Lich Lord Terminus

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Cryx Logo.jpg Lich Lord Terminus

Cryx Warcaster

Long ago, he who would come to be known as Terminus commanded the Dragonfather's legions at the fortress called Dragon's Roost, Cryx's northernmost fortress and bastion for the fleet. It was there Terminus began to internalize his master's transfiguring blight. His body slowly swelled to immense size, and wings erupted from his back, tearing and distending skin and bone. Necrosurgeons replaced the cankerous portions of his body with necrotech and iron as his flesh failed him; no semblance of his previous form remained by the time Cryx launched its assault against the remnants of the Orgoth invasion at Garlghast Island. He joined the attack as an iron lich of already fearsome reputation.

Basic Info

Terminus1
Missing Info
LichLordTerminus WEB.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 6
STR 9
MAT 7
RAT 5
M.A. N/A
DEF 14
ARM 18
CMD 10
ESSENCE {{{essence}}}
FOCUS 6
FURY N/A
THRS N/A
HP 20
F. Field N/A
WJP +27
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
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
  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)

Feat: Dragon's Call

When a living enemy model is destroyed in Terminus' control range, Terminus gains the destroyed model's soul token. Terminus gains +1 ARM for each soul token on him. Dragon's Call lasts for one round.

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Tip !

  • Next turn, those souls turn into extra focus via Cull Soul.
  • Terminus needs to be the closest eligible model to collect the soul.

Abilities

  • Assault symbol.jpg Assault
  • Flight symbol.jpg Flight
  • Tough symbol.jpg Tough Although not shown on Terminus's card, he grants it to himself via Shadow of Death
  • 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.
  • Sacrificial Pawn [Undead] - When this model is directly hit by an enemy ranged attack, you can have one friendly, non-incorporeal Undead model within 3" of it hit instead. That model is automatically hit and suffers all damage and effects.
  • Shadow of Death - While in this model's command range, friendly undead Faction models gain Tough.

Weapons

  • Scything Claw - 0.5" reach, POW 5, P+S 14 melee attack
    • Critical Pitch - On a critical hit against a model with an equal or smaller base, the model hit can be thrown d6" directly away from this model. The model thrown does not deviate. The POW of collateral damage is equal to the STR of this model.

Spells

COST RNG AOE POW DUR OFF
Annihilation

4 10 3 10 - Yes
Models hit suffer a POW 10 damage roll. Models destroyed by Annihilation are RFP'd and do not generate corpse tokens. When a living enemy model is destroyed by Annihilation, the spellcaster gains the destroyed model's soul token regardless of the proximity of other models.
Hellfire

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

2 SELF (★) - Upkeep No
While within 2" of the spellcaster, enemy models suffer -2 DEF & ARM.
Ravager

2 6 - - Turn No
Target warjack in the spellcaster's battlegroup gains Berserk for one turn, but cannot make Chain Attacks.
Berserk - When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.

Theme Forces

Recent Changes

No changes since 2018.01


Thoughts on Lich Lord Terminus

Terminus in a nutshell

Terminus is a big badass flying cyborg dragon mutant. He is as subtle as a flaming truck loaded with grenades driving into a firework factory. Basic strategy is that he is a infantry commander with top tier personal close combat power and durability, lead your troops into the fight. As a downside, his abilities as a caster are limited and his simple play style can be very predictable.

Feat thoughts

Terminus' feat Dragon's Call is a powerful tool. Every kill in Terminus' control area gathers him a soul further more, this gives him armor for each soul on him. On turn three or four, just as the lines close and the forces engage each other in melee, have Terminus charge forward and use this ability. Based on how many souls you can put on Terminus, he can range from being hard to kill to being practically invincible. Then next turn, he will ideally be loaded up with a ton of focus which given his aggressive positioning, you can use to slaughter important targets to finish off your opponent.

