Legion of Lost Souls

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Mercenary Logo.jpg Cygnar Logo.jpg Legion of Lost Souls

Mercenary, & Cygnar Partisan, Morrowan Unit

The Legion of Lost Souls is an ancient company of Morrowan mercenaries who long ago stood against a terrible darkness that threatened the whole of Cygnar. Though the company was slain to a man, tales of their valor have lived on.

Basic Info

Legion of Lost Souls
Missing Info
Legion of Lost Souls.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 7
MAT 7
RAT 5
M.A. N/A
DEF 12
ARM 14
CMD 10
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE 6 / 10
COST 11 / 18
1.8 each
N/A
FA 3
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities

  • CMA symbol.jpg Combined Melee Attack
  • Undead symbol.jpg Undead
  • Blood-Bound - When a model with Blood-Bound destroys a living enemy model with an attack, after the attack is resolved you can return to play one destroyed model in its unit. Place the returned model completely within 3" of the attacking model. The returned model cannot activate the turn it returns to play. The destroyed enemy model is removed from play and does not provide a soul or corpse token.
  • Shield Wall (Order) - Until the start of their next activation, each affected model gains +4 ARM while B2B with another affected model in its unit. This bonus does not apply to damage originating in the model's back arc. Models in this unit can begin the game affected by Shield Wall.
  • Soul Vessel - This model generates soul tokens as if it were a living model.

Weapons

  • Heavy Pistol - 8" range, POW 12 ranged attack
  • Halberd - 2" reach, POW 5, P+S 12 melee attack.
    • Damage Type: Magical

Theme Forces

  • Mercenary, Khador, or Cygnar
  • Pure Mercenary
    • Other than Flames, there are no Mercenary themes they can go in.
  • Other Factions
    • As a Mercenary, they can also be hired in a bunch of other Faction's theme forces. Refer to #Other Theme Forces.


Thoughts on Legion of Lost Souls

Most of this section is quoted from an excellent article on LOS Warmachine written by Jaden Iwassa, who graciously allowed us to use it for this page. The article can be found here: [1]

Legion of Lost Souls in a nutshell

Legion of Lost Souls are one of the most interesting units to be released in the last year or so, with a host of unusual rules crammed into a very expensive (18 points!) package. They require support to operate at peak efficiency, and if you’re not careful with positioning you’ll lose the whole unit and get nothing out of it, but they are more than capable to be a powerhosue centre unit.

Speed 6 is fantastic, and MAT 7 and RAT 5 are perfectly acceptable and very good when buffed up with the Veteran Leader from the Morrowan Archon to MAT 8 and RAT 6. Their Defensive stats are lackluster with DEF 12 ARM 14 being about as victim as it gets, but with Shield Wall taking them to ARM 18 and most casters in the theme having some sort of ARM buff, these guys are a lot more survivable than they look on paper.

With a range 8 POW 12 they can force interesting engagement spots with Shield Wall and shooting against other models that might charge slightly further. Melee weapons that are range 2 is also just incredible, as they are the only small based models in the theme force with that particular claim to fame.

Finally, CMA can make them insanely accurate if needed, soul vessel can let your Alexia 2 collect their spirits should you choose to bring her (spoilers: you shouldn’t with these guys), and bloodbound is an incredible ability that, for these guys, requires a whole section to itself.

