the enemy kills them.
- Warspears are a very solid pick for Kallus. With Tough, a few boxes, and decent ARM under Unyielding, they can be a pain to remove, and even more annoying when an Incubus pops out after they do finally bite the dust.
- Ignite and the Prey bonus from their Command Attachement can make this unit hit way above their weight class.
- Warmongers bring a DEF debuff with their CA and are cheap as dirt for how much work they can do. They already have Unyielding baseline though.
Children of the Dragon
- Raptors are a good flanking unit for a Kallus army, and if they need to commit to mele, are reasonable Ignite targets in their own right. Their large base is flexible for feat turn Incubi placement.
- Swordsmen are probably worth considering despite Kallus's lack of defensive tech and lack of access to pathfinder, simply because they can be good sources of front line incubi, and of all Legion infantry will hit the hardest, especially with Ignite.
- If you don't bring the Swordsmen unit, consider the Blighted Nyss Warlord. With Dark Guidance up, a weaponmaster with Decapitation can be a game ender on the enemy caster.
Ravens of War
You run Kallus in this theme if you just want to drown the enemy in cheap fast chaff, feat and hope they clock themselves trying to remove all the bodies and incubi.
- Blighted Rotwings - 10 bodies with SPD 7, Flight for only 9 points are a steal and they are FA 2, so 20 incubus hosts for 18 points. With Veteran leader from Golab, Sitting Vulture and Dark Guidance they are surprisingly accurate for MAT 5 chaff, too, and Ignite and Finisher makes them hit way above their weight class.
- Raptors, mentioned above, can also be in this theme.
- Strider Scouts - Advance Deployment, Pathfinder and SPD 7 means they can be way up the board really quickly, native DEF 15 also makes them tricky to remove. Their shots also randomly grant your beasts free charges.
- Strider Blightblades are good, cheap chaff, and can drop Incubi into awkward locations on feat turn thanks to Ambush. With two attacks each and critical Grievous Wounds, they get impressive mileage out of Dark Guidance.
- Banshees and Raiders are very fast infantry that can be a good first wave to absorb a blow, or put Incubi into obnoxious locations thanks to flight. Raiders will benefit more from Kallus's spells, but Banshees are generally easier to deliver in one piece thanks to Force Barrier.
- Hellmouths - Excellent scenario pieces and soulless warrior models to boot, so they benefit from the feat and even get to sppawn incubi from the tentacles.
- Golab - A quality beast that gets a lot out of Ignite and Dark Guidance.
Various Themes
- A Succubus is essentially required if you want to upkeep and cycle Ignite between two units and also cast Dark Guidance.
- The Forsaken - Fury management that powers itself up by leeching fury. If fully topped off it sits a ARM 21 with Unyielding.
- Blight Archon - A stackable ARM buff in Dragon's Blood and extended fury management, a bit of a points sink though.
Battlegroup
- The Blightbringer is an excellent choice for Kallus if you like huge bases. As stressed before, Kallus prefers only a few beasts and a lot of infantry, which the BB supports amazingly.
- Doubling down on the BB and Ogrun and Unconquerable makes for a really nasty meat wall when using the STR/ARM breath. The same breath can also combine with Ignite and Warspear Prey for crazy damage potential.
- If the BB isn't your cup of tea, double Ravagores can control space and break opposing screens more effectively at the cost of the infantry support.
- Blight Wasps aren't a common pick, but have the potential to chew through infantry by using their animus, Dark Guidance and boosts to reliably land critical poison.
- A Nephilim Protector can keep Kallus safe from stray shots, and get his decent (but not stellar) DEF to respectable levels in melee. On feat, he'll be nearly untouchable with a Protector nearby.
- A Carnivean has 4 melee initials at MAT 6, so it gets a lot of mileage out of Ignite and Dark Guidance. Spiny Growth makes both it and Kallus himself very tanky, Kallus even gets to stack it with Unyielding.
Other
Trivia
Released in Hordes: Domination (2011)
Video Battle Reports
Other Legion Models
Rules Clarifications
|
Rules Clarification : Feat: Host of Angels
|
|
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.")
|
|
Rules Clarification : Flame Burst (Edit)
|
Rules Clarification : Fire (Edit)
- If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
- Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
- Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
- You can always use non-standard terrain if you agree with your opponent before the game starts, however.
- A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
- In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
|
|
|
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:
- 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.
- 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:
- Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
- After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
- Running, failing a charge, or failing a slam.
- Abilities that include "then its activation ends" (such as Reposition and Teleport).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
(Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
- Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
- Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
- Units: See below.
- In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
- If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)
- Units with "Any Time" abilities
- You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
- A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
- You can use an "Any Time" ability before running, however.
- A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
- 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.
|
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).
|
|
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 : Soulless - None yet. (Edit)
Rules Clarification : Hyper-Regeneration - None yet. (Edit)
Rules Clarification : Unyielding - None yet. (Edit)
Rules Clarification : Dark Guidance - None yet. (Edit)
|
Rules Clarification : Eruption (Edit)
- 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)
- Models that are immune to blast damage have no defence vs this spell/weapon.
