Lord Arcanist Ossyan

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Retribution Logo.jpg Lord Arcanist Ossyan

Retribution Vyre Warcaster

The fundamental laws of reality twist and shatter beneath the will of Ossyan, Lord Arcanist of House Vyre. Time bends with but a gesture from him, and he can alter his perception to see the convergence of fate. Armed with perfect foresight he is a deadly combatant and battlefield general. Ossyan’s myrmidons and soldiers move with the assurance of destiny as he unleashes House Vyre’s sophisticated armaments upon the enemies of the Retribution.

Basic Info

Ossyan1
Missing Info
Ossyan1.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR {{{str}}}
MAT 5
RAT 6
M.A. N/A
DEF 15
ARM 15
CMD N/A
ESSENCE {{{essence}}}
FOCUS 7
FURY N/A
THRS N/A
HP 16
F. Field N/A
WJP +28
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

Abilities

  • Warcaster - All warcasters come with a stack of standard special rules - most notably being awesome. (Click the link for a full rundown.)
  • Field Marshal [Future Sight] - Warbeasts/warjacks in this model's battlegroup gain Future Sight.
  • Future Sight - This model can boost attack and damage rolls after rolling.

Weapons

  • Chronophage Cannon - 12" range, POW 13 ranged attack
  • Locus - 1" reach, P+S 11 melee attack

Spells

COST RNG AOE POW DUR OFF


Admonition

2 6 - - Upkeep -
When an enemy model advances and ends its movement within 6" of target model in the spellcaster's battlegroup, the affected model can immediately advance up to 3", then Admonition expires. The affected model cannot be targeted by free strikes during this movement.
Arcantrik Bolt

2 10 - 12 (★) Yes
If this spell damages a warjack, it suffers stationary for one round.
Quicken

3 6 - - Upkeep -
Target friendly Faction model/unit gains +2 SPD, and +2 DEF vs ranged/magic attack rolls.
Shatter Storm

2 6 - - Upkeep -
Target model/unit gains Detonator.
Detonator - When a model with Detonator directly hits and boxes an enemy model with a ranged or melee attack, center a 3" AOE on the boxed model, then remove that model from play. Models in the AOE are hit and suffer an unboostable POW 8 magical blast damage roll.
Fortune

2 6 - - Upkeep -
Target friendly Faction model/unit can reroll attack rolls once.

Feat : Gravity Well

  1. Enemy models in his control range roll one less damage die for ranged attacks.
  2. Friendly Retribution models roll one additional damage die on ranged attacks against enemy models in his control range.

Theme Forces

Analysis of Lord Arcanist Ossyan

Lord Arcanist Ossyan in a nutshell

Range buffing combined with a slew of movement tricks. Being able to one round a Stormwall from range and spending less than its points cost to do so is not something that most armies can boast of.

Between Fortune and his feat Ossyan is the premier gunline caster in Retribution and shows that most problems can be solved by throwing more dice at them. Quicken helps to deliver models to the right locations or protects a melee screen on the way in, Fortune and his gun ensures that high defence can be mitigated, while the Feat means that all but the most extreme armour will crumble. Admonition keeps him or his battlegroup safe from retaliation, with Arcantrik Bolt and Shatter Storm being more situational but useful tools (extra control and remove from play respectively).

Feat thoughts

Remember, the friendly models don't need to be in Ossyan's CTRL area, but the enemy does.