Combos & Synergies

  • Obviously Stryker2 supports these guys the absolute best. Deceleration makes them ARM 20 against shooting, his feat lets them do some truly absurd things, and he also has Positive Charge which is significantly better with 2 inch melee models than it is with 1 inch melee models.
  • Stryker1 really likes them with Arcane Shield and Snipe both supporting interesting parts of their game plans.
  • Stryker3 really wants to play Alexia 2 - I wouldn’t recommend that as strongly with these guys.
  • Jakes2 has Positive Charge as well, although you often will not want to use the electro leap portion of her feat with these models.
  • Maddox has Dauntless Resolve which is incredible value on this unit and also has a great feat for tuning their offensive output up.
  • Fiona likes channeling through models that can come back, and her feat makes them very hard to kill. She also has an ARM debuff which they appreciate, and Occultation can keep them safe from potshots.
  • Ashlynn1 sure doesn’t mind putting Quicken on this unit, but that’s about all she has. Her feat might keep them alive but it’s less useful than Fiona’s.
  • Crosse2 has Dauntless Resolve as well, and his feat can let them shield wall and run and gun into weird places.
  • Zerkova1 and Zerkova2 like their sheer attrition value, but don’t provide anything unique for this unit.
  • Since they have Partisan: Cygnar you can throw spells like Fury on them, if you are running someone with access like Colonel Markus 'Siege' Brisbane, putting them at P+S of 15, or a healthy 17 with Alexia3. Essentially you can make your defensive shieldwall infantry a serious threat to most targets.
  • Gabriel Throne can use Stir the Blood to bring these guys up to PS 14. He can also give them tough or Pathfinder as needed. They get more attacks than any other unit with their 2 inch melee, and Stir the Blood usually goes on them when available. ALSO - models returned with bloodbound that haven’t made an attack yet this turn are still affected by Stir the Blood, so you can bring back some truly hard hitting attacks in weird places.
  • Alexia3 is very strong with these guys, and can bring another +2 damage buff. They also trigger flank for her if she really needs to kill something.
  • Battle Priests are great, and Battle Priests that never go away for real are even better.
  • Ragman’s Death Field is easiest to apply on these 2 inch melee models than it is on any other unit in the Flames in the Darkness force.
  • Morrowan Archons are Shield Guards, can apply blind to things potentially, and also make Legion of Lost souls base MAT 8 RAT 6.
  • The Hermit can hide out in the middle of a bunch of Legion and move up to put ARM debuffs on things, just keep in mind his aura affects friendly models as well.
  • If you add up all the buffs available in flames in the darkness you can put on them, Legion of Lost Souls are base P+S 12, +2 Stir the Blood, +2 Alexia 3, +2 Ragman, +2 Hermit, +2 Positive Charge/other caster buff = PS 22 at MAT 8 or 10.

Drawbacks & Downsides

  • They are not living, meaning they won't receive the ARM buff from Constance's feat. They can still give her souls though.
  • They are expensive under the assumption that blood bound will produce "free" models. If you don't have targets for it the Legion may under perform in attrition.
  • They strongly dislike being removed from play.

Tricks & Tips

Bloodbound 101

Bloodbound does a few interesting things. Least important (but still important) it denies souls and corpses. Second is the RFP provided since, other than these guys, Flames in the Darkness has limited access to RFP. Finally, the return to play can be crazy strong when stacked with some other abilities:

  • It specifies "model" not "Grunt" so you can bring back unit attachments. Add 3 Morrowan Battle Priests and suddenly you have an inexhaustible supply of Shield Guards which is incredibly strong in some matchups.
  • Blood-Bound models returned to play during Vengeance can make their Vengeance attacks. If that Blood-Bound model kills a model and brings back another model, it can ALSO make a vengeance attack. Theoretically, one model left in this unit could bring back the other 9 during the Maintenance Phase.
    This also works with Stryker2’s feat, which can let you chain models into weird places to kill support, contest zones, and tie up other models that might want to aim etc. next turn.
  • Note that models returned after the unit has started its activation do not benefit from orders issued to the unit. So they can't benefit from Shield Wall; in fact they can't even give Shield Wall to a non-returned model (because both models need to be affected by the order to trigger it).
  • See the Rules Clarifications section below for links to the various Infernal Rulings.

Other

Trivia

Released 2020.01

Other Theme Forces

Crucible Guard (Edit)

Khador (Edit)

Other Faction models

Cygnar Logo.jpg       Cygnar Index       (Edit)
Battlegroup & Similar
Warcasters Caine1 - Caine2 - Caine3 - Constance - Darius - Haley1 - Haley2 - Haley3 - Jakes2 - Kraye - Maddox - Nemo1 - Nemo2 - Nemo3 - Sloan - Stryker1 - Stryker2 - Stryker3 - Siege1 - Siege2 - Sturgis1
Warcaster attachments Squire (Cygnar) - Madelyn Corbeau (Merc) - Reinholdt (Merc) - Wyshnalyrr (Merc)
Other Warjack Controllers