This feat comes with some natural pitfalls. First off it requires your opponent to have souls that you can reliably harvest; if your opponent has a high number of beasts and few infantry you might struggle to gain a significant volume of souls in a single turn, or there may be no souls at all available if your opponent is using undead/warjacks/constructs. If the enemy is warbeast heavy, you . Secondly, Terminus doesn't auto-collect but instead needs to be the closest eligible model so there is competition with other Soul Takers, or even hard counters such as The High Reclaimer, Mordikaar and Zaal2. If you fail to connect with your attacks, there is a chance that you might leave Terminus out in front of your enemy with little to no protection.

Spell thoughts

  • Annihilation is a decent spell for gathering souls but extremely expensive to cast given his low FOC. Casting this spell will pretty much only be done out of a 'throw away' arc node to gain some souls early on. After Terminus gets closer to the frontline, he will be needing the focus to kill/survive.
  • Malediction should be cast on his first turn and upkept every round, preferably by Admonia from the Withershadow Combine.
  • Ravager is a good offensive for Warjacks that will be engaging multiple infantry.
    • This spell works very well with Erebus, although that requires you to play out of theme or in Black Industries.
    • For this spell to be worth its cost, the jack in question should be set up to kill - or at least engage - two to three models every turn. Compared to the other Cryx casters, Terminus has a small focus pool (which he will often hoard) and a smaller control range.
  • Hellfire is basic attack spell that with pretty good power. Given that Terminus has pretty low focus, he will rarely if eve cast this. Given that he wants to take the Withershadow Combine, it is nice to have so Maelovus has something to cast beyond his basic attack spell.

Drawbacks & Downsides

  • Large Based. It's hard to keep terminus hidden.
  • Ugly model, but he's a lich, so he looks like he's supposed to look.
  • An important point to consider when fielding a Terminus army in a timed turn/deathclock tournament: Make sure that you can complete activations with all your units before time is up. 30+ infantry are a great shield for Terminus, but not so great if they run down your deathclock on turn two.
  • His main defensive tech, Sacrificial Pawn, doesn't work against magic attacks or melee attacks. Melee attacks shouldn't be a problem - you should be so surrounded by friendly undead troops that the enemy will struggle to get into melee.
  • His feat simply doesn't work against a large array of opponents. If you think of it as a contextual bonus, he's great, but if you rely on the feat you're in for an unpleasant time. Some factions don't produce souls when they die and some factions can protect against the loss of souls when they die.
  • If you take other Soul Takers in your army, they will compete with Terminus during his feat turn to be the closest eligible model.

Tricks & Tips

  • Terminus' Sacrificial Pawn doesn't protect vs spells so watch out for arc nodes or units with magic ability.
  • If you find yourself surrounded by squishy infantry, consider buying Scything Claw attacks instead of attacks with your Doomsayer. Either weapon has enpugh P+S to just squish infantry, and the Claw has the added bonus of maybe throwing them and maybe killing a 2nd model with colleteral damage.
  • If you can rely on Sacrificial Pawn and good armor to avoid a ranged assassination very early in the game, and you brought a cheap arcnode with you consider the following: Race the arcnode ahead and drop an annihilation on a tight formation of infantry. In all likelihood, the arcnode will be dead before very long anyway.
  • Both Sacrificial Pawn and Shadow of Death are not Faction specific. So Undead Mercenaries and Minions can be affected. Notably Wrong Eye can field the Boneswarm, which is an Undead Warbeast. Even if Wrong Eye dies, the boneswarm remains affectable by both abilties.

List Building Advice

Strategy

Basic strategy with Terminus is relatively simple. March a horde of undead down the field weathering fire better than usual thanks to Shadow of Death. On the turn you are going to hit the enemy hard, feat then charge in aggressively everywhere you can taking important objectives and destroying strategic enemy models. Terminus should survive because of his natural tankiness and armor bonus from souls. From that point forward, you should be able to leverage a win through the sheer killing power Terminus represents.

