Lord Assassin Morghoul

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Skorne Logo.jpg Lord Assassin Morghoul

Skorne Paingiver Warlock

After long years of loyal but shadowy service to his master, Morghoul has stepped forward as a leader among the Skorne. The betrayal by his lord freed Morghoul's hands, and he has found the opportunity to further his private ambitions by taking the unprecedented step of seizing leadership of the entire paingiver caste in the Army of the Western Reaches.

Basic Info

SOM icon.jpg

Special Order Model
This model is no longer available through normal US distributors (as of 2018.04). Instead your local game store needs to order it through PP's Special Order Service. More info is available at PP Retailer Support.

International distributors can still access the entire catalog of models.

See also the Official Press Release and/or Category: Special Order Model.

Morghoul2
Missing Info
Lord Assassin Morghoul.png
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR 6
MAT 8
RAT N/A
M.A. N/A
DEF 16
ARM 14
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 15
F. Field N/A
WJP {{{wjp}}}
WBP +29
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA C
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

  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
  • Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
  • Apparition - During your Control Phase, place models with Apparition anywhere completely within 2" of their current location.
  • Steady - This model cannot be knocked down.
  • Elite Cadre [Bloodrunner] - Friendly Bloodrunner models gain Parry.

Weapons

  • Mercy - 1" reach, POW 7, P+S 13 melee attack
    • Blessed - Attacks with this weapon ignore spells & animi that add to the target's DEF or ARM.
    • Weapon Master - When attacking with this weapon, add an additional die to its damage rolls.
    • Damage Type: Magical - This weapon deals Magical damage.
    • Grievous Wounds - A model hit by this weapon loses Tough and cannot have damage removed from it for one round.
  • Fan of Shadows - 0.5" reach, POW 2, P+S 8 melee attack
    • Damage Type: Magical - This weapon deals Magical damage.
    • Blind - A model suffering Blind cannot make ranged or magic attacks, suffers -4 MAT and DEF, and cannot run, charge, or make slam or trample power attacks. It must forfeit either its Normal Movement or Combat Action during its next activation. Blind can be shaken.

Spells

COST RNG AOE POW DUR OFF


Flashing Blade

1 SELF - - - -
The caster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.
Flesh Hooks

2 10 - 12 Round Yes
Target model damaged by Flesh Hooks cannot charge or make slam or trample power attacks for one round.
Shadow Play

2 6 - - Upkeep -
Target friendly Skorne model gains Incorporeal this turn. During your Control Phase, the affected model gains Incorporeal for one turn.
Mortality

3 10 - - Round Yes
Target model/unit suffers -2 DEF and ARM, loses Tough, and cannot have damage removed from it. Mortality lasts for one round.

Feat : Blackout

Enemy models currently in his control range and LOS suffer Blind (as above) for one round.

Theme Forces

Thoughts on Morghoul2

Morghoul2 in a nutshell

Morghoul2 is the Lord Assassin of the Skorne empire for a reason. He kills any but the most careful enemies - and after the Great Skorne Errata he's finally better at it than he has been at any time since Mk1. Mortality to help take down big targets, shadow play for positioning - and between Mortality and Blind, Morghoul doesn't have to be the finisher.

Feat Thoughts

Blackout on the enemy's army makes the infantry and battle engine useless for a turn and means that everything's going to hit opposing jacks and beasts.

Blackout on the enemy caster and he will be extremely easy to hit, especially by Morghoul.

Spell Thoughts

  • Flesh Hook is a seriously great blast. While the effect isn't as radical as Stranglehold, the higher POW mean it work significantly more reliably into buffed garguantuans
  • Flashing Blade is not an attack per se - you can still cast it if you sacrificed your combat action to get up from Knockdown. It is not as good as his Perfect Balance was in Mk2, but if you do not need your combat action (for a charge, for example), it costs only 1 fury; just as many as to shake off the above mentioned effects. You can also cast it before moving ; you can apparition into your first target, kill it, and charge something else.
  • Don't forget, Apparition works even if you're stationary, or knocked down.
  • Shadowplay has a weird duration; despite being an upkeep, it applies Incorporeal for a turn and if you recast it on someone else, the first person keeps their Incorporeal status.
    So you actually can make up to four targets incorporeal in a single turn : one from upkeep, three from casts.
  • Without arc nodes, Mortality still has a decent range but won't always be safe to cast.