Battlegroup Controllers: Caine0 - Nemo4 - Jakes1 - Journeyman - T. Warcaster Lieutenant
'Jack Marshals: Runewood - Strangewayes - Anson Hitch - Stormblade Captain - T. Master Gunner - Gun Mage CA - Stormblade CA - Sword Knights CA

Light Charger - Firefly - Grenadier - Hunter - Lancer - Minuteman - Sentinel
Ace - Thorn
Heavy Avenger - Centurion - Cyclone - Defender - Hammersmith - Ironclad - Reliant - Stormclad
Brickhouse - Dynamo - Gallant - Ol' Rowdy - Thunderhead - Triumph
Colossal Stormwall - Hurricane
Units, Solos, Battle Engines, & Structures
Units

Arcane Tempest Gun Mages - Black 13th Gun Mage Strike Team - Field Mechaniks - Legion of Lost Souls - Long Gunner Infantry - OoI Resolutes - OoI Vigilants - Precursor Knights - Rangers - Silver Line Stormguard - Storm Lances - Stormblades - Stormguard - Stormsmith Grenadiers - Storm Tower - Sword Knights - Tempest Blazers - Tr Cannon Crew - Tr Chain Gun Crew - Tr Commandos - Tr Express Team - Tr Long Gunners - Tr Infantry - Tr Mechaniks
Special CA : Captain Jonas Murdoch (Mercenary unit) - Special WA: Morrowan Battle Priest (any unit)

Solos

Arcane Tempest Rifleman - Archduke Runewood - Captain Arlan Strangewayes - Captain Maxwell Finn - Commander Anson Hitch - Grand Master Gabriel Throne - Glyn Cormier, Illuminated One - Gun Mage Captain Adept - Journeyman Lieutenant Allister Caine - Journeyman Warcaster - Harlan Versh, Illuminated One - Lieutenant Allison Jakes - Lieutenant Bastian Falk - Lieutenant Gwen Keller - Major Katherine Laddermore - Major Harrison Gibbs - Morrowan Archon - Savio Montero Acosta - Sir Dreyfus the Storm Knight - Squire - Stormblade Captain - Stormcallers - Tr Buster - Tr Master Gunner - Tr Patrol Dog - Tr Warcaster Lieutenant - Viktor Pendrake

Battle Engines & Structures

Nemo4 - Storm Strider - Trencher Blockhouse

Theme Forces
Flame in the Darkness - Gravediggers - Heavy Metal - Sons of the Tempest - Storm Division
Mercenaries
Refer to Who Works for Whom and/or Category: Cygnar Mercenary
This index was last updated: 2020.02
Mercenary Logo.jpg       Mercenary Index       (Edit)
Mercenary 'Jack Controllers (Human) (Edit)
Warcasters

Ashlynn1 - Ashlynn2 - Aurora2 - Blaize - Caine3 - Crosse2 - Damiano - Fiona - Macbain - Magnus1 - Magnus2 - Montador - Rahera - Shae

Non-Casters Battlegroup Contoller

Asphyxious4 - Crosse1 - Nemo4

'Jack Marshal

Colbie Sterling - Dirty Meg - MacHorne1 - MacHorne2 - Raluk Moorclaw - Rutger Shaw -

Mercenary Warjacks (Human)   (Edit)
Light Buccaneer - Renegade (Magnus only) - Scallywag - Swashbuckler - Talon - Vanguard
Heavy Freebooter - Gallant - Mangler - Mariner - Mule - Nomad - Rocinante - Rover - Toro - Swabber
Colossal Blockader - Galleon
Rhulic 'Jack Controllers (Edit)
Warcaster Durgen Madhammer - General Ossrum - Gorten Grundback
'Jack Marshal Thor Steinhammer
Rhulic Warjacks (Edit)
Light Blaster- Gunner
Heavy Avalancher - Basher - Driller - Rockram
Colossal Earthbreaker
Cephalyx Warcasters (Edit)
Warcasters Cognifex Cyphon - Exulon Thexus
Cephalyx Monstrosities (Edit)
Heavy Subduer - Warden - Wrecker
Units, Solos, & Battle Engines
Warcaster attachments