A huge amount of Terminus' capability is located in his personal combat power. If he is not killing things with his own attacks, you are putting yourself at a disadvantage. Terminus' army should be built to support the idea of Terminus playing forward. The composition of this army is going to be molded around the few support abilities that Terminus does have, which are actually very good.

Theme thoughts

Terminus really wants access to undead troops to get work out of Shadow of Death and Sac Pawn. So this means he wants to operate in one of these three:

    Black Industries    

Lots of cheap undead, with poor stats.

  • Mechanithralls become very efficient once they are tough. The are reasonably fast and make excellent use of Shadow of Death. Once they are equipped with their supporting staff, they can be a forced to be reckoned with.
  • Carrion Thralls are fast enough to keep up with your caster and benefit from not needing direct support from anything else to function properly.
  • Aiakos1 can help Terminus run more warjacks which, with Termy's limited focus pool and no way to extend threat, he sometimes struggles with. Aiakos' jacks can't be targeted by Ravager, which is a bit of a loss.
  • The Withershadow Combine is a good pick for Terminus. While Maelovus can only cast Hellfire because of restrictions, Admonia gives him a free upkeep on Malediction. Given how important Focus is to your offensive and defensive power, the value of that single point can be significant. Tremumlus becomes relevant if you are relying on inaccurate combo strikes for charging Mechanithralls.
  • Darragh Wrathe is an incredibly good choice here. Death Ride allows for the huge horde of undead you are probably using to move faster. While the small bonus to speed may seem small, it will be amplified by the very large number of models who should benefit.
  • For character jacks, try out Kharybdis and/or Erebus. Putting Ravager on either of those is golden.

    The Ghost Fleet    

Medium priced undead, with extra recursion.

  • The Revenant Crew of the Atramentous offer an alternative to Mechanithralls. While they are more expensive, they do not require Necrosurgeons to stay alive and have stronger combat abilities.
    • If using Revenants, you should also include Captain Rengrave. He improves the Revenants combat abilities, but there is also a neat synergy: Terminus Sac Pawns to Rengrave, then Rengrave triggers Call to Sacrifice to a random Revenant - drastically increasing the effective range of Terminus' Sac Pawn.
    • You should also look into the Ghost Fleet theme force for more Revenanty goodness.

    Dark Host    

Elite undead, with price & abilities to match.

  • Do you like ARM 20 (vs shooting) Bane Knights? Well, how about ARM 20 with Tough?
  • Darragh Wrathe, mentioned above, can also be in this theme.


    Scourge of the Broken Coast    

  • Grants Gang Fighter to Warjacks and Terminus is a Warrior Model, so while it's sub-optimal to field terminus in a theme without undead, theme does grant +2 Attack and +2 damage to the Warjacks in his battlegroup that attack things inside Terminus' 2" melee range.
  • Misery Cage can get Terminus more focus to work with.

Battlegroup

Barathrum is Terminus' pet warjack that he can take in any theme.
  • Barathrum is Terminus' pet warjack that he can take in any theme. Barathrum is a defensively upgraded, non-Berserk Seether and it gains Unyielding (+2 ARM in melee) when taken with him. He can cast Ravager on it to make it more like a generic Seether (albeit with better armor and Feedback).
  • Leviathans are surprisingly decent with Terminus. Because Leviathans have good range and native pathfinder, they should remain functional and useful throughout the game, despite their low melee threat range.
  • Despite the advantages of reach, Harrowers compete for souls with Terminus, so they may prove to be an inferior choice for him.
  • Because of his poor (by Cryx standards) Focus and spell list, it is difficult to justify the inclusion of arc nodes into his battlegroup. Beyond occasionally casting Annihilation on carelessly tight formations of infantry, Terminus won't be needing arc nodes very often.
  • Stalkers make a good choice for Terminus for their variety of advantages. Stealth protects them as they advance, and they have the speed, accuracy, and reach to make good use of Ravager. Extended control range also solves his small control area problem.
  • An honourable mention to the Helldiver. It's hardly an amazing jack, but while it's burrowed, Terminus doesn't have to allocate any focus to it, so if you want more jacks than you have focus, the little helldiver has some merit.