Drawbacks & Downsides

  • He's a special order model.
  • If he fails to assassinate, he gets squashed
  • Shadow Play only works on your turn, and on a limited number of model. This means that it is purely a piece for positioning your models.
  • Anyone with Eyeless Sight (notably all Legion beasts and Cephalyx beasts and drudges) is immune to his feat and fan.

Tricks & Tips

  • He gives parry to the Bloodrunners, but doesn't actually have it himself
  • Ornery from a Titan Sentry or Counterblast from a Mammoth allow him to blind an attacker after its first attack.
  • Morghoul is fairly hard to kill, but don't play too far forward. Just remember he can be assassinated.

List Building Advice

Strategy

He's the freakin' Lord Assassin. There are no prizes for guessing what his main strategy is.

By himself, Lord Assassin Morghoul has an assassination threat range of 13", most of that linear and it can be blocked by intervening models. If he gets that assassination off, it is almost invariably in the endgame. However the level of paranoia you should feel when he is on the table is massively greater than that; the Lord Assassin generally doesn't do the assassinating himself because he has much much longer threat ranges than that.

A textbook Lord Assassin Morghoul starts off with him moving 9" (including Apparition); if the enemy are unlucky he'll charge 12". Then he feats. If the enemy caster is within 12" (for a total of 21" or 24") they've just had their DEF flattened. Follow it up with Mortality (boost to hit) and most enemies are ready to be finished off. And if you have a Cyclops Shaman Mortality has the same range as the feat.

So how to finish off the target? Having lost six points of DEF and two of ARM they should be ripe for the picking. You can either do it at range or in melee. In melee, it's normally an Incorporeal Archidon from 11" away (13 if you brought a Titan Gladiator), flying over the enemy and ignoring free strikes or even an incorporeal Animantarax from 13" away. At range, it's a Mammoth from 18" away or a Titan Cannoneer or two from 20" away, supported by a Cyclops Shaman or Cyclops Raider from 20" - and possibly some Venators.

Morghoul works well with most people - his only friendly Faction buff is Shadow Play and that needs to go on a single model (normally himself, a warbeast in his battlegroup, or a beatstick solo). With his three biggest things being the Blind debuff, the Mortality debuff, and his assassination, he works extremely well with minions.

Theme Thoughts

Masters of War
Morghoul loves to play first. This theme has a good selection of targets to make incorporeal, such as the Legend of Halaak member with combo smite, or Tyrant Radheim.

  • Aptimus Marketh - Mortality is one of the best possible spells for Marketh to cast. Marketh's a bargain for the Lord Assassin.
  • Immortal Vessel - Channeling Mortality at +2 to hit is just good.
  • Extoller Soulward lets you Mortality people with Stealth. Including casters.
  • Tyrant Commander & Standard Bearer let him threat longer when not seeing his victim, and let him sprint farther back.
  • Ferox are excellent infantry blenders when supported with Mortality.

The Exalted
Lets Morghoul take all of the support pieces he wants while denying the enemy tricks like moving your stuff or collecting corpses. Assassination guns will have to come from the battlegroup, but Immortals are seriously dangerous against a blinded and Mortality'd caster--and they bring their own Incorporeal.

Winds of Death
Morghoul and Aptimus Marketh and/or the Immortal Vessel (mentioned above) to hand out Mortality to break armour. It normally brings an Animantarax (sometimes even two) as its finisher; not that much survives an incorporeal animantarax, especially when their DEF has already been dropped. Or just shoot the enemy.

  • Extoller Soulward, mentioned above, can also be in this theme.
  • Siege Animantarax - an incorporeal Siege Animantarax has a scary assassination threat, forcing the enemy to keep troops back to block all potential landing zones or to keep their caster completely out of LoS. And even if it isn't going for the assassination it's pretty good at mugging heavies, especially ones without reach weapons.

Disciples of Agony
As a debuff caster Morghoul2 is incredibly minion-friendly. In Disciples of Agony the assassination run is generally finished off by a Primaled Enraged Archidon or an incorporeal primaled and enraged Road Hog, both exploiting Blind to lower the enemy's DEF and then having a 10" charge range to hit extremely hard at MAT 8.