Doctor Stygius - Madelyn Corbeau - Reinholdt - Wyshnalyrr

Lesser Warlocks Rorsh & Brine (Farrow) - Wrong Eye & Snapjaw (Gatorman)
Units

Cephalyx Mind Bender - Cephalyx Mind Slaver - Cephalyx Overlords - High Shields - Artillery Corps - Forge Guard - Idrian Skirmishers - Kayazy Assassins - Kayazy Eliminators - Legion of Lost Souls - Ogrun Assault Corps - OoI Resolutes - OoI Vigilants - Precursor Knights - Press Gangers - Sea Dog Pirates - Deck Gun - SH Cannon - SH Halberdiers - SH Cavalry - SH Mortar - SH Riflemen - SH Volley Gun - Tactical Arcanist Corps - Thorn Gun Mages
Special CA: Cephalyx Dominator (small or medium based units) - Special WA: Morrowan Battle Priest (Morrow units)

Character Units

Alexia1 - Asphyxious4 - Croe's Cutthroats - Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowler1 - Herne & Jonne - Lady Aiyana & Master Holt - Lynus & Edrea - MacHorne1 - The Commodore Cannon - The Devil's Shadow Mutineers

Solos

Cephalyx Agitator - Gobber Tinker - Menite Archon - Morrowan Archon - Ogrun Bokur - Powder Monkey - SH Arcanist - SH Ironhead - SH Gunner - Swamp Gobber River Raider Thamarite Advocate - Thamarite Archon - Void Archon

Character Solos

Alexia, Mistress of the Witchfire (2) - Alexia, The Undying (3) - Alten Ashley - Anastasia Di Bray - Balthazar Bamfist - Black Bella, Duchess of Dread - Bloody Bradigan - Boomhowler, Solo Artist - Bosun Grogspar - Brun Cragback & Lug - Captain Crawtooth - Colbie Sterling, Captain of the BRI - Dahlia Hallyr & Skarath - Dez - Dirty Meg - Doc Killingsworth - Doctor Stygius - Eilish Garrity, the Occultist - Eiryss, Mage Hunter of Ios (1) - Eiryss, Angel of Retribution (2) - Eiryss, Fortune Hunter of Ios (4) - First Mate Hawk - Flugwug the Filcher - Gastone Crosse - Glyn Cormier, Illuminated One - Gorman di Wulfe, Rogue Alchemist (1) - Gorman the Mad (2) - Grand Master Gabriel Throne - Gubbin - Gudrun the Wanderer - Harlan Versh, Illuminated One - Harlowe Holdemhigh - Hermit of Henge Hold - Hutchuk, Ogrun Bounty Hunter - J.A.I.M.s - Kell Bailoch - Lanyssa Ryssyl, Nyss Sorceress - Lord Rockbottom - MacHorne2 - Major Harrison Gibbs - Master Gunner Dougal MacNaile - Orin Midwinter, Rogue Inquisitor - Ragman - Raluk Moorclaw, the Ironmonger - Rhupert Carvolo, Piper of Ord - Rorsh & Brine - Rutger Shaw, Professional Adventurer - Savio Montero Acosta - Saxon Orrik - Scythe - Sergeant Nicolas Verendrye - Stannis Brocker - Taryn Di La Rovissi, Llaelese Gun Mage - Thor Steinhammer - Viktor Pendrake - Weird Wendell - Widget, Tinker Extraordinaire - Wrong Eye & Snapjaw

Battle Engines

Hammerfall Siege Crawler - Nemo4

Theme Forces (Edit)
Flame in the Darkness - Hammer Strike - Llaelese Resistance - Operating Theater - Soldiers of Fortune - Strange Bedfellows - The Irregulars - The Kingmaker's Army - The Talion Charter
This index was last updated: 2020.03

Rules Clarifications

RC symbol.png

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

Which Faction am I?
  • Most of the time, Partisans are "friendly Faction models" only to other Mercenary models (or Minion models).
  • If they're taken in their Partisan faction, though, they stop being a "friendly Faction model" to Mercenary models and start being a "friendly Faction model" to that Partisan Faction.