Other

Trivia

Other Cryx models

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

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

Light

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

Heavy

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

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

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

Solos

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
Mercenaries
Refer to Who Works for Whom and/or Category: Cryx Mercenary
This index was last updated: 2020.03

Rules Clarifications

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Rules Clarification : Feat: Dragon's Call

  • Terminus will only gain the souls if he is the closest eligible model. Death Reaper doesn't have the "regardless of proximity" wording that Dark Fire does.


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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 : Corrosion      (Edit)

  • A weapon can inflict continuous corrosion without itself being a corrosion damage weapon (for example, the Acidic Touch animus). In this case, the attack can hurt models with Immunity: Corrosion it just won't apply the continuous effect.
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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 : Pitch      (Edit)

  • If you Pitch on a charge attack, then the throw damage will be boosted (but not collateral damage).
  • Throw - General ( Edit )
    • See the Throw article for a general recap of the core Throw rules.
    • See the Open Fist Rules Clarifications for stuff specific to a Power Attack Throw.
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.


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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.
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • As of 2020.08, I have lost track of how this is supposed to work and I'm giving up until it is sorted properly. Refer to this thread for the latest ruling and follow-up questions.


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

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

 
  • Flight doesn't ignore:
    • Impassable terrain and hazardous terrain
    • Templates that stay in play and do damage to models moving through them (such as a Scather).
    • Free strikes.
  • Trampling with a flying model (Edit)
    • Flight allows you to trample "over" medium- and larger-bases.
    • Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
      • Unless, of course, you have an exception like Blade Rush.
  • Flight on a Cavalry model (Edit)
    • Although you can move over obstacles/models while charging, if you want to stop and make Impact Attacks while you fly "over" models you need to stop in a legal position. You can't make Impact Attacks while your flying horse is on top of obstacles, models, etc.
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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Rules Clarification:  : Assault      (Edit)
(Click Expand to read)

General

Step 1: Declare the charge

  1. Are you in already melee? With any enemy, not just your charge target?
    • If yes, you don't get an Assault attack at all (Refer to the latest Errata). Instead it's just a normal charge.
    • If no, continue to Step 2.
  2. Note: You cannot be "in melee" with a stationary/knocked down target. Feel free to declare charges (and Assault shots) in this case.
    • You can even charge a knocked down model you're in B2B with, advance 0", and get your ranged attack and your melee attack(s).

Step 2: Move the charging model

  1. As soon as the movement is finished, determine whether it was a successful charge or not.
    • Do this before resolving anything that triggers on "Ends Movement" (like Admonition, Countercharge).
    • Do this before resolving your Assault attack.
  2. Did you make a successful charge? You get the ranged attack even though you're "in melee" (not yet though). Refer to the latest Errata.
  3. Did you fail the charge? You will get the Assault shot anyway (not yet though).
    • Did you fail the charge, but end your movement in melee with someone different to your charge target? You get the ranged attack even though you're "in melee" (not yet though). Refer to the latest Errata and also this (Infernal Ruling)
  4. Now that you've figured out whether the charge successful, you resolve "Ends Movement" effects (such as Countercharge) before the Assault attack. (Infernal Ruling).
    • If something happens at this point that changes whether a model is in/out of melee range, it does not retroactively change a failed charge into a successful charge or vice versa.
  5. If your charge was successful you may use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)
  6. If you fail your charge, you may not use "any time" abilities before or after making the Assault attack. (Infernal Ruling)
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Tip !
Assault is not a "triggered ability" and it will never trigger simultaneously with another ability that triggers/resolves at "ends movement". Instead, the other ability is always resolved before the Assault shot.