Imperial Warhost
You get Marketh and both battle engines, which is nice. Lack of Immortal Vessel or Extoller Soulward (look for Bog Trog Mist Speaker as a replacement) means Morghoul doesn't have as much reach as he does in other themes, though, and he doesn't care much for a big battlegroup.

Battlegroup

  • Archidon - the improved version of the Archidon makes for a decent assassin-beast if you can deal with any free strikes (which Shadow Play normally can). And Sprint is a great power to give Morghoul, allowing him to charge, feat, apply mortality when needed, and sprint back to safety.
  • Agonizer - Playing for assassination involves sacrificing pieces, and the opponent will have to commit more to accept a sacrifice if the piece you present effectively has +2 Armor. Morghoul also often has to play forward to get a backbreaking feat, and having a +2 Str bubble or spell denial can keep him much safer against whatever can still get to him.
  • Basilisk Krea - Similar to the Agonizer; you don't want your opponent cheating you out of your alpha + control using their guns.
  • Titan Gladiator - If playing an Archidon anyway, it's a consideration.
  • Bronzeback Titan - Manages the fury on your Agonizer at least and is an excellent late game armor cracker. With Mortality it can kill the world. Its animus of Unyielding also makes it very hard to kill and gives it potential as a tip of the spear, while the animus on Morghoul (especially stacked with Agonizer) takes him to a suddenly problematic 16/18 vs Melee, with Steady to boot.
  • Cyclops Shaman - Sometimes the extra 2" of range on Mortality is wonderful. If you don't have the points you can always use the Farrow Bone Grinders but you normally get more with an extra animus and the anti-magic tech.
  • Mammoth - Its gun will murder a Blinded caster and threatens 18"-20" without external buffs. Its a great scenario and attrition anchor as well.

Other

Trivia

  • The name Morghoul is speculated to mean "Bird Demon". It could be a combination of the words Morgh, meaning bird or chicken in Iranian, and the Ghoul/ Gallu/ Goule, meaning a mean evil spirit or demon who'd drag unfortunate victims off to the underworld. Whether or not this is how Privateer Press named him, his birdlike aesthetics makes this interpretation very fitting.
  • Released in Hordes: Metamorphosis (2009)

Video Battle Reports

Other Skorne models

Skorne Logo.jpg       Skorne Index       (Edit)
Battlegroup & Similar
Warlocks Hexeris1 - Hexeris2 - Jalaam1 - Rasheth1 - Makeda1 - Makeda2 - Makeda3 - Mordikaar1 - Morghoul1 - Morghoul2 - Morghoul3 - Naaresh1 - Xekaar1 - Xerxis1 - Xerxis2 - Zaal1 - Zaal2 - Zaadesh2
Lessers & Attachments Aptimus Marketh (Warlock attachment) - Zaadesh1 (Lesser Warlock)
Lesser & Packs Lesser Warbeasts: Agonizer - Reptile Hounds - Warbeast Packs: Scarab Pack
Light Basilisk Drake - Basilisk Krea - Cyclops Brute - Cyclops Raider - Cyclops Savage - Cyclops Shaman - Razor Worm
Heavy Aradus Sentinel - Aradus Soldier - Archidon - Bronzeback Titan - Rhinodon - Titan Cannoneer - Titan Gladiator - Titan Sentry
Chiron - Despoiler - Molik Karn - Tiberion
Gargantuans Desert Hydra - Mammoth
Units, Solos, & Battle Engines
Units Cataphract Arcuarii - Cataphract Cetrati - Cataphract Incindiarii - Immortals - Nihilators - Paingiver Beast Handlers - Paingiver Bloodrunners - Praetorian Ferox - Praetorian Karax - Praetorian Keltarii - Praetorian Swordsmen - Tyrant Commander & Standard Bearer - Venator Catapult Crew - Venator Flayer Cannon Crew - Venator Reivers - Venator Slingers
Legends of Halaak
Solos Ancestral Guardian - Paingiver Bloodrunner Master Tormentor - Extoller Novititate - Extoller Soulward - Immortal Vessel - Mortitheurge Willbreaker - Paingiver Task Master - Venator Dakar - Void Spirit
Abidan the Keeper - Aptimus Marketh (Attached) - Hakaar the Destroyer - Tyrant Rhadeim - Zaadesh1 (Lesser)
Battle Engines Siege Animantarax - Supreme Guardian
Theme Forces
Disciples of Agony - Imperial Warhost - Masters of War - The Exalted - Winds of Death
Minions
Refer to Who Works for Whom and/or Category: Skorne Minion
This index was last updated: 2019.06