-
Templates that do damage ( Edit) [Show/Hide]
- Most templates that do damage to models that walk into them are defined as "Hazards" (such as Burning Ground) but there are a few that aren't Hazards (such as Creeping Barrage and Wall of Fire). The differences are:
- A hazard is a terrain element
- Damage from a hazard template is never considered to be from the model or weapon/spell that put it into play. So hazards never gain special rules of the weapon/spell (such as a Damage Type or Poison), nor does it gain special rules of the model (such as Hand of Fate).
- Damage from a non-hazard template is considered to be from the model that put it in play. So non-hazards do get stuff like Hand of Fate. (Infernal Ruling)
- Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance)
- Damage from a non-hazard is also not from an attack. Instead it will be a Special Action (Covering Fire), or a "instead of making an attack, place a template" (Creeping Barrage), or etc.
-
- Damage templates from spells is complicated:
- (Infernal Ruling)
- Spells that leave templates that are not hazards (such as Razor Wall) do Damage Type: Magical.
- Spells that leave templates that are hazards (such as Breath of Corruption) follow the rules for hazards, which are most likely not magical damage but it varies by the hazard.
- The initial damage when you place the template, if any, is Damage Type: Magical.
- For example, Breath of Corruption's initial POW 12 corrosion damage roll is Damage Type: Magical in addition to Damage Type: Corrosion. But the hazard that is put into play from Breath of Corruption is not Damage Type: Magical, just Damage Type: Corrosion.
-
- By default, when you put a template into play it doesn't do damage to models they overlap. The exceptions are templates that are created by an AOE weapon, and templates that explicitly say they do damage when they're placed.
- A model which is "placed" also counts as "entering" an area, so the template will damage any one who teleports/spawns into it, too.
- If two templates are overlapping, a model that enters them will take two points of damage.
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 : Flashing Blade (Edit)
- Flashing Blade is an unlimited spell.
- Flashing Blade is optional.
- All attacks generated are basic attacks.
- Flashing Blade will not hit friendly models.
- Simultaneous melee attack (Edit)
- There are several abilities/spells that allow a model to make simultaneous melee attacks vs everything in range (Blood Reaper, Cyclone, Flashing Blade, High-Impact, Thresher)
Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all of these abilities: [Show/Hide]
- Targeting/Timing
- To make a multi-melee-attack (MMA) you have to make individual melee attacks vs every model, and this means you need to target every model with a melee attack. If a model "may not be targeted by melee attacks" (such as Una2's feat) then you have to 'skip' it when you resolve the attack. (Infernal Ruling)
- The attacks are effectively multiple separate attacks.
- If you have a buff to your "next attack" (such as Tune Up) then it only works vs the first model you roll dice against, not vs every enemy. (Infernal Ruling).
- The attacks are simultaneous.
- If a model is out of LOS when you start the MMA, then you may not attack it during the MMA (even if the MMA kills what is blocking your LOS).
- You need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
- In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
- If a model collects tokens from destroyed models (for instance the Cryx Harrower that collects souls), it cannot collect any tokens until all MMA are resolved.
- Charging
- If you charge and cast a spell to generate MMA, then none of those MMA count as a charge attack. You've "paused" your charge. If the charge target survives the spell, then you get to make a normal charge attack vs it.
- If your MMA is simply tied to your weapon, then only the damage roll against your charge target is automatically boosted - other models caught in the MMA suffer an unboosted damage roll (although you can spend focus/fury to boost it)
- Triggering other abilities
- Most abilities that give the attacker a bonus move/attack tend to use the phrase "destroy one or more enemy models with a melee attack" and as such you'll only trigger this ability once. For example Berserk, Quick Work, Black Spot, etc
- Other abilities, that trigger on "hit" or "damage", can be triggered from every attack in the MMA.
- Many abilities only trigger off a basic melee attack, so don't work with special MMA (like Thresher). But if your MMA is basic (like High-Impact), things might get a bit complicated. In particular:
- If you have Beat Back on the attacker, it is resolved after the attack. Every model that survives the MMA is eligible to be Beat Back-ed, and the attacker chooses the order. Pick one, push it and follow it, then decide if you want to Beat Back another survivor. Each push will recenter the directly away / directly toward part of the push. (Infernal Ruling)
- If you have Electro-Leap on the attack, it is resolved after all attack rolls but before any damage rolls. The models that you just attacked will have electo-leaps bounce between them (as they will generally be the closest to each other). After the Electro damage is resolved, you can roll melee damage vs any models that survived the electric damage. (Infernal Ruling)
|
|
Rules Clarification : Ignite (Edit)
- Since Ignite buffs "melee attacks" (and not "melee weapons") it will also affect Mount Attacks, Power Attacks, and various 'make a melee attack' abilities like Point Blank.
|
Rules Clarification : Fire (Edit)
- If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
- Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
- Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
- You can always use non-standard terrain if you agree with your opponent before the game starts, however.
- A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
- In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)
|
|