Spell thoughts

  • Arcantrik Bolt - You won't be casting this much given the other choices for spending focus (including his gun), but an extra way of taking out a pesky solo or messing round with a warjack is nice to have.
  • Admonition - Most of the time this is going to be put onto one of your heavies so they can go shooting and stay safe, but against a list with significant melee threat it might be worth keeping it on Ossyan himself. Doesn't do you much good if your jacks are alive but your caster isn't. Always first turn cast.
  • Fortune - The choice between sticking this on your defence debuffers or your anti infantry shooters will vary depending on who you run into, but you almost always want to put this on someone first turn.
  • Shatter Storm - Getting people to clump up enough to make use of the AoEs is difficult (especially since it's only on direct hit), but it can be a nice boost to your infantry clear when it happens, and in some matchups (Cryx) the RFP is important. Either on a ranged unit with good accuracy (Strike Force, Invictors), or on a melee unit that can take the blast hit (heavy jacks, units buffed by the Artificer).
  • Quicken is brilliant, versatile, and expensive. Extra threat ranges, super speedy jamming, protection against range, every unit benefits from it which makes placing it a tough choice. Usually you want it on your jammer unit first, then swap to either Ossyan, a solo you want to contest with or a melee jack after your feat has been used, but don't be afraid to swap it to Ossyan (or cast it on him turn one) if he looks too vulnerable.

Drawbacks & Downsides

Ossyan has a habit of getting himself killed on feat turn. The feat requires the enemy models to be within 14" of him, so anything you don't kill will probably look to retaliate against him. Admonition can keep you safe from melee, while the feat itself blunts ranged retaliation (be aware of snipe letting guns stay outside his control range), but he is rather vulnerable to magic based attacks. It is perfectly possible for a couple of boosted nukes to kill him if he drains himself of focus, so ration your focus usage on feat turn as much as possible and don't extend any further then you need to. Have a back up plan to keep enemy models pinned if the dice go south and you end up with a heavy or colossal alive after significant shooting.

Ossyan has no way of innately mitigating stealth. Boosted blast damage provides one way out, as is the Houseguard Thane, but you probably don't want to play him into a caster with Occultation. On a similar note, anyone capable of spamming clouds or forests can be trouble due to blocking sight lanes.

As with all forces that look to take a high volume of guns pay attention to high speed troops on the other side of the table. Running units into melee is an effective tactic at neutralising gunlines with inadequate screening or clearing potential.

Tricks & Tips

  • Because of Ossyan's natural squishiness, when it comes round to feating, identify at the very start of the game what you definitely need removed, and do not lose focus in getting it removed when applying feat. The key is not to bite off more than you chew. If you can't clear his CTRL of hard targets that can offer a strong retaliation against him, y'done messed up and he's too far forward. Be aware of just how many dice you can throw with your army and the maths of his feat vs ARM and you won't go much wrong.
  • For a caster with four upkeeps, it's actually rather rare for him to do much by way of hotswapping and if he does, it'll be Admonition to himself from an arc node or Fortune to another unit, so it may be worth bringing a Fane Knight Guardian instead of Sylys Wyshnalyrr, but your mileage may vary.
  • You see an enemy with mass upkeep removal/Purification, think very hard before dropping Ossyan...!

List Building Advice

Strategy

His main method of winning is an attritional swing via his feat. His spells do everything they can to make sure his army can get to the fight safely, hit better or deal more incidental damage. And when feat comes along, he smashes his opponents army to pieces.

Depending on his list, he should effectively cripple the enemy list, and in some circumstances, he must. Luckily, ranged retaliation is usually weakened by the second half of his feat, allowing him to reposition his army for exploiting the advantage feat (should have) provided.

Ossyan can make just about range-based model/unit work effectively with his suite of buffs. While some of the ranged units can act as a frontline if required, such as the Mage Hunter Strike Force and Nyss Hunters, you generally want to keep them shooting so a screening unit can be helpful. You can't fit everything in, so plan your matchups carefully.

Theme thoughts

    Defenders of Ios    
The default and most flexible theme, you can bring units that handle any situation, though not necessarily all in the same list. The theme granting reform to some common ranged units and solos improves their survivability significantly.