Attachments

  • If a Partisan unit can get a special attachment from their Partisan Faction (for instance a Soulless Escort or Trollkin Sorcerer) then they can only get that attachment when they're in the Partisan Faction. They can't take it when working as a regular Mercenary. (Locked thread)
  • When taken in their Partisan Faction, they can't have a Ranking Officer attached.

Partisan warcasters

  • If you have a Partisan caster, you must choose whether your army is a Mercenary force or a [Partisan Faction] force. What warjacks the caster can take are then limited by your choice.
  • Partisan casters can be taken in [Partisan Faction] theme forces. Refer to the main rulebook.
  • Partisan casters can be fielded in multiple-caster games. (Locked thread)
    See also the Category: Partisan for what happens if you mix and match Partisan casters and Merc casters in multi-caster games.

Partisans & Theme Forces (Edit)

  • Since Partisans are Mercenary/Minion models, there are two ways you can add them to a theme force:
    1. If they are on the list of allowed models, then you can take as many as you want, plus another Mercenary unit/solo.(Infernal Ruling)
      They can be explicitly allowed (for example: Cephalyx in Black Industries or Kayazy in Jaws of the Wolf).
      They can be implicitly allowed (for example Scourge of the Broken Coast allows "living Cryx models" and Partisan Cephalyx fit that criteria). (Infernal Ruling)
    2. If the Partisan isn't on the list of allowed models, it does use up your "Up to one mercenary" slot, and you can only take one.
  • Whether you used option 1 or 2 above, once they're in your theme force they count as a Faction model and so:
    • They can be taken as a Requistion Option (if they fit the Requistion description).
    For example Eiryss1 can be taken as a free solo in the Legion of Dawn theme. (Infernal Ruling)
    • They will get any theme benefit that they fit the description for.
    For example Storm Division gives all Cygnar models Immunity Electricity, so Partisan Mercs in that theme get immunity too.
    For example Nemo4's Mechaniks get Reposition [3] in Heavy Metal. (Infernal Ruling)


RC symbol.png

Rules Clarification : Combined Melee Attack      (Edit)

  • Each CMA only counts as a single attack, no matter how many participants are involved. This means, for example, that if Satyxis Raiders damage a warjack and trigger their Feedback ability, the enemy warcaster will only take 1 damage total, not 1 for every Raider.
  • Any bonuses (such as back strike) or penalties (such as intervening terrain) are determined according to the model leading the CMA (the attack leader).
    • If the participants have buffs/debuffs but the attack leader doesn't ... then the CMA doesn't because only the attack leader matters. Simple as that.
  • A single unit can perform multiple CMAs, utilising different groupings of models. eg a unit with 10 models could make one 10-man CMA, or two 5-man CMAs, or five 2-man CMAs, or etc.
  • CMA for units that have more than one melee weapon (the short version)
    • Once you have more than one melee weapon, charging becomes a bit complicated. There are two important rules:
      1. A model which charges must use its first attack to make a charge attack. It can't "skip ahead" to contributing its second non-charge attack before it's resolved its first attack.
      2. For a CMA to gain the charging bonus, then all contributors must be contributing a charge attack.
    • These two rules have a few, slightly confusing implications. Click the expand box below for a full breakdown.
CMA for units with more than one weapon (the long version) (Edit)
The following example is about Satyxis Raiders, but is equally applicable to other units with two CMA:
  • Each Raider gets two attacks. Both, one, or neither can be a CMA as you choose.
  • If you are doing two CMA in a row, then you should note that the second CMA doesn’t have to use the same “primary attacker” or the same “participants” as the first CMA.
    • For instance, you could have the first CMA with raider A being the "primary attacker" and raider B being the "participant",
    • then for the second CMA have raider B the "primary attacker" and raider A the "participant".
    • Or leave A alone for a moment and use B plus C. Whatever takes your fancy.
  • Primary attackers and participants don't have to use the same weapon. So, continuing with the above example, you could have primary A use lash and participant B use horns, then primary B use lash and participant A use horns. Effectively granting you two lash attacks with CMA bonuses!
  • Combined Melee Attack and charging
    • Remember the 2 rules above?
    • Rule 1 means you cannot contribute your second, non-charge attack before you have resolved/contributed your first attack.
    • Rule 1 means you cannot "skip ahead" to resolving your second, non-charge attack before you have resolved/contributed your first attack.
    • but wait, there's more!
    • However, thanks to the "Units with Combined Melee Attack ignore the rule that one trooper's combat action cannot begin until the previous model's combat action ends" rule, you can "pause" your second attack if you want to do a CMA with it later. For example:
      • Model A performs its charge attack.
      • Model B performs its charge attack. (Interrupting A)
      • Model C performs its charge attack. (Interrupting B)
      • CMA using A, B & C's remaining attack.