Step 3: Make the ranged attack

  1. The ranged attack is optional.
  2. Since the Assault attack is outside your Combat Action, you can only do a basic ranged attack. CRA & Special ranged attacks are only allowed during your Combat Action, you can't do them. (Infernal Ruling CRA & Special Attack)
  3. Did you move at least 3" during the charge movement? Who cares, that is irrelevant to the Assault attack!
  4. Make your ranged attack vs your charge target
    • If the charge target is already dead (which can happen when units charge) then you don't get to redirect your Assault attack vs 'someone else'. You simply don't get an Assault attack. (Infernal Ruling)
    • A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as an Assault attack. (Infernal Ruling)
    • If your ranged attacks triggers other attacks/damage that occur "after the attack" (such as Drag or Electro Leap) then those will resolve as per normal, regardless of whether you had a successful charge or not. (Infernal Ruling)
  5. Is the target in melee with the shooter?
    • If yes, then you ignore the +4 DEF bonus (as per the 3rd paragraph of "Targeting a Model in Melee" (TMM) rules)
    • If no, resolve the ranged attack exactly the same as if it were a normal ranged attack.

Step 4: If you miss

  1. If you miss the target, and the target is not in melee with you, then resolve it the same way as a normal ranged attack.
  2. If you miss the target, and the target is in melee with you, do not reroll the attack against another model. It misses completely.

Step 5: After finishing the Assault attack

  1. If it was an unsuccessful charge, your activation now ends.
  2. If it was a successful charge, and your charge target is ...
    • still alive, then you get your charge attack (as per the charge rules)
    • dead, then you get your initial melee attack(s) vs anyone still in your melee range (as per the charge rules).
  3. Either way, you don't get to make more ranged attacks (other than the obvious exceptions like Gunfighter, of course).


Units

  • Move all models in the unit before making any Assault attacks. (Infernal Ruling)
  • Make all Assault attacks before making any Charge attacks. (Infernal Ruling)
  • Each model in the unit is effectively "stalled" while you move/shoot the other models. This "stall" does not create an opportunity to use "any time" abilities. (Infernal Ruling)
  • If a trooper's target dies before they make their Assault shot, they don't get to redirect it. You just skip their Assault shot. (Infernal Ruling)
  • You cannot make Assault attacks while out of formation, as per the regular formation rules about making attacks.
  • Assault & CRA (Edit)
    • You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)

Other

  • Warbeasts
    • Warbeasts cannot use Assault during a Frenzy. Refer to the latest errata.
  • Assault vs Countercharge ( Edit )
  • Assault & Drag ( Edit )
    • You determine whether a charge was successful or not before making the Assault attack.
    • If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
      • It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
      • You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
      • Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
      • You won't be able to purchase additionals (because your activation ended).
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Rules Clarification:  : Sacrificial Pawn and/or Sucker! and/or Grim Salvation     (Edit)
(Click Expand to read)

Differences
  • Sacrificial Pawn is optional.
    Grim Salvation and Sucker are not optional.
  • Grim Salvation only works vs basic attacks, not special attacks, power attacks, chain attacks.
    • Spells are not basic attacks, because they are not "made with a weapon". (Infernal Ruling)
    • CRA and CMA are basic attacks. (Infernal Ruling)
    • If a Special Attack generates an additional attack (such as Multi-Fire), the second attack will be basic and as such can have Grim Salvation used vs it. (Infernal Ruling)
  • Sacrificial Pawn & Sucker! don't work against melee attacks.
  • None of them work vs magic attacks (spells).
    All of them work against Magical Ranged attacks, though.
  • The model the attack is transferred to is always hit, even if they have an ability that makes them automatically get missed (such as Stealth).
    Automatically missing is determined earlier in the timing sequence than when the attack is moved. (Infernal Ruling)

From here down, the terms Sacrificial Pawn, Grim Salvation, and Sucker! are interchangeable