Rules Clarifications

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Rules Clarification : Blessed and/or Creator's Wrath     (Edit)

  • Blessed ignores buffs even if they're not directly on the target. For instance, Haley3's Temporal Distortion spell gives a DEF buff to everyone within 5" ... and Blessed ignores it. (Locked thread)
  • You only ignore the DEF/ARM buff if the spell directly adds to the stat. A spell which instead grants a separate non-spell ability, and the ability gives a DEF/ARM buff, would not be ignored. (Infernal Ruling)
    In this ruling, Blessed does not ignore the DEF from Ashen Veil, because the DEF bonus comes from Concealment, and not the spell itself.
  • If a spell buffs DEF/ARM and [something else] then you ignore the buff but not the [something else].
    • For example, the spell Cloak of Ash grants concealment, and models with concealment gain +2 DEF. You would not ignore this DEF bonus.
    • For example, the spell Death Ward grants +2 ARM and the defender chooses which column suffers damage. You would ignore the ARM bonus, but the defender still picks the column.
  • The Mk3 Blessed icon resembles the old Mk2 Magical Weapon icon. Do not get them confused.
  • This ability only ignores buffs from spells, not buffs from feats (such as Stryker1's Invincibility +5 ARM) or abilities (such as Protective Aura's +2 ARM).

Rules Clarification : Weapon Master - None yet. (Edit)

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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 : Grievous Wounds      (Edit)

  • GW prevents "repairs" as well as "heals".
  • It does not stop a warlock transferring damage, or stop the wounded model from being able to 'heal' someone else.
  • Does not affect models with the Massive rule.
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Rules Clarification : Blind      (Edit)

  • Blind prevents magic attacks. However spell-casters, spell slaves, etc can still cast non-offensive spells.


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

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warlocks are also Battle Engines and thus follow all the Battle Engine special rules.
      There is no particular interaction between the Battle Engine rules and the Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Units: Before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    2. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    3. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "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).
    4. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    5. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    6. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    7. 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.)
    8. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

    • 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
    • Even if the ability says "any time during the unit's activation", 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 that model's activation has ended (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 : Pathfinder      (Edit)

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Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.
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Rules Clarification : Apparition      (Edit)

  • If a model is B2B with you when you use Apparition then they will be exactly 2" away afterwards. So you can't get away from 'long reach' melee weapons.
  • Unit members must always be placed in formation. Refer to the "Placed" section if the core rulebook.
    • If a trooper can't be placed in formation (because it's more than 2" out of formation to begin with) then it can't be placed at all.
    • The unit commander is always "In Formation" by definition, so can be placed where he likes.
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Rules Clarification : Steady      (Edit)

  • Steady models are still susceptible to other effects of knock-down attacks (if there are any).
    • For example, a steady model hit with a Head butt won't be knocked down but will take damage.
  • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.
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Rules Clarification : Elite Cadre      (Edit)

  • Elite Cadre bonuses persist even after the model dies.
  • Elite Cadre bonuses can apply to teammates in multiplayer games.

Rules Clarification : Parry - None yet. (Edit)


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Rules Clarification:  : Thresher and/or Flashing Blade and/or Cyclone     (Edit)
(Click Expand to read)

Resolving the attack

Under this heading, the word "Thresher" is used interchangeably for "Flashing Blade" and "Cyclone" too

  • Thresher makes an attack against every model, and as such it targets every model. Thus if a model "may not be targeted by melee attacks", you have to 'skip' it when you resolve the attack. (Infernal Ruling)
  • All attacks made by a Thresher attack are simultaneous.
    • If a model is out of LOS when you start the Thresh, then you may not attack it as part of the Thresh (even if the Thresh kills what is blocking your LOS)
    • This means you need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
    • In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
    • If a model collects tokens (for instance the Cryx Harrower that collects souls), it cannot collect them until all Thresh attacks are resolved.