  • Arcantrik Force Generator - The cricket is a toolbox of useful guns. Massive range, massive damage, knockdowns, AoEs and terrain creation, does a little bit of buffing for friendly jacks as well. It's also a rather massive model, both in size and shear difficulty to get off the board given it's high armour against ranged damage and inability to be charged, both armies have to play around it.
  • Stormfall Archers - Best ranged armour breaking unit in the game, especially on a per points basis, with their only weakness being low natural accuracy. Since Ossyan lists tend to be full of defence debuffs you can generally mitigate this. When there are no hard targets available blasts can get some work done. Super fragile, keep them well away from enemy guns and use the theme granted reform to it's fullest.
  • Electromancers - High efficiency infantry clearing with lightning, and pulsefire can put some hurt on multi box models. Also super fragile. Medals are given to people who use their sticks to take out cortexs.
  • Houseguard Halberdiers - Decent survivability coupled with decent offence at a decent price. The CA and Thane does make them a little pricey, but they they start rocketing around the board and have a potent alpha.
  • Houseguard Riflemen - The theme's stealth solution when coupled with the Thane. Not bad guns either for infantry clearing or going for a large CRA on a priority target.
  • Heavy Rifle Team - Cheap problem solver. Decent accuracy and damage at a low price, handles stealthed solos when paired with the Thane. Theme can pick them up for free potentially.
  • Houseguard Thane - Noticed a theme with the other Houseguard entries? The thane just makes everything better, faster movement or stealth mitigation, and as the game goes longer he is decent enough with his sword and pistol.
  • House Ellyowur Swordsmen - Compared to the Halberdiers, Halberdiers are the offensive strikers that reach out and touch something while Swordsmen are more defensive juggernauts. They utterly mulch infantry, shrug off guns and are highly resistant to being being jammed themselves, but don't handle armour quite as well and are more expensive.
  • Nyss Hunters - Ignoring cover and concealment is very helpful when it comes up. Pretty good in melee as well when required, just watch out for blast damage.
    • As Partisans, Nyss can also go in the other themes (but use your "Up to one Mercenary" slot).
  • Dawnguard Trident- It has a high volume of gunfire and at SPD 6 it's also relatively fast, meaning it can mke use of his feat and every single one of his upkeeps depending on the situation. Shatter Storm lets is mulch infantry, Fortune gives it a better chance at hitting high DEF models and Quicken helps it get into Shooting Gallery range.

    Shadows of the Retribution    
Shadows of Retribution is your only way of getting access to the Mage Hunter Strike Force, but they're a really good unit with Ossyan. You do have to make some fairly extreme trade offs to get them however.

  • Mage Hunter Strike Force - The unit that lets you one round Stormwalls. Acceptable accuracy combined with Jack Hunter results in warjacks evaporating under feat, and they act as good infantry killers on other turns. Expensive though, especially since they almost always want a CA, so keep in mind how fragile they are.
  • Mage Hunter Infiltrators - Self sufficient and reasonably cheap, ambush or reform is just icing on the cake. Gang and Combo Strike give them enough punch to take on all infantry, though higher armour multi box models will stop them short, and only 0.5" range can present target access problems.

    Legions of Dawn    
He is capable of getting serious work out of the Dawnguard theme, feat helping out the Dawnguard Invictors and Quicken turning Dawnguard Sentinels into serious threats every turn. Typically more of a combined arms list.

  • Imperatus - A less frequent selection, but it is possible to make a list that instead of relying on the feat for battlegroup destruction instead uses melee jacks, with Quicken to deliver them, Admonition to keep them safe afterwards, and the Field Marshal to ensure they get full effect of their focus load. Imperatus is the exemplar of this approach, with a massive threat range and the damage to back it up, as well as significant survivability.
  • Dawnguard Sentinels - Who doesn't like weapon masters, give them a speed boost and watch them go to town. Access to them is probably why you went for this theme in the first place.
  • Dawnguard Invictors - High accuracy guns with good power, start CRAing and they will grind their way through anything without dedicated anti ranged tools. Deceptively squishy though, their stat line sits in the awkward spot where standard anti infantry shots are rather effective.
  • Dawnguard Destors - Their POW 14 Lance Cannon auto-hits if their hit their charge attack, so they can make exellent use of the feat. They are also prime recipients for Quicken.
  • Dawnguard Trident - Naturally, it is available here, too.