  • Using Sac Pawn moves all damage and effects onto the other model.
  • The new model hit may use any abilities that trigger on being hit/damaged by an enemy attack (such as Vengeance and Shock Field).
  • Sprays and AOEs
    • With reference to the timing chart in Appendix A: placing a spray template down occurs at Step 3. Using Sacrificial Pawn occurs at step 6. Placing an AOE template down occurs at step 7.
      Therefore if you use Sac Pawn vs a spray, the placement of the spray template does not change. If you use Sac Pawn vs an AOE, the placement of the AOE template does change.
    • A model indirectly hit by an AOE attack cannot use Sac Pawn vs it.
    • Since a spray template doesn't move, it may cause the Pawn to be hit twice by the same spray. So you then resolve two damage rolls against it.
    • When/if you shift an AOE template, the original target may be clipped by the edge of the AOE anyway (depending on how far apart the original target and Pawn are).
  • Sacrificial Pawn multiple times
    • If a model with the Sacrificial Pawn ability passes it to another model that also has Sacrificial Pawn ability, that second model may pass it along to a third model.
    • Models can only use Sac Pawn once each, you cannot set up an infinite loop!
  • Quick Draw vs Sacrificial Pawn (Edit)
    • If enemy "Model A" shoots you, and then you use Quick Draw against "Model A", but they use Sac Pawn to move your Quick Draw attack to "Model B" then ... Quick Draw has no effect (or rather, it affects "Model B" who isn't currently shooting you so is irrelevant). Point is, "Model A" can continue shooting you.
    • This won't happen with Shield Guard though (outside of a very low-probability scenario) because Shield Guard can only be triggered during an enemy turn.
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Rules Clarification : Shadow of Death      (Edit)

  • SoD applies to Terminus, because a model is always within its own CMD range. Refer "Model Profiles" in the rulebook.
  • SoD applies to incorporeal undead models. Infernal Ruling

Rules Clarification : Tough - None yet. (Edit)

Rules Clarification : Tough - None yet. (Edit)

Rules Clarification : Hellfire - None yet. (Edit)

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Rules Clarification : Annihilation      (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)
  • "Regardless of proximity" soul takers (Edit)
    • The model which ignores distance doesn't always get the soul. Abilities which say you "can't" collect souls (such as Soul Ward) trump it, due to the general rule that "can't trumps can".
    • If there are multiple models that all have the "regardless of proximity" clause, then you randomise who the soul goes to. (Infernal Ruling)

Rules Clarification : Malediction - None yet. (Edit)

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Rules Clarification : Ravager      (Edit)

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Rules Clarification : Berserk      (Edit)

  • Berserk attacks will generate even more Berserk attacks. You keep going until you miss, something survives, or you run out of targets.
  • Berserk grants an additional attack which by definition can only occur during your Combat Action. Therefore Berserk doesn't work on free strikes, impact attacks, etc.
  • "Immediately" means you can't save it until later in your activation. Berserk must be resolved at step 14 of the attack sequence (refer Apdx A).
  • You cannot use "Any Time" abilities while resolving the original attack, the Berserk attack, or between the attacks. Refer Apdx A.
  • Berserk doesn't trigger during a frenzy. (Infernal Ruling)
  • Berserk will not trigger if the target uses an ability to move the damage to another model (such as a warlock transfer).
    • But it will trigger if they use an ability to move the attack to a different model (such as Grim Salvation).
  • Berserk has a weird niche interaction with Agathon's abilities, which you can read here.
  • Attack-Generating Abilities (Edit)
    • From the core rulebook: When a model is granted more attacks as a result of an attack it made, it gains only one. If two or more special rules would grant the model another attack as a result of making an attack, its controlling player chooses which special rule to apply.
    • If you trigger two attack-generating abilities (such as Black Spot and Kill Shot) you choose to resolve one and "lose" the other (unless you trigger it again later).
    • If you trigger two attack-generating abilities, and one of them is compulsory (such as Black Spot and Berserk), you must choose to resolve the compulsory one. (Infernal Ruling)