Rules Clarification : Undead - None yet. (Edit)

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Rules Clarification : Blood-Bound      (Edit)

  • Blood-Bound works on both ranged and melee attacks.
  • The RFP always triggers vs living models, even if the unit is already at full strength. Only the "can return one model" part is optional. (Infernal Ruling)
  • If your opponent takes control of your Blood-Bound model, they cannot use it to return models to your unit nor an enemy unit. While under the opponent's control, it is an independent model and so there is no "unit" to return models to.
  • Unit Attachments (such as the Cephalyx Dominator or Morrowan Battle Priest) can be brought back via Blood Bound, even though the rule isn't on their card.
  • Out-of-activation Blood-Bound
    • If a model is brought back with a Vengeance attack, the newly spawned model also gets a Vengeance attack. (Infernal Ruling)
    It won't get a Vengeance move, because the unit needs to complete Vengeance moves before anyone has a Vengeance attack.
    • If an ability or feat is worded to give a "model/unit" an out-of-activation attack (such as Stryker2's feat) then models spawned by those ability/feat attacks will also get to attack via the ability/feat. (Infernal Ruling)
    Similar to Vengeance, spawned models won't get the free move part of Stryker2's feat.
  • Return to Play - Own Unit (Edit)
    • If you have a model that can return models to its own unit during its own activation (such as Bane Warriors or Blood-Bound) then:
      • Models returned "at any time" (Bane Warriors) do not benefit from any orders issued to the unit. Orders need to be issued first, before using an "Any Time" ability. Orders cannot affect models not on the table.
      • Models returned elsewhen during the activation (Blood-Bound) do not benefit from any orders issued to the unit for the same logic. (Infernal Ruling)
      • If anyone in the unit has attacked, then the returned models can't use their Normal Movement. If no one has attacked, then they can. (Locked thread)
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Rules Clarification : Shield Wall      (Edit)

  • You don't need to have the entire unit in B2B to get the bonus. Even just two models in B2B will give it to each other. Which way they're facing doesn't matter, either.
  • You can still get Shield Wall while knocked down.
  • Shield Wall works against all damage except damage originating in your back arc.
    • If a damage roll doesn't have an origin point (such as Scather, Old Witch1's feat, continuous fire, etc) then by definition it can't originate in your back arc, and you'll get your bonus vs it.
    • It won't work vs stuff that "leaps" off models in your back arc, such as Electro Leap. (Locked thread)
  • If you start the game in Shield Wall, it will expire when you activate the unit. It doesn't let you run and be in Shield Wall on turn 1.
  • Since models move in straight lines, it impossible to keep two models B2B while advancing. Thus you cannot benefit from Shield Wall while moving through acid clouds etc.
    • Unless you have something that lets you move through models, like Tactician.
  • Orders affect unit attachments, even if that attachment doesn't have the order on their card (such as a Soulless Escort benefiting from the Shield Wall order). (Infernal Ruling)
  • You get your Shield Wall bonus vs continuous fire in the Maintenance Phase. Shield Wall doesn't expire until the unit activates. (Locked thread)
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Rules Clarification : Soul Vessel      (Edit)

  • A Soul Vessel is not a living model in any way, so it will not trigger anything like Bloodthirst or Poison.
  • The only thing Soul Vessel means is that it produces a soul when it is destroyed, as if it were a living model.
  • An attack that would RFP a living model and thus normally prevents soul token generation (such as Snacking) doesn't trigger vs a Soul Vessel. So the Vessel can't get snacked and will produce a soul token.


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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.")