Battlegroup

Hypnos is his pet warjack that he can take in any theme.
  • Banshee, Moros, and/or Hypnos - All three serve the function of adding extra ranged defence debuffs, though their relative power varies according to who you face. They all have other utility functions as well, the Banshee hits the hardest of the three and can deny spell casting, while Hypnos has an arc node and is extremely accurate in melee. Moros is cheaper and has the shortest range, but the higher speed, higher defense, and stealth can let him get into places that the heavier jacks can not. Focus efficient with the guns, get work done in melee if you fill them up.
  • Harpy - Good gun with control potential. Don't rely on it for knockdowns, take a proper defense debuffer for that. Likes being fed extra focus to get more shots and boost the power.
  • Manticore - Less common choice now that Harpys exist, but still puts a good number of shots down range for the points and magical covering fire can be annoying for many lists to deal with.
  • Gorgon - Boosted damage sprays. Couple with some denial tools and you have an interesting, if niche jack, if Ossyan could be taken in Forges then this would be a more common pickup.
  • Hyperion - Speed boosted colossi are always a good laugh and Ossyan runs a Hyperion fairly well. Quicken ups it's threat range, Fortune makes the Starcannon and thresher guns more likely to land, Shatter Storm makes it un-tarpittable.

Other

Trivia

Originally released in the Warmachine: Wrath expansion (2011)

Other Retribution models

Retribution Logo.jpg       Retribution Index       (Edit)
Battlegroup & Similar
Warcasters Elara2 - Garryth1 - Garryth2 - Goreshade4 - Helynna1 - Issyria1 - Kaelyssa1 - Ossyan1 - Rahn1 - Ravyn1 - Thyron1 - Vyros1 - Vyros2
Warcaster attachments Fane Knight Guardian (Retribution) - Sylys Wyshnalyrr (Retribution) - Madelyn Corbeau (Mercenary)
Other Warjack Controllers Elara1 (BGC) - Sentinel Scyir ('Jack Marshal) - Artificer ('Jack Marshal)
Light Warjacks Aspis - Chimera - Gorgon - Griffon - Harpy - Siren
Moros
Heavy Warjacks Banshee - Daemon - Hydra - Manticore - Phoenix - Sphinx
Discordia - Hypnos - Hemera - Imperatus
Colossal Hyperion - Helios
Units, Solos, & Battle Engines
Units Destors - Invictors - Sentinels - Heavy Rifle Team - Swordsmen - Arcanists - Battle Mages - Electromancers - Halberdiers - Riflemen - Infiltrators - Strike Force - Ryssovass Defenders - Stormfall Archers
Nyss Hunters - Spears of Scyrah
Special: Eiryss3 (CA) - Soulless Escort (WA)
Solos

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

Battle Engines Arcantrik Force Generator - Dawnguard Trident
Theme Forces
Defenders of Ios - Forges of War - Legions of Dawn - Shadows of the Retribution
Mercenaries
Units Lady Aiyana & Master Holt - Lynus Wesselbaum & Edrea Lloryrr
Solos

Dahlia Hallyr & Skarath - Eilish Garrity - Madelyn Corbeau, Ordic Courtesan - Void Archon

This index was last updated: 2019.05

Video Battle Reports

Rules Clarifications

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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.")

Rules Clarification : Temporal Distortion - None yet. (Edit)

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Rules Clarification : Dispel      (Edit)

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


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

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


  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability if they run, fail a charge, or use an ability like Reposition.
      Because doing one of those things makes that specific model's activation to end (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.

  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are (normally) not Grunt models. Therefore they're not eligible for stuff like Revive.
  • Press Forward Order vs Casting Spells
    • If you're giving an order, it must be done first, before casting any spells or using your feat.
    • If you issue the Press Forward order and your caster does not have LOS to any enemy models, then they cannot declare a charge and instead must run, so therefore can't cast spells. But between the fact that models declare charges one at a time, and spells being an Any Time ability, it actually becomes a bit convoluted. The scenarios are essentially:
      • (A) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if no, I must run & I can't cast spells."
      • (B) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if yes, rinse and repeat."
      • (C) "issue Press Forward order ► I want to cast a spell ► can I declare a charge ► if yes, I can cast it. ► After casting the spell, do I still have a valid charge target ► if no, I must now forfeit both my Normal Movement and Combat Action."
    • Refer to (Infernal Ruling) and (Infernal Ruling). However note that as of 29th May 2019 it is getting reviewed (Infernal Checking)
    • Note that, in the above scenarios, the "I want to cast a spell" step is a Any Time ability. So although you may not be able to declare a charge right "now", you could for instance move one of the troopers in the unit to open up LOS.
    • Unfortunately if you have no valid charge targets you cannot cast a spell, even if resolving the spell would give you a valid charge target (such as Energizer or Mage Sight).
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.
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Rules Clarification : Field Marshal      (Edit)

  • Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
  • However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)
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Rules Clarification : Future Sight      (Edit)

  • Adding/Removing dice (from other abilities)
    • If you are under an effect that causes you to roll extra dice and drop the lowest/highest (such as Star Crossed or Manifest Destiny), it goes (Infernal Ruling):
      1. Step 5a. Add/remove all dice (as per normal) except the dice you'd get from boosting (not normal, but as per Future Sight)
      2. Step 5b. Roll the dice (as per normal)
      3. Step 5b.1 Decide whether or not to boost (not normal, but as per Future Sight)
      4. Step 5c. Remove the dice (as per normal)
  • Rerolls
    • If you use Future Sight before deciding to reroll, then you must keep the boost. You don't get to "unspend" the focus/fury.
      So it would go [Roll]-[Future Sight boost]-[Reroll with boost] (Infernal Ruling)
    • If you haven't used Future Sight before deciding to reroll, then you still have the option to use it after the reroll. You haven't "lost" Future Sight just because you didn't use it the first time.
      So it would go [Roll]-[Reroll with no boost]-[Future Sight boost]
  • Attack rolls
    • With reference to the Apdx A Timing chart; Future Sight moves "Boosting the roll" from Step 5a to straight after Step 5b. (Infernal Ruling)
    • All other effects that add/remove dice are still carried out at Step 5a.
  • Damage rolls
    • Vs warjacks/warbeasts you must complete the damage roll (step 9) before rolling the location (step 10).
      If you're one of those players that roll damage and location together, you have forfeited your option to boost after seeing the dice roll. (Because otherwise you'd be like "Oh, I rolled column 4. I'll boost it to make sure I cripple the arc node.")


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

* What does trigger Admonition
    • Admonition triggers off any advance, not just in-activation stuff. You could even trigger your Admonition off an enemy's Admonition!
    • Standing still but changing facing is an advance.
  • What doesn't trigger Admonition
    • Aiming, or forfeiting your movement, is not advancing.
    • If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
    • Being placed (such as Teleport) is not an advance.
    • Involuntary movement (being slammed, thrown, or pushed) is not an advance.
  • You don't have to trigger Admonition the first time an enemy moves nearby - you can save it until it best suits you. (Infernal Ruling)

  • Countercharge within your own activation ( Edit )
    • You can trigger Countercharge during your own activation, but only if an enemy model somehow triggers their own move. For instance, you move towards a model with Admonition and they trigger that to try to move away. (You do a normal move, they trigger admonition and move, you trigger countercharge from their admonition-move.)
    • In this scenario you may boost Countercharge attacks and trigger only-during-activation effects (such as Critical Shred & Sustained Attack) exactly as if you were in your activation (because you are).
    • Also, you can potentially get two charge attacks (one for your normal charge, one for the counter charge). (Infernal Ruling)
      This ruling still applies even after the 2018.07 update (Infernal Re-ruling)
  • Countercharge plus Admonition
    • If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Arcantrik Bolt      (Edit)

  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.

Rules Clarification : Quicken - None yet. (Edit)

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Rules Clarification : Shatter Storm      (Edit)

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Rules Clarification : Detonator      (Edit)

  • Despite being triggered by an attack, the damage from Detonator is not part of the attack. As such it doesn't interact with stuff like Blessed or trigger stuff like Vengeance.
  • The model with Detonator is not immune to the AOE. Be careful how close you stand when making melee attacks!

Rules Clarification : Fortune - None yet. (Edit)