Thresher only

  • All attacks made by a Thresher are special melee attacks, and as such won't trigger stuff like Grim Salvation or Rhyas's feat. (Infernal Ruling)
  • No matter how many enemy you kill, Thresher only counts as a single attack for the purposes of triggering Berserk, Quick Work, Black Spot, etc
  • You can do a Thresher on a charge (it's a special melee attack).
    • If you charge & Thresher, only the damage roll against your charge target is automatically boosted - other models caught in the thresh suffer an unboosted damage roll (although you can spend focus/fury to boost it)
  • You can't buy additional Thresher attacks, because they're (★ Attack). You can buy additional normal melee attacks, though.
  • Thresher will hit friendly models.

Flashing Blade only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell , then you'll get your boosted charge attack against it.
  • Flashing Blade doesn't hit friendly models

Cyclone only

  • You can cast it after your charge movement but before your charge attack.
    • This will essentially interrupt your charge attack, so no damage roll is boosted while resolving the spell's attacks (unless you pay to boost it).
    • If your charge target survives the spell and is still in range, then you'll get your boosted charge attack against it.
    • If you used the advance to move out of range of your charge target, it was still as successful charge so it won't cause your activation to end. However, you are still limited to making melee attacks only.
  • Cyclone will hit friendly models.
  • The attack(s) from Cyclone occur simultaneously with "Ends its movement" triggers (such as Admonition). As such, the active player can use the Cyclone attacks before the inactive player uses his Admonition move. (Infernal Ruling)

Rules Clarification : Flesh Hooks - None yet. (Edit)

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Rules Clarification : Shadow Play      (Edit)

  • The wording on "turn" means you'll never have Incorporeal during your opponent's turn, but you have it on your turn as long as you pay the upkeep.
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Rules Clarification:  : Incorporeal      (Edit)
(Click Expand to read)

Damage & Debuffs
  • All spells do magical damage. Refer to the latest errata.
  • If a weapon or spell does multiple types of damage (such as Chain Lightning doing Electricity damage), then you'll still be hurt by the spell. "Incorporeal" is not the same as "has immunity to all damage types". (Infernal Ruling)
  • "Mundane" weapons can still apply debuffs to Incorporeal models, even though they can't damage them. For instance, an Ironclad could hit an Incorporeal model with a Tremor Attack and knock the incorporeal model down; Small-based Incorporeal models can be Consumeed, etc. (Infernal Ruling)

Incorporeal models moving

  • If an incorporeal model declares a charge, then they stay incorporeal until they actually make an attack. So, for example:
    • If they're Countercharged after finishing their own charge movement, they will be Incorporeal while resolving the Countercharge attack.
    • If they fail the charge, they will stay Incorporeal.
  • Entering hazards: "Enters or ends its activation" can only be triggered once each turn.
    • If the Incorporeal model begins its activation outside the hazard, moves into the hazard and loses Incorporeal, it would not take any damage from ending its activation in the hazard.
    • If the Incorporeal model begins its activation inside the hazard, stays inside the hazard, and loses Incorporeal, it would take damage from ending its activation in the hazard.
    • (Infernal Ruling)
  • 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.

Moving through an Incorporeal model

  • A model that is pushed into an Incorporeal model will go all the way through, only if the push is large enough to get all the through. If the push is too short, the moving model will "bounce back" to where they first started overlapping the incorporeal model. (Infernal Ruling)
  • The core rules that allows models to be pushed through the Incorporeal model will override any ability/spell that uses the phrase "is pushed until it contacts a model" (such as Grip, Drag, and Catch). (Infernal Ruling)
  • A model that is thrown or slammed into an Incorporeal model will end in the normal spot, and the Incorporeal model is repositioned as per the 'Rule of Least Disturbance'.
    • If the Incorporeal model cannot be moved (ie it's a Wraith Engine), then the moving model is repositioned as per the 'Rule of Least Disturbance'.

Other

  • Incorporeal models can engage enemy models. They can't make free strikes or bodyblock enemies, but they do prevent enemy models making ranged attacks, and everyone gets the 'Target in Melee' bonus.
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Rules Clarification : Mortality      (Edit)

  • Mortality prevents models removing damage, but it doesn't prevent secondary effects associated with that heal rule (if there are any). For example: